Basic shadow mapping rendering
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@@ -18,7 +18,7 @@ class RenderPass {
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RenderPass(RenderPass&&) = default;
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RenderPass& operator=(RenderPass&&) = default;
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virtual ~RenderPass();
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virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform);
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virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) = 0;
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virtual void render() = 0;
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virtual void endFrame() = 0;
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virtual void publishOutputs() = 0;
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@@ -27,6 +27,7 @@ class RenderPass {
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void setViewport(Gfx::PViewport _viewport);
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protected:
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Gfx::PDescriptorSet createViewParamsSet(const Component::Camera& cam, const Component::Transform& transform);
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struct Plane {
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Vector n;
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float d;
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@@ -67,7 +68,6 @@ class RenderPass {
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} viewParams;
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PRenderGraphResources resources;
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Gfx::ODescriptorLayout viewParamsLayout;
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Gfx::PDescriptorSet viewParamsSet;
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Gfx::ORenderPass renderPass;
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Gfx::PGraphics graphics;
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Gfx::PViewport viewport;
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