Graphics/ForwardFramePipeline: Fix depth-prepass

This commit is contained in:
SirLynix 2023-10-14 16:43:58 +02:00
parent f7e9ee9f60
commit f0d809c22a
1 changed files with 5 additions and 2 deletions

View File

@ -446,11 +446,14 @@ namespace Nz
std::size_t visibilityHash = 5; std::size_t visibilityHash = 5;
const auto& visibleRenderables = FrustumCull(viewerData.frame.frustum, renderMask, visibilityHash); const auto& visibleRenderables = FrustumCull(viewerData.frame.frustum, renderMask, visibilityHash);
if (viewerData.gammaCorrectionPass) if (viewerData.depthPrepass)
viewerData.gammaCorrectionPass->Prepare(renderFrame); viewerData.depthPrepass->Prepare(renderFrame, viewerData.frame.frustum, visibleRenderables, visibilityHash);
viewerData.forwardPass->Prepare(renderFrame, viewerData.frame.frustum, visibleRenderables, viewerData.frame.visibleLights, visibilityHash); viewerData.forwardPass->Prepare(renderFrame, viewerData.frame.frustum, visibleRenderables, viewerData.frame.visibleLights, visibilityHash);
if (viewerData.gammaCorrectionPass)
viewerData.gammaCorrectionPass->Prepare(renderFrame);
if (viewerData.debugDrawPass) if (viewerData.debugDrawPass)
viewerData.debugDrawPass->Prepare(renderFrame); viewerData.debugDrawPass->Prepare(renderFrame);
} }