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
@@ -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;