Formalize forward lighting contract
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@@ -64,6 +64,9 @@ private:
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Math::Matrix4x4 view = Math::Matrix4x4::Identity();
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Math::Matrix4x4 model = Math::Matrix4x4::Identity();
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Math::Matrix4x4 normalMatrix = Math::Matrix4x4::Identity();
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};
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struct LightingConstants {
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Math::Vector4 mainLightDirectionAndIntensity = Math::Vector4::Zero();
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Math::Vector4 mainLightColorAndFlags = Math::Vector4::Zero();
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};
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@@ -103,6 +106,7 @@ private:
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std::vector<OwnedDescriptorSet> staticDescriptorSets;
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PassResourceBindingLocation perObject = {};
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PassResourceBindingLocation material = {};
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PassResourceBindingLocation lighting = {};
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PassResourceBindingLocation shadowReceiver = {};
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PassResourceBindingLocation baseColorTexture = {};
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PassResourceBindingLocation linearClampSampler = {};
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@@ -200,6 +204,7 @@ private:
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Core::uint64 objectId,
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const Resources::Material* material,
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const MaterialConstantPayloadView& materialConstants,
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const LightingConstants& lightingConstants,
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const ShadowReceiverConstants& shadowReceiverConstants,
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RHI::RHIResourceView* baseColorTextureView,
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RHI::RHIResourceView* shadowMapTextureView);
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