Restructuring renderpasses
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@@ -82,7 +82,6 @@ void BasePassMeshProcessor::clearCommands()
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BasePass::BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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: RenderPass(renderGraph, graphics, viewport)
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, processor(new BasePassMeshProcessor(scene, viewport, graphics, false))
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, scene(scene)
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, descriptorSets(4)
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, source(source->getCameraComponent())
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{
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@@ -125,6 +124,11 @@ BasePass::~BasePass()
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{
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}
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void BasePass::updateViewFrame(PViewFrame viewFrame)
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{
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}
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void BasePass::beginFrame()
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{
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processor->clearCommands();
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@@ -145,10 +149,10 @@ void 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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for(auto &&meshBatch : scene->getStaticMeshes())
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/*for(auto &&meshBatch : scene->getStaticMeshes())
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{
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meshBatch.material->updateDescriptorData();
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}
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}*/
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}
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void BasePass::render()
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@@ -169,10 +173,10 @@ void BasePass::render()
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descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
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graphics->beginRenderPass(renderPass);
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for (auto &&meshBatch : scene->getStaticMeshes())
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/*for (auto &&meshBatch : scene->getStaticMeshes())
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{
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processor->addMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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}
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}*/
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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}
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