Basic shadow mapping rendering
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@@ -123,9 +123,12 @@ ToneMappingPass::ToneMappingPass(Gfx::PGraphics graphics) : RenderPass(graphics)
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ToneMappingPass::~ToneMappingPass() {}
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void ToneMappingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) { RenderPass::beginFrame(cam, transform); }
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void ToneMappingPass::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 ToneMappingPass::render() {
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graphics->beginDebugRegion("ToneMapping");
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hdrInputTexture.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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@@ -181,6 +184,7 @@ void ToneMappingPass::render() {
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command->draw(3, 1, 0, 0);
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graphics->executeCommands(std::move(command));
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graphics->endRenderPass();
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graphics->endDebugRegion();
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}
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void ToneMappingPass::endFrame() {}
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