Basic shadow mapping rendering
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#include "ShadowPass.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Shader.h"
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using namespace Seele;
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ShadowPass::ShadowPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {
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shadowLayout = graphics->createPipelineLayout("ShadowLayout");
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shadowLayout->addDescriptorLayout(viewParamsLayout);
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shadowLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
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.size = sizeof(VertexData::DrawCallOffsets),
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});
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if (graphics->supportMeshShading()) {
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graphics->getShaderCompiler()->registerRenderPass("ShadowPass", Gfx::PassConfig{
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.baseLayout = shadowLayout,
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.taskFile = "DrawListTask",
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.mainFile = "DrawListMesh",
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.hasFragmentShader = false,
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.useMeshShading = true,
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.hasTaskShader = true,
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.useMaterial = false,
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.useVisibility = false,
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});
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} else {
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graphics->getShaderCompiler()->registerRenderPass("ShadowPass", Gfx::PassConfig{
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.baseLayout = shadowLayout,
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.taskFile = "",
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.mainFile = "LegacyPass",
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.hasFragmentShader = false,
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.useMeshShading = false,
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.hasTaskShader = false,
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.useMaterial = false,
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.useVisibility = false,
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});
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}
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}
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ShadowPass::~ShadowPass() {}
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void ShadowPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {}
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void ShadowPass::render() {
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graphics->beginDebugRegion("ShadowPass");
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("ShadowPass");
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permutation.setDepthCulling(true);
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permutation.setPositionOnly(true);
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const auto& shadowMaps = scene->getLightEnvironment()->getShadowMaps();
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for (uint32 shadowIndex = 0; shadowIndex < scene->getLightEnvironment()->getNumDirectionalLights(); ++shadowIndex) {
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Array<Gfx::ORenderCommand> commands;
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renderPass = graphics->createRenderPass(
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Gfx::RenderTargetLayout{
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.depthAttachment = Gfx::RenderTargetAttachment(shadowMaps[shadowIndex], 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_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE),
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},
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{
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Gfx::SubPassDependency{
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.srcSubpass = ~0U,
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.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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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_EARLY_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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},
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{
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.size = {shadowMaps[shadowIndex]->getWidth(), shadowMaps[shadowIndex]->getHeight()},
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.offset = {0, 0},
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},
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"Shadow");
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graphics->beginRenderPass(renderPass);
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auto light = scene->getLightEnvironment()->getDirectionalLight(shadowIndex);
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Vector lightDirection = Vector(light.direction);
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Vector lightPosition = -light.direction * 100.0f;
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float dot = glm::dot(lightDirection, Math::Transform::FORWARD);
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Quaternion rotation = Quaternion(1, 0, 0, 0);
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// Handle the edge cases first
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if (glm::epsilonEqual(dot, 1.0f, 0.00001f)) {
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// Vectors are the same, no rotation
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} else if (glm::epsilonEqual(dot, -1.0f, 0.00001f)) {
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// Vectors are opposite need 180-degree rotation around any perpendicular axis
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rotation = glm::angleAxis(glm::pi<float>(), Vector(0, 1, 0));
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} else {
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// Normal case
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Vector axis = glm::normalize(glm::cross(lightDirection, Math::Transform::FORWARD));
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float angle = std::acos(dot); // angle between vectors
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rotation = glm::angleAxis(angle, axis);
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}
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Component::Transform lightTransform = Component::Transform{
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.transform = Math::Transform(lightPosition, rotation),
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};
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Component::Camera lightCamera = Component::Camera{
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.nearPlane = -1000.f,
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.farPlane = 1000.0f,
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};
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Gfx::PDescriptorSet viewParamsSet = createViewParamsSet(lightCamera, lightTransform);
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for (VertexData* vertexData : VertexData::getList()) {
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permutation.setVertexData(vertexData->getTypeName());
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("ShadowRender");
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command->setViewport(shadowViewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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if (graphics->supportMeshShading()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
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.taskShader = collection->taskShader,
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.meshShader = collection->meshShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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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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},
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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} else {
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Gfx::LegacyPipelineCreateInfo pipelineInfo = {
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.vertexShader = collection->vertexShader,
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.fragmentShader = collection->fragmentShader,
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.renderPass = renderPass,
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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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},
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.colorBlend =
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{
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.attachmentCount = 1,
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},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
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VertexData::DrawCallOffsets offsets = {
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.instanceOffset = 0,
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};
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0,
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sizeof(VertexData::DrawCallOffsets), &offsets);
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if (graphics->supportMeshShading()) {
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command->drawMesh((uint32)vertexData->getNumInstances(), 1, 1);
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} else {
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const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials) {
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// material not used for any active meshes, skip
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if (materialData.instances.size() == 0)
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continue;
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for (const auto& drawCall : materialData.instances) {
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 inst = drawCall.offsets.instanceOffset;
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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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}
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}
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}
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}
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commands.add(std::move(command));
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}
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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}
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graphics->endDebugRegion();
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}
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void ShadowPass::endFrame() {}
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void ShadowPass::publishOutputs() {
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shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{.dimensions =
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{
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.size = {2048, 2048},
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.offset = {0, 0},
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},
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.fieldOfView = 0,
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.left = -10,
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.right = 10,
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.top = -10,
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.bottom = 10});
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viewport = shadowViewport;
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}
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void ShadowPass::createRenderPass() { cullingBuffer = resources->requestBuffer("CULLINGBUFFER"); }
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