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hub / github.com/TheRealMJP/DeferredTexturing / RenderDepthPrepass

Method RenderDepthPrepass

BindlessDeferred/MeshRenderer.cpp:651–664  ·  view source on GitHub ↗

Renders all meshes using depth-only rendering for a sun shadow map

Source from the content-addressed store, hash-verified

649
650// Renders all meshes using depth-only rendering for a sun shadow map
651void MeshRenderer::RenderDepthPrepass(ID3D12GraphicsCommandList* cmdList, const Camera& camera)
652{
653 PIXMarker marker(cmdList, L"Depth Prepass");
654 CPUProfileBlock cpuProfileBlock("Depth Prepass");
655 ProfileBlock profileBlock(cmdList, "Depth Prepass");
656
657 uint64 numVisible = 0;
658 if(AppSettings::SortByDepth)
659 numVisible = CullMeshesAndSort(camera, meshBoundingBoxes, meshZDepths, meshDrawIndices);
660 else
661 numVisible = CullMeshes(camera, meshBoundingBoxes, meshDrawIndices);
662
663 RenderDepth(cmdList, camera, depthPSO, numVisible);
664}
665
666// Renders all meshes using depth-only rendering for a sun shadow map
667void MeshRenderer::RenderSunShadowDepth(ID3D12GraphicsCommandList* cmdList, const OrthographicCamera& camera)

Callers 1

RenderForwardMethod · 0.80

Calls 2

CullMeshesAndSortFunction · 0.85
CullMeshesFunction · 0.85

Tested by

no test coverage detected