Add support for GPU skinning (WIP)
This commit is contained in:
committed by
Jérôme Leclercq
parent
5d8ecd11df
commit
104f60f3e7
@@ -33,6 +33,7 @@ namespace Nz
|
||||
const WorldInstance* currentWorldInstance = nullptr;
|
||||
Recti currentScissorBox = invalidScissorBox;
|
||||
RenderBufferView currentLightData;
|
||||
RenderBufferView currentSkeletalData;
|
||||
|
||||
auto FlushDrawCall = [&]()
|
||||
{
|
||||
@@ -95,6 +96,12 @@ namespace Nz
|
||||
currentLightData = renderState.lightData;
|
||||
}
|
||||
|
||||
if (currentSkeletalData != renderState.skeletalData)
|
||||
{
|
||||
FlushDrawData();
|
||||
currentSkeletalData = renderState.skeletalData;
|
||||
}
|
||||
|
||||
const Recti& scissorBox = submesh.GetScissorBox();
|
||||
const Recti& targetScissorBox = (scissorBox.width >= 0) ? scissorBox : invalidScissorBox;
|
||||
if (currentScissorBox != targetScissorBox)
|
||||
@@ -135,6 +142,16 @@ namespace Nz
|
||||
};
|
||||
}
|
||||
|
||||
if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::SkeletalDataUbo); bindingIndex != MaterialSettings::InvalidIndex && currentSkeletalData)
|
||||
{
|
||||
auto& bindingEntry = m_bindingCache.emplace_back();
|
||||
bindingEntry.bindingIndex = bindingIndex;
|
||||
bindingEntry.content = ShaderBinding::UniformBufferBinding{
|
||||
currentSkeletalData.GetBuffer(),
|
||||
currentSkeletalData.GetOffset(), currentSkeletalData.GetSize()
|
||||
};
|
||||
}
|
||||
|
||||
if (std::size_t bindingIndex = matSettings->GetPredefinedBinding(PredefinedShaderBinding::ViewerDataUbo); bindingIndex != MaterialSettings::InvalidIndex)
|
||||
{
|
||||
const auto& viewerBuffer = viewerInstance.GetViewerBuffer();
|
||||
|
||||
Reference in New Issue
Block a user