Split builtin depth-style concrete passes
This commit is contained in:
25
engine/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp
Normal file
25
engine/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp
Normal file
@@ -0,0 +1,25 @@
|
||||
#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
|
||||
|
||||
#include "Resources/BuiltinResources.h"
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
BuiltinDepthOnlyPass::BuiltinDepthOnlyPass()
|
||||
: BuiltinDepthStylePassBase(
|
||||
BuiltinMaterialPass::DepthOnly,
|
||||
Resources::GetBuiltinDepthOnlyShaderPath()) {
|
||||
}
|
||||
|
||||
RHI::InputLayoutDesc BuiltinDepthOnlyPass::BuildInputLayout() {
|
||||
return BuildCommonInputLayout();
|
||||
}
|
||||
|
||||
const char* BuiltinDepthOnlyPass::GetName() const {
|
||||
return "BuiltinDepthOnlyPass";
|
||||
}
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
Reference in New Issue
Block a user