Rendering works now
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@@ -20,7 +20,7 @@ BasePassMeshProcessor::~BasePassMeshProcessor()
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{
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}
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Job BasePassMeshProcessor::processMeshBatch(
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void BasePassMeshProcessor::processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass& renderPass,
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@@ -65,7 +65,7 @@ Job BasePassMeshProcessor::processMeshBatch(
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}
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std::unique_lock lock(commandLock);
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renderCommands.add(renderCommand);
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co_return;
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//co_return;
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}
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BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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@@ -156,9 +156,10 @@ MainJob BasePass::render()
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List<Job> jobs;
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for (auto &&meshBatch : passData.staticDrawList)
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{
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jobs.add(processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets));
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//jobs.add(
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processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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}
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co_await Job::all(jobs);
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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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co_return;
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@@ -11,7 +11,7 @@ public:
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BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
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virtual ~BasePassMeshProcessor();
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virtual Job processMeshBatch(
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virtual void processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass& renderPass,
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@@ -18,7 +18,7 @@ DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
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{
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}
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Job DepthPrepassMeshProcessor::processMeshBatch(
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void DepthPrepassMeshProcessor::processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass& renderPass,
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@@ -27,7 +27,7 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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{
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std::cout << "Depth job started" << std::endl;
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//std::cout << "Depth job started" << std::endl;
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PMaterialAsset material = batch.material;
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//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
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@@ -63,8 +63,8 @@ Job DepthPrepassMeshProcessor::processMeshBatch(
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}
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std::unique_lock lock(commandLock);
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renderCommands.add(renderCommand);
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std::cout << "Finished depth job" << std::endl;
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co_return;
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//std::cout << "Finished depth job" << std::endl;
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//co_return;
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}
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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@@ -127,10 +127,11 @@ MainJob DepthPrepass::render()
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List<Job> jobs;
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for (auto &&meshBatch : passData.staticDrawList)
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{
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jobs.add(processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets));
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//jobs.add(
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processor->processMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
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}
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co_await Job::all(jobs);
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std::cout << "Finished waiting depth jobs " << std::endl;
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//co_await Job::all(jobs);
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//std::cout << "Finished waiting depth jobs " << std::endl;
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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co_return;
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@@ -11,7 +11,7 @@ public:
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DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics);
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virtual ~DepthPrepassMeshProcessor();
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virtual Job processMeshBatch(
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virtual void processMeshBatch(
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const MeshBatch& batch,
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const Gfx::PRenderPass& renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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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 << "Finished light culling beginFrame()" << std::endl;
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co_return;
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}
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@@ -17,7 +17,7 @@ public:
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protected:
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PScene scene;
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Gfx::PGraphics graphics;
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virtual Job processMeshBatch(
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virtual void processMeshBatch(
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const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
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const Gfx::PRenderPass& renderPass,
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