Graphics/Material: Fix depth sorting flag handling for meshes

This commit is contained in:
Lynix
2017-04-22 17:13:51 +02:00
parent e3514db87f
commit 52a4a590e1
13 changed files with 122 additions and 83 deletions

View File

@@ -101,7 +101,7 @@ namespace Nz
if (!layer.opaqueModels.empty())
DrawOpaqueModels(sceneData, layer);
if (!layer.transparentModels.empty())
if (!layer.depthSortedMeshes.empty())
DrawTransparentModels(sceneData, layer);
if (!layer.basicSprites.empty())
@@ -796,9 +796,9 @@ namespace Nz
const ShaderUniforms* shaderUniforms = nullptr;
unsigned int lightCount = 0;
for (unsigned int index : layer.transparentModels)
for (unsigned int index : layer.depthSortedMeshes)
{
const ForwardRenderQueue::TransparentModelData& modelData = layer.transparentModelData[index];
const ForwardRenderQueue::TransparentModelData& modelData = layer.depthSortedMeshData[index];
// Material
const Material* material = modelData.material;
@@ -865,8 +865,8 @@ namespace Nz
if (shaderUniforms->hasLightUniforms && lightCount < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS)
{
// Compute the closest lights
Vector3f position = matrix.GetTranslation() + modelData.squaredBoundingSphere.GetPosition();
float radius = modelData.squaredBoundingSphere.radius;
Vector3f position = matrix.GetTranslation() + modelData.obbSphere.GetPosition();
float radius = modelData.obbSphere.radius;
ChooseLights(Spheref(position, radius), false);
for (std::size_t i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)