Refactor SceneRendering to simplify actors impl of drawing flow at high level

This commit is contained in:
Wojciech Figat
2022-02-22 17:06:19 +01:00
parent 8c075c78cb
commit 3fe1e2c763
43 changed files with 191 additions and 617 deletions

View File

@@ -16,19 +16,17 @@ class GPUPipelineState;
/// </summary>
API_CLASS() class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer
{
DECLARE_SCENE_OBJECT(Sky);
DECLARE_SCENE_OBJECT(Sky);
private:
AssetReference<Shader> _shader;
GPUPipelineState* _psSky;
GPUPipelineState* _psFog;
int32 _sceneRenderingKey = -1;
public:
~Sky();
public:
/// <summary>
/// Directional light that is used to simulate the sun.
/// </summary>
@@ -48,7 +46,6 @@ public:
float SunPower = 8.0f;
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
@@ -59,7 +56,6 @@ private:
void InitConfig(AtmosphericFogData& config) const;
public:
// [Actor]
#if USE_EDITOR
BoundingBox GetEditorBox() const override
@@ -81,7 +77,6 @@ public:
void ApplySky(GPUContext* context, RenderContext& renderContext, const Matrix& world) override;
protected:
// [Actor]
void EndPlay() override;
void OnEnable() override;