Restructuring renderpasses
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@@ -1,9 +1,11 @@
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#include "SceneView.h"
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#include "SceneRenderPath.h"
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#include "Scene/Scene.h"
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#include "Window.h"
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#include "Scene/Actor/CameraActor.h"
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#include "Scene/Components/CameraComponent.h"
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#include "Graphics/RenderPass/DepthPrepass.h"
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#include "Graphics/RenderPass/LightCullingPass.h"
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#include "Graphics/RenderPass/BasePass.h"
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using namespace Seele;
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@@ -13,7 +15,11 @@ Seele::SceneView::SceneView(Gfx::PGraphics graphics, PWindow owner, const Viewpo
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scene = new Scene(graphics);
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activeCamera = new CameraActor();
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scene->addActor(activeCamera);
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renderer = new SceneRenderPath(scene, graphics, viewport, activeCamera);
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renderGraph = new RenderGraph();
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renderGraph->addRenderPass(new DepthPrepass(renderGraph, scene, graphics, viewport, activeCamera));
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renderGraph->addRenderPass(new LightCullingPass(renderGraph, scene, graphics, viewport, activeCamera));
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renderGraph->addRenderPass(new BasePass(renderGraph, scene, graphics, viewport, activeCamera));
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renderGraph->setup();
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}
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Seele::SceneView::~SceneView()
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@@ -23,7 +29,7 @@ Seele::SceneView::~SceneView()
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void SceneView::beginFrame()
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{
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View::beginFrame();
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scene->tick(Gfx::currentFrameDelta);//TODO: update in separate thread
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scene->tick(Gfx::currentFrameDelta);
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}
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void SceneView::keyCallback(KeyCode code, InputAction action, KeyModifier)
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