Initial environment loading (not working)
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@@ -407,7 +407,7 @@ void BasePass::publishOutputs() {
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});
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depthAttachment =
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Gfx::RenderTargetAttachment(basePassDepth, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::RenderTargetAttachment(Gfx::PTexture2D(basePassDepth), Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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msDepthAttachment =
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@@ -472,7 +472,7 @@ void BasePass::createRenderPass() {
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport, "BasePass");
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport->getRenderArea(), "BasePass");
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oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
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tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
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oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
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@@ -1,5 +1,6 @@
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#include "CachedDepthPass.h"
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#include "Graphics/Shader.h"
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#include "Graphics/Pipeline.h"
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using namespace Seele;
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@@ -202,5 +203,5 @@ void CachedDepthPass::createRenderPass() {
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport, "CachedDepthPass");
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport->getRenderArea(), "CachedDepthPass");
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}
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@@ -306,5 +306,5 @@ void DepthCullingPass::createRenderPass() {
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport, "DepthCullingPass");
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport->getRenderArea(), "DepthCullingPass");
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}
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@@ -3,6 +3,7 @@
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#include "Component/Camera.h"
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#include "Graphics/Command.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Pipeline.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
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#include "Scene/Scene.h"
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@@ -48,8 +49,8 @@ void LightCullingPass::render() {
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cullingDescriptorSet->updateBuffer(TLIGHTINDEXCOUNTER_NAME, 0, tLightIndexCounter);
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cullingDescriptorSet->updateBuffer(OLIGHTINDEXLIST_NAME, 0, oLightIndexList);
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cullingDescriptorSet->updateBuffer(TLIGHTINDEXLIST_NAME, 0, tLightIndexList);
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cullingDescriptorSet->updateTexture(OLIGHTGRID_NAME, 0, oLightGrid);
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cullingDescriptorSet->updateTexture(TLIGHTGRID_NAME, 0, tLightGrid);
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cullingDescriptorSet->updateTexture(OLIGHTGRID_NAME, 0, Gfx::PTexture2D(oLightGrid));
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cullingDescriptorSet->updateTexture(TLIGHTGRID_NAME, 0, Gfx::PTexture2D(tLightGrid));
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cullingDescriptorSet->writeChanges();
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Gfx::OComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
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if (getGlobals().useLightCulling) {
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@@ -151,8 +151,8 @@ void RayTracingPass::render() {
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});
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Gfx::PDescriptorSet desc = paramsLayout->allocateDescriptorSet();
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desc->updateAccelerationStructure(TLAS_NAME, 0, tlas);
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desc->updateTexture(ACCUMULATOR_NAME, 0, radianceAccumulator);
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desc->updateTexture(TEXTURE_NAME, 0, texture);
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desc->updateTexture(ACCUMULATOR_NAME, 0, Gfx::PTexture2D(radianceAccumulator));
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desc->updateTexture(TEXTURE_NAME, 0, Gfx::PTexture2D(texture));
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desc->updateBuffer(INDEXBUFFER_NAME, 0, StaticMeshVertexData::getInstance()->getIndexBuffer());
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desc->updateTexture(SKYBOX_NAME, 0, skyBox);
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desc->updateSampler(SKYSAMPLER_NAME, 0, skyBoxSampler);
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@@ -216,7 +216,7 @@ void ToneMappingPass::createRenderPass() {
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.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(targetLayout, dependency, viewport, "ToneMappingPass");
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renderPass = graphics->createRenderPass(targetLayout, dependency, viewport->getRenderArea(), "ToneMappingPass");
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pipeline = graphics->createGraphicsPipeline(Gfx::LegacyPipelineCreateInfo{
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.vertexShader = vert,
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.fragmentShader = frag,
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@@ -170,7 +170,7 @@ void UIPass::createRenderPass() {
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
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};
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renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport, "TextPass");
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renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport->getRenderArea(), "TextPass");
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graphics->beginShaderCompilation(ShaderCompilationInfo{
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.name = "TextVertex",
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