- load all the shaders and use the right one for each renderpass

This commit is contained in:
Magnus Norddahl 2019-03-01 02:40:02 +01:00
commit d4118a755c
11 changed files with 173 additions and 64 deletions

View file

@ -148,6 +148,19 @@ void VkRenderState::Apply(int dt)
// Find a render pass that matches our state
VkRenderPassKey passKey;
passKey.RenderStyle = mRenderStyle;
if (mSpecialEffect > EFF_NONE)
{
passKey.SpecialEffect = mSpecialEffect;
passKey.EffectState = 0;
passKey.AlphaTest = false;
}
else
{
int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
passKey.SpecialEffect = EFF_NONE;
passKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
passKey.AlphaTest = mAlphaThreshold >= 0.f;
}
VkRenderPassSetup *passSetup = passManager->GetRenderPass(passKey);
// Is this the one we already have or do we need to change render pass?