Basic shadow mapping rendering
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@@ -8,11 +8,12 @@ VisibilityPass::VisibilityPass(Gfx::PGraphics graphics) : RenderPass(graphics) {
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VisibilityPass::~VisibilityPass() {}
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void VisibilityPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
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RenderPass::beginFrame(cam, transform);
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viewParamsSet = createViewParamsSet(cam, transform);
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cullingBuffer->rotateBuffer(VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo), true);
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}
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void VisibilityPass::render() {
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graphics->beginDebugRegion("VisibilityPass");
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT,
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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cullingBuffer->clear();
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@@ -40,6 +41,7 @@ void VisibilityPass::render() {
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cullingBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT);
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graphics->endDebugRegion();
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}
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void VisibilityPass::endFrame() {}
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