Split builtin depth-style concrete passes

This commit is contained in:
2026-04-05 19:27:19 +08:00
parent 1de8091b77
commit 8904c3f5c6
4 changed files with 57 additions and 37 deletions

View File

@@ -0,0 +1,30 @@
#include "Rendering/Passes/BuiltinShadowCasterPass.h"
#include "Components/MeshRendererComponent.h"
#include "Resources/BuiltinResources.h"
namespace XCEngine {
namespace Rendering {
namespace Passes {
BuiltinShadowCasterPass::BuiltinShadowCasterPass()
: BuiltinDepthStylePassBase(
BuiltinMaterialPass::ShadowCaster,
Resources::GetBuiltinShadowCasterShaderPath()) {
}
RHI::InputLayoutDesc BuiltinShadowCasterPass::BuildInputLayout() {
return BuildCommonInputLayout();
}
const char* BuiltinShadowCasterPass::GetName() const {
return "BuiltinShadowCasterPass";
}
bool BuiltinShadowCasterPass::ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const {
return visibleItem.meshRenderer == nullptr || visibleItem.meshRenderer->GetCastShadows();
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine