Rendering works now

This commit is contained in:
Dynamitos
2021-12-27 15:04:53 +01:00
parent 79ced0a30f
commit b2718dde70
15 changed files with 324 additions and 278 deletions
+5 -4
View File
@@ -20,7 +20,7 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
Job BasePassMeshProcessor::processMeshBatch(
void BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -65,7 +65,7 @@ Job BasePassMeshProcessor::processMeshBatch(
}
std::unique_lock lock(commandLock);
renderCommands.add(renderCommand);
co_return;
//co_return;
}
BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -156,9 +156,10 @@ MainJob BasePass::render()
List<Job> jobs;
for (auto &&meshBatch : passData.staticDrawList)
{
jobs.add(processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets));
//jobs.add(
processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
}
co_await Job::all(jobs);
//co_await Job::all(jobs);
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
co_return;
+1 -1
View File
@@ -11,7 +11,7 @@ public:
BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
virtual ~BasePassMeshProcessor();
virtual Job processMeshBatch(
virtual void processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -18,7 +18,7 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
{
}
Job DepthPrepassMeshProcessor::processMeshBatch(
void DepthPrepassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
@@ -27,7 +27,7 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
std::cout << "Depth job started" << std::endl;
//std::cout << "Depth job started" << std::endl;
PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
@@ -63,8 +63,8 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
}
std::unique_lock lock(commandLock);
renderCommands.add(renderCommand);
std::cout << "Finished depth job" << std::endl;
co_return;
//std::cout << "Finished depth job" << std::endl;
//co_return;
}
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
@@ -127,10 +127,11 @@ MainJob DepthPrepass::render()
List<Job> jobs;
for (auto &&meshBatch : passData.staticDrawList)
{
jobs.add(processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets));
//jobs.add(
processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
}
co_await Job::all(jobs);
std::cout << "Finished waiting depth jobs " << std::endl;
//co_await Job::all(jobs);
//std::cout << "Finished waiting depth jobs " << std::endl;
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
co_return;
@@ -11,7 +11,7 @@ public:
DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics);
virtual ~DepthPrepassMeshProcessor();
virtual Job processMeshBatch(
virtual void processMeshBatch(
const MeshBatch& batch,
const Gfx::PRenderPass& renderPass,
Gfx::PPipelineLayout pipelineLayout,
@@ -75,7 +75,7 @@ MainJob LightCullingPass::beginFrame()
lightEnvDescriptorSet->updateBuffer(2, pointLightBuffer);
lightEnvDescriptorSet->updateBuffer(3, numPointLightBuffer);
lightEnvDescriptorSet->writeChanges();
std::cout << "Finished light culling beginFrame()" << std::endl;
//std::cout << "Finished light culling beginFrame()" << std::endl;
co_return;
}
@@ -17,7 +17,7 @@ public:
protected:
PScene scene;
Gfx::PGraphics graphics;
virtual Job processMeshBatch(
virtual void processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,