Basic shadow mapping rendering
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@@ -129,18 +129,22 @@ void EnvironmentLoader::import(EnvironmentImportArgs args, PEnvironmentMapAsset
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});
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Gfx::ORenderPass cubeRenderPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.colorAttachments = {Gfx::RenderTargetAttachment(cubeMap, Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE)},
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.colorAttachments =
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{
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Gfx::RenderTargetAttachment(cubeMap, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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},
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},
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{
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Gfx::SubPassDependency{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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},
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},
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{Gfx::SubPassDependency{
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.srcSubpass = 0,
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.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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}},
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{
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.size = {SOURCE_RESOLUTION, SOURCE_RESOLUTION},
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.offset = {0, 0},
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@@ -155,7 +155,6 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Array<PTextureAsset>&
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if (material->GetTexture(type, index, &texPath, &mapping, &uvIndex, &blend, &op, &mapMode) != AI_SUCCESS) {
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std::cout << "fuck" << std::endl;
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}
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uvIndex = 1;
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std::string textureKey = fmt::format("{0}Texture{1}", paramKey, index);
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auto texFilename = std::filesystem::path(texPath.C_Str());
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PTextureAsset texture;
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