add portals/midtextures to ray-traced dynamic lights

This commit is contained in:
Ricardo Luís Vaz Silva 2024-12-30 15:32:19 -03:00 committed by Magnus Norddahl
commit 728b6c0039
15 changed files with 168 additions and 178 deletions

View file

@ -303,7 +303,8 @@ void VkRenderState::ApplyRenderPass(int dt)
}
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
@ -1066,7 +1067,8 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
// Global state that don't require rebuilding the mesh
pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
// State overridden by the renderstate drawing the mesh