Renders all meshes using depth-only rendering for a sun shadow map
| 649 | |
| 650 | // Renders all meshes using depth-only rendering for a sun shadow map |
| 651 | void 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 |
| 667 | void MeshRenderer::RenderSunShadowDepth(ID3D12GraphicsCommandList* cmdList, const OrthographicCamera& camera) |
no test coverage detected