Ray Tracing doesnt look like shit anymore
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@@ -8,9 +8,9 @@
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#include "Graphics/RenderPass/CachedDepthPass.h"
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#include "Graphics/RenderPass/DepthCullingPass.h"
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#include "Graphics/RenderPass/LightCullingPass.h"
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#include "Graphics/RenderPass/RayTracingPass.h"
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#include "Graphics/RenderPass/RenderGraphResources.h"
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#include "Graphics/RenderPass/VisibilityPass.h"
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#include "Graphics/RenderPass/RayTracingPass.h"
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#include "System/CameraUpdater.h"
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#include "System/LightGather.h"
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#include "System/MeshUpdater.h"
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@@ -28,11 +28,12 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
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renderGraph.addPass(new VisibilityPass(graphics, scene));
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renderGraph.addPass(new LightCullingPass(graphics, scene));
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renderGraph.addPass(new BasePass(graphics, scene));
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//renderGraph.addPass(new RayTracingPass(graphics, scene));
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renderGraph.setViewport(viewport);
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renderGraph.createRenderPass();
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rayTracingGraph.addPass(new RayTracingPass(graphics, scene));
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rayTracingGraph.setViewport(viewport);
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rayTracingGraph.createRenderPass();
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}
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GameView::~GameView() {}
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@@ -66,7 +67,11 @@ void GameView::render() {
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if (c.mainCamera)
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cam = c;
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});
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renderGraph.render(cam);
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if (getGlobals().useRayTracing) {
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rayTracingGraph.render(cam);
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} else {
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renderGraph.render(cam);
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}
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}
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void GameView::applyArea(URect) { renderGraph.setViewport(viewport); }
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@@ -84,9 +89,7 @@ void GameView::reloadGame() {
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systemGraph->addSystem(new System::CameraUpdater(scene));
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}
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void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) {
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keyboardSystem->keyCallback(code, action, modifier);
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}
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void GameView::keyCallback(KeyCode code, InputAction action, KeyModifier modifier) { keyboardSystem->keyCallback(code, action, modifier); }
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void GameView::mouseMoveCallback(double xPos, double yPos) { keyboardSystem->mouseCallback(xPos, yPos); }
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@@ -28,6 +28,7 @@ class GameView : public View {
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OScene scene;
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GameInterface gameInterface;
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RenderGraph renderGraph;
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RenderGraph rayTracingGraph;
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PSystemGraph systemGraph;
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System::PKeyboardInput keyboardSystem;
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