Reworking VertexData
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@@ -1,44 +1,16 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "MeshProcessor.h"
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#include "RenderPass.h"
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namespace Seele
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{
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class BasePassMeshProcessor : public MeshProcessor
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{
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public:
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BasePassMeshProcessor(Gfx::PGraphics graphics);
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virtual ~BasePassMeshProcessor();
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virtual void processMeshBatch(
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const MeshBatch& batch,
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Gfx::PViewport target,
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Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 staticMeshId = -1) override;
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private:
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//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
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//uint8 translucentBasePass;
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//uint32 cachedPrimitiveIndex;
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};
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DEFINE_REF(BasePassMeshProcessor)
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DECLARE_REF(CameraActor)
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struct BasePassData
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{
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Array<MeshBatch> staticDrawList;
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Gfx::PShaderBuffer sceneDataBuffer;
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LightEnv lightEnv;
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};
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class BasePass : public RenderPass<BasePassData>
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class BasePass : public RenderPass
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{
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public:
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BasePass(Gfx::PGraphics graphics);
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BasePass(BasePass&& other) = default;
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BasePass(Gfx::PGraphics graphics, PScene scene);
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virtual ~BasePass();
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BasePass& operator=(BasePass&& other) = default;
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virtual void readScene() override;
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virtual void beginFrame(const Component::Camera& cam) override;
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virtual void render() override;
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virtual void endFrame() override;
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@@ -48,7 +20,6 @@ public:
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private:
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Gfx::PRenderTargetAttachment colorAttachment;
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Gfx::PTexture2D depthBuffer;
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UPBasePassMeshProcessor processor;
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Array<Gfx::PDescriptorSet> descriptorSets;
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PCameraActor source;
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@@ -66,9 +37,7 @@ private:
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static constexpr uint32 INDEX_MATERIAL = 2;
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// Set 3: primitive scene data
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static constexpr uint32 INDEX_SCENE_DATA = 3;
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Gfx::PDescriptorLayout primitiveLayout;
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Gfx::PUniformBuffer primitiveUniformBuffer;
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friend class BasePassMeshProcessor;
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Gfx::PDescriptorLayout sceneLayout;
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};
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DEFINE_REF(BasePass)
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} // namespace Seele
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