implementing renderpass and vieport
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@@ -6,15 +6,27 @@ Seele::WindowManager::WindowManager()
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graphics = new Vulkan::Graphics();
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GraphicsInitializer initializer;
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graphics->init(initializer);
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TextureCreateInfo info;
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info.width = 4096;
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info.height = 4096;
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Gfx::PTexture2D testTexture = graphics->createTexture2D(info);
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BulkResourceData resourceData;
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resourceData.size = 4096;
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resourceData.data = new uint8[4096];
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for (int i = 0; i < 4096; ++i)
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{
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resourceData.data[i] = (uint8)i;
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}
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Gfx::PUniformBuffer testUniform = graphics->createUniformBuffer(resourceData);
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}
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Seele::WindowManager::~WindowManager()
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{
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}
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void Seele::WindowManager::addWindow(const WindowCreateInfo& createInfo)
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void Seele::WindowManager::addWindow(const WindowCreateInfo &createInfo)
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{
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PWindow window = new Window(createInfo, graphics);
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Gfx::PWindow window = graphics->createWindow(createInfo);
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windows.add(window);
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}
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