add skinned forward model shaders

This commit is contained in:
Zach Pomerantz 2017-01-04 15:49:29 -05:00
parent 6b984d38d3
commit 1b948c7a05

View file

@ -223,6 +223,8 @@ void initForwardPipelines(render::ShapePlumber& plumber) {
// Vertex shaders
auto modelVertex = gpu::Shader::createVertex(std::string(model_vert));
auto modelNormalMapVertex = gpu::Shader::createVertex(std::string(model_normal_map_vert));
auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
// Pixel shaders
auto modelPixel = gpu::Shader::createPixel(std::string(model_frag));
@ -249,7 +251,19 @@ void initForwardPipelines(render::ShapePlumber& plumber) {
addPipeline(
Key::Builder().withTangents().withSpecular(),
modelNormalMapVertex, modelNormalSpecularMapPixel);
// Skinned
addPipeline(
Key::Builder().withSkinned(),
skinModelVertex, modelPixel);
addPipeline(
Key::Builder().withSkinned().withTangents(),
skinModelNormalMapVertex, modelNormalMapPixel);
addPipeline(
Key::Builder().withSkinned().withSpecular(),
skinModelVertex, modelSpecularMapPixel);
addPipeline(
Key::Builder().withSkinned().withTangents().withSpecular(),
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
}
void addPlumberPipeline(ShapePlumber& plumber,