Rename VkLightmap and VkRaytrace

This commit is contained in:
Magnus Norddahl 2023-12-06 13:54:49 +01:00
commit 98c209edbd
12 changed files with 110 additions and 114 deletions

View file

@ -28,7 +28,7 @@
#include "vulkan/descriptorsets/vk_descriptorset.h"
#include "vulkan/textures/vk_renderbuffers.h"
#include "vulkan/textures/vk_hwtexture.h"
#include "vulkan/accelstructs/vk_raytrace.h"
#include "vulkan/accelstructs/vk_levelmesh.h"
#include <zvulkan/vulkanbuilders.h>
#include "hw_skydome.h"
@ -845,17 +845,17 @@ void VkRenderState::ApplyLevelMesh()
ApplyDepthBias();
mNeedApply = true;
VkBuffer vertexBuffers[2] = { fb->GetRaytrace()->GetVertexBuffer()->buffer, fb->GetRaytrace()->GetUniformIndexBuffer()->buffer };
VkBuffer vertexBuffers[2] = { fb->GetLevelMesh()->GetVertexBuffer()->buffer, fb->GetLevelMesh()->GetUniformIndexBuffer()->buffer };
VkDeviceSize vertexBufferOffsets[] = { 0, 0 };
mCommandBuffer->bindVertexBuffers(0, 2, vertexBuffers, vertexBufferOffsets);
mCommandBuffer->bindIndexBuffer(fb->GetRaytrace()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
mCommandBuffer->bindIndexBuffer(fb->GetLevelMesh()->GetIndexBuffer()->buffer, 0, VK_INDEX_TYPE_UINT32);
}
void VkRenderState::DrawLevelMeshDepthPass()
{
ApplyLevelMesh();
auto submesh = fb->GetRaytrace()->GetMesh()->StaticMesh.get();
auto submesh = fb->GetLevelMesh()->GetMesh()->StaticMesh.get();
for (LevelSubmeshDrawRange& range : submesh->DrawList)
{
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, true);
@ -872,7 +872,7 @@ void VkRenderState::DrawLevelMeshOpaquePass()
{
ApplyLevelMesh();
auto submesh = fb->GetRaytrace()->GetMesh()->StaticMesh.get();
auto submesh = fb->GetLevelMesh()->GetMesh()->StaticMesh.get();
for (LevelSubmeshDrawRange& range : submesh->DrawList)
{
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, false);