Light Culling still doesn't work properly
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@@ -134,6 +134,7 @@ MainJob BasePass::beginFrame()
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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//std::cout << "BasePass beginFrame()" << std::endl;
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co_return;
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}
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@@ -163,11 +164,13 @@ MainJob BasePass::render()
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//co_await Job::all(jobs);
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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//std::cout << "BasePass render()" << std::endl;
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co_return;
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}
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MainJob BasePass::endFrame()
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{
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//std::cout << "BasePass endFrame()" << std::endl;
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co_return;
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}
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@@ -1,4 +1,4 @@
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target_sources(SeeleEngine
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target_sources(Engine
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PRIVATE
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BasePass.h
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BasePass.cpp
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@@ -115,6 +115,7 @@ MainJob DepthPrepass::beginFrame()
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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//std::cout << "DepthPrepass beginFrame()" << std::endl;
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co_return;
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}
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@@ -134,11 +135,13 @@ MainJob DepthPrepass::render()
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//co_await Job::all(jobs);
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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//std::cout << "DepthPrepass render()" << std::endl;
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co_return;
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}
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MainJob DepthPrepass::endFrame()
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{
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//std::cout << "DepthPrepass endFrame()" << std::endl;
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co_return;
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}
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@@ -75,7 +75,7 @@ MainJob LightCullingPass::beginFrame()
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lightEnvDescriptorSet->updateBuffer(2, pointLightBuffer);
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lightEnvDescriptorSet->updateBuffer(3, numPointLightBuffer);
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lightEnvDescriptorSet->writeChanges();
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//std::cout << "Finished light culling beginFrame()" << std::endl;
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//std::cout << "LightCulling beginFrame()" << std::endl;
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co_return;
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}
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@@ -103,11 +103,13 @@ MainJob LightCullingPass::render()
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graphics->executeCommands(commands);
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depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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depthAttachment->transferOwnership(Gfx::QueueType::GRAPHICS);
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//std::cout << "LightCulling render()" << std::endl;
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co_return;
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}
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MainJob LightCullingPass::endFrame()
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{
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//std::cout << "LightCulling endFrame()" << std::endl;
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co_return;
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}
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@@ -26,7 +26,7 @@ public:
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static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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private:
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void setupFrustums();
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static constexpr uint32 BLOCK_SIZE = 8;
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static constexpr uint32 BLOCK_SIZE = 32;
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static constexpr uint32 INDEX_LIGHT_ENV = 1;
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struct DispatchParams
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{
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@@ -39,9 +39,6 @@ private:
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{
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Vector n;
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float d;
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Vector p0;
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Vector p1;
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Vector p2;
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};
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struct Frustum
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{
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