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

@@ -11,7 +11,7 @@ namespace mlx
struct SpriteData
{
Vec4f color;
Vec2f position;
Vec4f position;
};
void Render2DPass::Init()
@@ -43,10 +43,20 @@ namespace mlx
};
p_fragment_shader = std::make_shared<Shader>(fragment_shader, ShaderType::Fragment, std::move(fragment_shader_layout));
std::function<void(const EventBase&)> functor = [this](const EventBase& event)
func::function<void(const EventBase&)> functor = [this](const EventBase& event)
{
if(event.What() == Event::ResizeEventCode)
m_pipeline.Destroy();
if(event.What() == Event::DescriptorPoolResetEventCode)
{
p_texture_set->Reallocate();
p_viewer_data_set.Reallocate();
for(std::size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++)
{
p_viewer_data_set->SetUniformBuffer(i, 0, p_viewer_data_buffer->Get(i));
p_viewer_data_set->Update(i);
}
}
};
EventBus::RegisterListener({ functor, "__ScopRender2DPass" });
@@ -70,6 +80,7 @@ namespace mlx
pipeline_descriptor.vertex_shader = p_vertex_shader;
pipeline_descriptor.fragment_shader = p_fragment_shader;
pipeline_descriptor.color_attachments = { &render_target };
pipeline_descriptor.depth = scene.GetDepth();
pipeline_descriptor.clear_color_attachments = false;
m_pipeline.Init(pipeline_descriptor);
}
@@ -87,7 +98,7 @@ namespace mlx
for(auto sprite : scene.GetSprites())
{
SpriteData sprite_data;
sprite_data.position = Vec2f{ static_cast<float>(sprite->GetPosition().x), static_cast<float>(sprite->GetPosition().y) };
sprite_data.position = Vec4f{ sprite->GetPosition(), 1.0f };
sprite_data.color = sprite->GetColor();
if(!sprite->IsSetInit())
sprite->UpdateDescriptorSet(*p_texture_set);