Replacing glDraw commands with vkCmdDraw and populating PipelineInfo with vertex formats.
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@@ -137,6 +137,8 @@ void KRDirectionalLight::render(RenderInfo& ri) {
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Vector3 light_direction_view_space = getWorldLightDirection();
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light_direction_view_space = Matrix4::Dot(matModelViewInverseTranspose, light_direction_view_space);
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light_direction_view_space.normalize();
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KRMeshManager::KRVBOData& vertices = getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES;
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PipelineInfo info{};
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std::string shader_name("light_directional");
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@@ -146,6 +148,9 @@ void KRDirectionalLight::render(RenderInfo& ri) {
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info.renderPass = ri.renderPass;
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info.rasterMode = PipelineInfo::RasterMode::kAdditiveNoTest;
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info.vertexAttributes = vertices.getVertexAttributes();
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info.modelFormat = KRMesh::model_format_t::KRENGINE_MODEL_FORMAT_STRIP;
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KRPipeline *pShader = getContext().getPipelineManager()->getPipeline(*ri.surface, info);
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if(getContext().getPipelineManager()->selectPipeline(*ri.surface, *ri.camera, pShader, ri.viewport, getModelMatrix(), nullptr, &this_light, nullptr, 0, ri.renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
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@@ -154,8 +159,8 @@ void KRDirectionalLight::render(RenderInfo& ri) {
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pShader->setUniform(KRPipeline::KRENGINE_UNIFORM_LIGHT_INTENSITY, m_intensity * 0.01f);
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// Render a full screen quad
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m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &getContext().getMeshManager()->KRENGINE_VBO_DATA_2D_SQUARE_VERTICES, 1.0f);
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GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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m_pContext->getMeshManager()->bindVBO(ri.commandBuffer, &vertices, 1.0f);
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vkCmdDraw(ri.commandBuffer, 4, 1, 0, 0);
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}
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}
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}
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