Basic shadow mapping rendering
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@@ -1,6 +1,6 @@
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#include "CachedDepthPass.h"
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#include "Graphics/Shader.h"
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#include "Graphics/Pipeline.h"
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#include "Graphics/Shader.h"
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using namespace Seele;
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@@ -41,9 +41,12 @@ CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : Render
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CachedDepthPass::~CachedDepthPass() {}
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void CachedDepthPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) { RenderPass::beginFrame(cam, transform); }
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void CachedDepthPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
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viewParamsSet = createViewParamsSet(cam, transform);
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}
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void CachedDepthPass::render() {
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graphics->beginDebugRegion("CachedDepth");
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query->beginQuery();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "CachedBegin");
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graphics->beginRenderPass(renderPass);
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@@ -78,7 +81,7 @@ void CachedDepthPass::render() {
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.pipelineLayout = collection->pipelineLayout,
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.rasterizationState =
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{
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.cullMode = Gfx::SE_CULL_MODE_NONE,
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
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},
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.colorBlend =
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{
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@@ -95,7 +98,7 @@ void CachedDepthPass::render() {
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.pipelineLayout = collection->pipelineLayout,
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.rasterizationState =
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{
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.cullMode = Gfx::SE_CULL_MODE_NONE,
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.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
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},
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.colorBlend =
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{
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@@ -125,7 +128,7 @@ void CachedDepthPass::render() {
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for (const auto& meshData : drawCall.instanceMeshData) {
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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.indicesRange.size, 1, meshData.indicesRange.offset,
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vertexData->getIndicesOffset(meshData.meshletRange.offset), inst++);
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vertexData->getIndicesOffset(meshData.meshletRange.offset), inst++);
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}
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}
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}
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@@ -137,6 +140,7 @@ void CachedDepthPass::render() {
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graphics->endRenderPass();
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timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "CachedEnd");
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query->endQuery();
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graphics->endDebugRegion();
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}
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void CachedDepthPass::endFrame() {}
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