From 6c49a46a576c224edffe693a3e834462b5dfefea Mon Sep 17 00:00:00 2001 From: cosmonaut Date: Sat, 22 Aug 2020 18:31:59 -0700 Subject: [PATCH] deferred rendering --- Kav | 2 +- KavTest/KavTestGame.cs | 30 ++++++++++++++++++++++++++++++ KavTest/Renderers/SceneRenderer.cs | 16 ++++++++-------- 3 files changed, 39 insertions(+), 9 deletions(-) diff --git a/Kav b/Kav index cc491f1..7d05840 160000 --- a/Kav +++ b/Kav @@ -1 +1 @@ -Subproject commit cc491f1f5fd8e76c6277eac674a63b9ce42f6af8 +Subproject commit 7d058402772ccdb2b9ac9d0879f9552ed70400bf diff --git a/KavTest/KavTestGame.cs b/KavTest/KavTestGame.cs index 3ab6cbf..8e137ea 100644 --- a/KavTest/KavTestGame.cs +++ b/KavTest/KavTestGame.cs @@ -79,6 +79,36 @@ namespace KavTest 300f )); + WorldBuilder.SendMessage(new LightBulbSpawnMessage( + new Transform3D(new Vector3(5, 2, -5)), + Color.Blue, + 300f + )); + + WorldBuilder.SendMessage(new LightBulbSpawnMessage( + new Transform3D(new Vector3(-5, -2, -5)), + Color.Red, + 300f + )); + + WorldBuilder.SendMessage(new LightBulbSpawnMessage( + new Transform3D(new Vector3(-5, 2, 5)), + Color.Yellow, + 300f + )); + + WorldBuilder.SendMessage(new LightBulbSpawnMessage( + new Transform3D(new Vector3(-5, 2, -10)), + Color.Orange, + 300f + )); + + WorldBuilder.SendMessage(new LightBulbSpawnMessage( + new Transform3D(new Vector3(-10, 2, -5)), + Color.CornflowerBlue, + 300f + )); + var directionalLightEntity = WorldBuilder.CreateEntity(); WorldBuilder.SetComponent(directionalLightEntity, new Transform3DComponent( new Transform3D( diff --git a/KavTest/Renderers/SceneRenderer.cs b/KavTest/Renderers/SceneRenderer.cs index 22130c5..1814a34 100644 --- a/KavTest/Renderers/SceneRenderer.cs +++ b/KavTest/Renderers/SceneRenderer.cs @@ -95,20 +95,20 @@ namespace KavTest.Renderers // ); // } - Renderer.Render( + Renderer.DeferredRender( camera, ModelTransforms, PointLights, DirectionalLights ); - foreach (var directionalLight in DirectionalLights) - { - Renderer.DepthRender( - ModelTransforms, - directionalLight - ); - } + // foreach (var directionalLight in DirectionalLights) + // { + // Renderer.DepthRender( + // ModelTransforms, + // directionalLight + // ); + // } } } }