More Refactoring
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@@ -1,6 +1,7 @@
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#include "SkyboxRenderPass.h"
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#include "Graphics/Graphics.h"
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#include "Asset/AssetRegistry.h"
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#include "Graphics/Command.h"
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using namespace Seele;
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@@ -13,71 +14,6 @@ SkyboxRenderPass::SkyboxRenderPass(Gfx::PGraphics graphics, PScene scene)
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.fogColor = Vector(0.2, 0.1, 0.6),
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.blendFactor = 0,
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};
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Array<Vector> vertices = {
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// Back
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Vector(-512, -512, 512),
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Vector(-512, 512, 512),
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Vector( 512, -512, 512),
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Vector( 512, -512, 512),
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Vector(-512, 512, 512),
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Vector( 512, 512, 512),
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// Front
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Vector( 512, -512, -512),
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Vector( 512, 512, -512),
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Vector(-512, -512, -512),
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Vector(-512, -512, -512),
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Vector( 512, 512, -512),
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Vector(-512, 512, -512),
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// Top
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Vector(-512, -512, -512),
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Vector(-512, -512, 512),
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Vector( 512, -512, -512),
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Vector( 512, -512, -512),
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Vector(-512, -512, 512),
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Vector( 512, -512, 512),
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// Bottom
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Vector(-512, 512, 512),
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Vector(-512, 512, -512),
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Vector( 512, 512, 512),
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Vector( 512, 512, 512),
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Vector(-512, 512, -512),
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Vector( 512, 512, -512),
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// Left
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Vector(-512, -512, -512),
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Vector(-512, 512, -512),
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Vector(-512, -512, 512),
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Vector(-512, -512, 512),
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Vector(-512, 512, -512),
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Vector(-512, 512, 512),
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// Right
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Vector( 512, -512, 512),
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Vector( 512, 512, 512),
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Vector( 512, -512, -512),
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Vector( 512, -512, -512),
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Vector( 512, 512, 512),
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Vector( 512, 512, -512),
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};
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VertexBufferCreateInfo vertexBufferInfo = {
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.sourceData = {
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.size = sizeof(Vector) * vertices.size(),
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.data = (uint8*)vertices.data(),
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},
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.vertexSize = sizeof(Vector),
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.numVertices = (uint32)vertices.size(),
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};
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cubeBuffer = graphics->createVertexBuffer(vertexBufferInfo);
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}
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SkyboxRenderPass::~SkyboxRenderPass()
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{
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@@ -146,7 +82,7 @@ void SkyboxRenderPass::publishOutputs()
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textureLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
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textureLayout->create();
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skyboxSampler = graphics->createSamplerState({});
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skyboxSampler = graphics->createSampler({});
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}
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void SkyboxRenderPass::createRenderPass()
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@@ -169,16 +105,6 @@ void SkyboxRenderPass::createRenderPass()
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createInfo.entryPoint = "fragmentMain";
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fragmentShader = graphics->createFragmentShader(createInfo);
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declaration = graphics->createVertexDeclaration({
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Gfx::VertexElement {
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.binding = 0,
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.offset = 0,
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.vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
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.attributeIndex = 0,
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.stride = sizeof(Vector),
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}
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});
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Gfx::OPipelineLayout pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(0, viewParamsLayout);
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pipelineLayout->addDescriptorLayout(1, skyboxDataLayout);
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@@ -186,7 +112,6 @@ void SkyboxRenderPass::createRenderPass()
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pipelineLayout->create();
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Gfx::LegacyPipelineCreateInfo gfxInfo;
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gfxInfo.vertexDeclaration = declaration;
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gfxInfo.vertexShader = vertexShader;
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gfxInfo.fragmentShader = fragmentShader;
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gfxInfo.rasterizationState.polygonMode = Gfx::SE_POLYGON_MODE_FILL;
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