Adding cached depth renderpass

This commit is contained in:
Dynamitos
2024-05-30 16:56:22 +02:00
parent 4b6022237b
commit f278afad66
20 changed files with 908 additions and 677 deletions
+7 -4
View File
@@ -7,8 +7,12 @@
#include "System/LightGather.h"
#include "System/MeshUpdater.h"
#include "System/CameraUpdater.h"
#include "Graphics/Vulkan/Graphics.h"
#include "Graphics/Vulkan/Allocator.h"
#include "Graphics/RenderPass/CachedDepthPass.h"
#include "Graphics/RenderPass/DepthPrepass.h"
#include "Graphics/RenderPass/LightCullingPass.h"
#include "Graphics/RenderPass/BasePass.h"
#include "Graphics/RenderPass/SkyboxRenderPass.h"
#include "Graphics/RenderPass/DebugPass.h"
using namespace Seele;
@@ -22,10 +26,9 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
, gameInterface(dllPath)
{
reloadGame();
//renderGraph.addPass(new StaticDepthPrepass(graphics, scene));
renderGraph.addPass(new CachedDepthPass(graphics, scene));
renderGraph.addPass(new DepthPrepass(graphics, scene));
renderGraph.addPass(new LightCullingPass(graphics, scene));
//renderGraph.addPass(new StaticBasePass(graphics, scene));
renderGraph.addPass(new BasePass(graphics, scene));
renderGraph.addPass(new DebugPass(graphics, scene));
//renderGraph.addPass(new SkyboxRenderPass(graphics, scene));