Vulkan refactoring - passing VkCommandBuffer down through node render functions

This commit is contained in:
2022-02-28 01:41:04 -08:00
parent 6a56c9ebfe
commit 0a18ddcbb3
29 changed files with 65 additions and 65 deletions

View File

@@ -119,11 +119,11 @@ int KRDirectionalLight::configureShadowBufferViewports(const KRViewport &viewpor
return 1;
}
void KRDirectionalLight::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, KRNode::RenderPass renderPass) {
void KRDirectionalLight::render(VkCommandBuffer& commandBuffer, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, KRNode::RenderPass renderPass) {
if(m_lod_visible <= LOD_VISIBILITY_PRESTREAM) return;
KRLight::render(pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
KRLight::render(commandBuffer, pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
// Lights are rendered on the second pass of the deferred renderer