Restructuring renderpasses

This commit is contained in:
Dynamitos
2021-09-29 22:12:56 +02:00
parent 632d120f6d
commit bd739068d6
43 changed files with 258 additions and 800 deletions
+9 -3
View File
@@ -1,9 +1,11 @@
#include "SceneView.h"
#include "SceneRenderPath.h"
#include "Scene/Scene.h"
#include "Window.h"
#include "Scene/Actor/CameraActor.h"
#include "Scene/Components/CameraComponent.h"
#include "Graphics/RenderPass/DepthPrepass.h"
#include "Graphics/RenderPass/LightCullingPass.h"
#include "Graphics/RenderPass/BasePass.h"
using namespace Seele;
@@ -13,7 +15,11 @@ Seele::SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const Viewpo
scene = new Scene(graphics);
activeCamera = new CameraActor();
scene->addActor(activeCamera);
renderer = new SceneRenderPath(scene, graphics, viewport, activeCamera);
renderGraph = new RenderGraph();
renderGraph->addRenderPass(new DepthPrepass(renderGraph, scene, graphics, viewport, activeCamera));
renderGraph->addRenderPass(new LightCullingPass(renderGraph, scene, graphics, viewport, activeCamera));
renderGraph->addRenderPass(new BasePass(renderGraph, scene, graphics, viewport, activeCamera));
renderGraph->setup();
}
Seele::SceneView::~SceneView()
@@ -23,7 +29,7 @@ Seele::SceneView::~SceneView()
void SceneView::beginFrame()
{
View::beginFrame();
scene->tick(Gfx::currentFrameDelta);//TODO: update in separate thread
scene->tick(Gfx::currentFrameDelta);
}
void SceneView::keyCallback(KeyCode code, InputAction action, KeyModifier)