Fixing slang compilation temporarily, renaming vertexfactory

This commit is contained in:
Dynamitos
2020-08-06 00:54:43 +02:00
parent ab4a3b5e23
commit f27859a02c
66 changed files with 1005 additions and 627 deletions
+27 -3
View File
@@ -1,15 +1,39 @@
#pragma once
#include "MinimalEngine.h"
#include "MeshProcessor.h"
namespace Seele
{
class BasePassMeshProcessor : public MeshProcessor
{
public:
BasePassMeshProcessor(const PScene scene, Gfx::PGraphics graphics, uint8 translucentBasePass);
virtual ~BasePassMeshProcessor();
virtual void addMeshBatch(
const MeshBatch& batch,
const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
int32 staticMeshId = -1) override;
Array<Gfx::PRenderCommand> getRenderCommands();
void clearCommands();
private:
Array<Gfx::PRenderCommand> renderCommands;
uint8 translucentBasePass;
};
DEFINE_REF(BasePassMeshProcessor);
class BasePass
{
public:
BasePass();
BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport);
~BasePass();
void render();
private:
Gfx::PRenderPass renderPass;
Gfx::PTexture2D depthBuffer;
const PScene scene;
UPBasePassMeshProcessor processor;
Gfx::PGraphics graphics;
};
DEFINE_REF(BasePass);
} // namespace Seele