Starting framework for static mesh rendering
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@@ -16,20 +16,10 @@ public:
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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private:
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Gfx::RenderTargetAttachment depthAttachment;
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Gfx::OTexture2D depthBuffer;
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Array<Gfx::PDescriptorSet> descriptorSets;
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Gfx::OPipelineLayout depthPrepassLayout;
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// Set 0: viewParameter
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static constexpr uint32 INDEX_VIEW_PARAMS = 0;
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// Set 0: vertices, from VertexData
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constexpr static uint32 INDEX_VERTEX_DATA = 1;
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// Set 2: mesh data, either index buffer or meshlet data
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constexpr static uint32 INDEX_SCENE_DATA = 2;
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Gfx::ODescriptorLayout sceneDataLayout;
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};
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DEFINE_REF(DepthPrepass)
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