Pārlūkot izejas kodu

add Camera parameter to virtual fillGlobalShaderParams function

Kolja Strohm 1 nedēļu atpakaļ
vecāks
revīzija
957cda4298
2 mainītis faili ar 4 papildinājumiem un 3 dzēšanām
  1. 2 2
      DX12GraphicsApi.cpp
  2. 2 1
      DX12GraphicsApi.h

+ 2 - 2
DX12GraphicsApi.cpp

@@ -278,7 +278,7 @@ void Framework::DirectX12::renderKamera(
     desc.Height = zTarget->zImage()->getHeight();
     desc.Depth = 1;
     // order of definition in DX12DescriptorHeapType must be matched
-    fillGlobalShaderParams(0);
+    fillGlobalShaderParams(zKamera);
     directCommandQueue->zCommandList()->SetPipelineState1(
         pipeline->zPipelineState());
     directCommandQueue->zCommandList()->DispatchRays(&desc);
@@ -525,7 +525,7 @@ void Framework::DirectX12::fillShaderBindingTable(
     }
 }
 
-int Framework::DirectX12::fillGlobalShaderParams(int startIndex)
+int Framework::DirectX12::fillGlobalShaderParams(Cam3D* zKam, int startIndex)
 {
     ID3D12DescriptorHeap* heaps[]
         = {pipeline->zGlobalSignature()->doesUseTextureDescriptorHeap()

+ 2 - 1
DX12GraphicsApi.h

@@ -124,7 +124,8 @@ namespace Framework
             int objectIndex,
             const DX12BLAS* zBLAS,
             int& lastHitGroupIndex);
-        DLLEXPORT virtual int fillGlobalShaderParams(int startIndex = 0);
+        DLLEXPORT virtual int fillGlobalShaderParams(
+            Cam3D* zCam, int startIndex = 0);
 
     public:
         DLLEXPORT void initialize(NativeWindow* fenster,