Refactor scene rendering to use batched culling for main view and shadow projections

This commit is contained in:
Wojtek Figat
2022-10-28 09:13:28 +02:00
parent e217d5e79b
commit eb52d333ae
44 changed files with 1064 additions and 514 deletions

View File

@@ -60,7 +60,7 @@ void RenderView::Prepare(RenderContext& renderContext)
PrepareCache(renderContext, width, height, taaJitter);
}
void RenderView::PrepareCache(RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter, RenderView* mainView)
void RenderView::PrepareCache(const RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter, const RenderView* mainView)
{
// The same format used by the Flax common shaders and postFx materials
ViewInfo = Float4(1.0f / Projection.M11, 1.0f / Projection.M22, Far / (Far - Near), (-Far * Near) / (Far - Near) / Far);