Text Rendering works

This commit is contained in:
Dynamitos
2022-04-15 23:45:44 +02:00
parent eb23264c40
commit 03e1a5784d
70 changed files with 1178 additions and 476 deletions
+10 -13
View File
@@ -18,7 +18,7 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
{
}
MainJob DepthPrepassMeshProcessor::processMeshBatch(
void DepthPrepassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -27,7 +27,7 @@ MainJob DepthPrepassMeshProcessor::processMeshBatch(
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
//std::cout << "Depth job started" << std::endl;
//std::cout << "Depth void started" << std::endl;
PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
@@ -65,7 +65,7 @@ MainJob DepthPrepassMeshProcessor::processMeshBatch(
std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
//std::cout << "Finished depth job" << std::endl;
co_return;
//co_return;
}
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -97,7 +97,7 @@ DepthPrepass::~DepthPrepass()
{
}
MainJob DepthPrepass::beginFrame()
void DepthPrepass::beginFrame()
{
processor->clearCommands();
primitiveLayout->reset();
@@ -116,33 +116,30 @@ MainJob DepthPrepass::beginFrame()
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
//std::cout << "DepthPrepass beginFrame()" << std::endl;
co_return;
//co_return;
}
MainJob DepthPrepass::render()
void DepthPrepass::render()
{
depthAttachment->getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
graphics->beginRenderPass(renderPass);
List<Job> jobs;
for (auto &&meshBatch : passData.staticDrawList)
{
//jobs.add(
co_await processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
}
//co_await Job::all(jobs);
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
//std::cout << "DepthPrepass render()" << std::endl;
co_return;
//co_return;
}
MainJob DepthPrepass::endFrame()
void DepthPrepass::endFrame()
{
//std::cout << "DepthPrepass endFrame()" << std::endl;
co_return;
//co_return;
}
void DepthPrepass::publishOutputs()