Screw rendergraphs (for now)
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@@ -8,7 +8,7 @@ namespace Seele
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class DepthPrepassMeshProcessor : public MeshProcessor
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{
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public:
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DepthPrepassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics);
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DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics);
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virtual ~DepthPrepassMeshProcessor();
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virtual void addMeshBatch(
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@@ -30,10 +30,14 @@ private:
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DEFINE_REF(DepthPrepassMeshProcessor)
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DECLARE_REF(CameraActor)
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DECLARE_REF(CameraComponent)
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class DepthPrepass : public RenderPass
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struct DepthPrepassData
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{
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const Array<StaticMeshBatch> staticDrawList;
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};
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class DepthPrepass : public RenderPass<DepthPrepassData>
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{
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public:
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DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
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DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
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~DepthPrepass();
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virtual void beginFrame() override;
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virtual void render() override;
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