adding depth buffer, ci skip

This commit is contained in:
Kbz-8
2024-09-02 13:02:32 +02:00
parent d5eeef9559
commit b7d554553b
26 changed files with 217 additions and 192 deletions

View File

@@ -3,11 +3,13 @@
#include <Renderer/Renderer.h>
#include <Renderer/RenderCore.h>
namespace Scop
namespace mlx
{
Scene::Scene(SceneDescriptor desc)
: m_descriptor(std::move(desc))
{
Verify((bool)m_descriptor.renderer, "invalid renderer");
m_depth.Init(m_descriptor.renderer->GetSwapchainImages().back().GetWidth(), m_descriptor.renderer->GetSwapchainImages().back().GetHeight());
}
Sprite& Scene::CreateSprite(std::shared_ptr<Texture> texture) noexcept

View File

@@ -40,5 +40,12 @@ namespace mlx
Verify((bool)texture, "Sprite: invalid texture");
p_mesh = CreateQuad(0, 0, texture->GetWidth(), texture->GetHeight());
p_texture = texture;
func::function<void(const EventBase&)> functor = [this](const EventBase& event)
{
if(event.What() == Event::DescriptorPoolResetEventCode)
m_set.Reallocate();
};
EventBus::RegisterListener({ functor, "__Sprite" + std::to_string(reinterpret_cast<std::uintptr_t>(this)) });
}
}