Quake maps geometry batching

Rendering Optimization
This commit is contained in:
Antoine Pilote
2021-07-13 22:23:19 -04:00
parent 38ceae6fa9
commit 2b88ee09e3
23 changed files with 347 additions and 266 deletions

View File

@@ -34,14 +34,14 @@ namespace Nuake {
CastShadows = toggle;
if (CastShadows)
{
for (int i = 0; i < 4; i++)
for (int i = 0; i < CSM_AMOUNT; i++)
{
m_Framebuffers[i] = CreateRef<FrameBuffer>(false, glm::vec2(4096, 4096));
m_Framebuffers[i]->SetTexture(CreateRef<Texture>(glm::vec2(4096, 4096), GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT);
}
}
else {
for (int i = 0; i < 4; i++)
for (int i = 0; i < CSM_AMOUNT; i++)
{
m_Framebuffers[i] = nullptr;
}
@@ -96,7 +96,7 @@ namespace Nuake {
void LightComponent::Draw(TransformComponent transformComponent, Ref<Camera> cam)
{
Renderer::RegisterLight(transformComponent, *this, cam);
}
void LightComponent::DrawDeferred(TransformComponent transformComponent, Camera* cam)