Adding basic depth prepass
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@@ -2,6 +2,8 @@
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#include "Material/MaterialInstance.h"
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#include "Material/Material.h"
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#include "Graphics.h"
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#include "RenderPass/DepthPrepass.h"
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#include "RenderPass/BasePass.h"
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using namespace Seele;
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using namespace Seele::Gfx;
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@@ -18,6 +20,16 @@ std::string getShaderNameFromRenderPassType(Gfx::RenderPassType type)
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return "";
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}
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}
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void modifyRenderPassMacros(Gfx::RenderPassType type, Map<const char*, const char*>& defines)
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{
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switch (type)
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{
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case Gfx::RenderPassType::DepthPrepass:
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DepthPrepass::modifyRenderPassMacros(defines);
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case Gfx::RenderPassType::BasePass:
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BasePass::modifyRenderPassMacros(defines);
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}
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}
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ShaderMap::ShaderMap()
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{
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@@ -55,6 +67,8 @@ ShaderCollection& ShaderMap::createShaders(
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createInfo.defines["MATERIAL_IMPORT"] = material->getName().c_str();
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createInfo.defines["NUM_MATERIAL_TEXCOORDS"] = "1";
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createInfo.defines["USE_INSTANCING"] = "0";
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modifyRenderPassMacros(renderPass, createInfo.defines);
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createInfo.name = getShaderNameFromRenderPassType(renderPass) + " Material " + material->getName();
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std::ifstream codeStream("./shaders/" + getShaderNameFromRenderPassType(renderPass), std::ios::ate);
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auto fileSize = codeStream.tellg();
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@@ -113,7 +127,8 @@ void PipelineLayout::addDescriptorLayout(uint32 setIndex, PDescriptorLayout layo
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{
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descriptorSetLayouts.resize(setIndex + 1);
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}
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if (descriptorSetLayouts[setIndex] != nullptr)
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// After a second thought, merging descriptor layout bindings is not a good idea
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/*if (descriptorSetLayouts[setIndex] != nullptr)
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{
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auto &thisBindings = descriptorSetLayouts[setIndex]->descriptorBindings;
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auto &otherBindings = layout->descriptorBindings;
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@@ -126,7 +141,7 @@ void PipelineLayout::addDescriptorLayout(uint32 setIndex, PDescriptorLayout layo
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}
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}
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}
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else
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else*/
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{
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descriptorSetLayouts[setIndex] = layout;
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}
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