Starting to readd Debug renderpass
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@@ -16,129 +16,119 @@ void Seele::addDebugVertices(Array<DebugVertex> verts)
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gDebugVertices.addAll(verts);
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}
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//DebugPass::DebugPass(Gfx::PGraphics graphics, PScene scene)
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// : RenderPass(graphics, scene)
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//{
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//
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//}
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//DebugPass::~DebugPass()
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//{
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//
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//}
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//
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//void DebugPass::beginFrame(const Component::Camera& cam)
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//{
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// RenderPass::beginFrame(cam);
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// DataSource uniformUpdate;
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//
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// viewParams.viewMatrix = cam.getViewMatrix();
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// viewParams.projectionMatrix = viewport->getProjectionMatrix();
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// viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
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// viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
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// uniformUpdate.size = sizeof(ViewParameter);
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// uniformUpdate.data = (uint8*)&viewParams;
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// viewParamsBuffer->updateContents(uniformUpdate);
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// descriptorLayout->reset();
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// descriptorSet = descriptorLayout->allocateDescriptorSet();
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// descriptorSet->updateBuffer(0, viewParamsBuffer);
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// descriptorSet->writeChanges();
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//
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// VertexBufferCreateInfo vertexBufferInfo = {
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// .sourceData = {
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// .size = sizeof(DebugVertex) * passData.vertices.size(),
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// .data = (uint8*)passData.vertices.data(),
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// },
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// .vertexSize = sizeof(DebugVertex),
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// .numVertices = (uint32)passData.vertices.size(),
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// };
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// debugVertices = graphics->createVertexBuffer(vertexBufferInfo);
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//
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//}
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//
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//void DebugPass::render()
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//{
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// graphics->beginRenderPass(renderPass);
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// Gfx::PRenderCommand renderCommand = graphics->createRenderCommand("DebugRender");
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// renderCommand->setViewport(viewport);
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// renderCommand->bindPipeline(pipeline);
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// renderCommand->bindDescriptor(descriptorSet);
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// renderCommand->bindVertexBuffer({VertexInputStream(0, 0, debugVertices)});
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// renderCommand->draw((uint32)passData.vertices.size(), 1, 0, 0);
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// graphics->executeCommands(Array{renderCommand});
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// graphics->endRenderPass();
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//}
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//
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//void DebugPass::endFrame()
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//{
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//
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//}
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//
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//void DebugPass::publishOutputs()
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//{
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// UniformBufferCreateInfo viewCreateInfo = {
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// .sourceData = DataSource {
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// .size = sizeof(ViewParameter),
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// .data = nullptr,
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// },
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// .dynamic = true
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// };
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// viewParamsBuffer = graphics->createUniformBuffer(viewCreateInfo);
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//
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// descriptorLayout = graphics->createDescriptorLayout("DebugDescLayout");
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// descriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// descriptorLayout->create();
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//
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// pipelineLayout = graphics->createPipelineLayout();
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// pipelineLayout->addDescriptorLayout(0, descriptorLayout);
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// pipelineLayout->create();
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//}
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//
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//void DebugPass::createRenderPass()
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//{
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// Gfx::PRenderTargetAttachment baseColorAttachment = resources->requestRenderTarget("BASEPASS_COLOR");
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// baseColorAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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// Gfx::PRenderTargetAttachment depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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// depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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// Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(baseColorAttachment, depthAttachment);
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// renderPass = graphics->createRenderPass(layout, viewport);
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//
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// ShaderCreateInfo createInfo;
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// createInfo.name = "DebugVertex";
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// createInfo.mainModule = "Debug";
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// createInfo.entryPoint = "vertexMain";
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// createInfo.defines["INDEX_VIEW_PARAMS"] = "0";
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// Gfx::PVertexShader vertexShader = graphics->createVertexShader(createInfo);
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//
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// createInfo.name = "DebugFragment";
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//
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// createInfo.entryPoint = "fragmentMain";
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// Gfx::PFragmentShader fragmentShader = graphics->createFragmentShader(createInfo);
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//
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// Gfx::PVertexDeclaration vertexDecl = graphics->createVertexDeclaration({
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// Gfx::VertexElement {
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// .streamIndex = 0,
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// .offset = offsetof(DebugVertex, position),
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// .vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
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// .attributeIndex = 0,
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// .stride = sizeof(DebugVertex),
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// },
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// Gfx::VertexElement {
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// .streamIndex = 0,
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// .offset = offsetof(DebugVertex, color),
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// .vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
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// .attributeIndex = 1,
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// .stride = sizeof(DebugVertex),
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// }
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// });
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//
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// GraphicsPipelineCreateInfo gfxInfo;
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// gfxInfo.vertexDeclaration = vertexDecl;
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// gfxInfo.vertexShader = vertexShader;
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// gfxInfo.fragmentShader = fragmentShader;
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// gfxInfo.rasterizationState.polygonMode = Gfx::SE_POLYGON_MODE_LINE;
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// gfxInfo.rasterizationState.lineWidth = 5.f;
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// gfxInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_LINE_LIST;
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// gfxInfo.pipelineLayout = pipelineLayout;
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// gfxInfo.renderPass = renderPass;
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// pipeline = graphics->createGraphicsPipeline(gfxInfo);
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//}
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DebugPass::DebugPass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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{
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}
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DebugPass::~DebugPass()
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{
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}
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void DebugPass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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VertexBufferCreateInfo vertexBufferInfo = {
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.sourceData = {
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.size = sizeof(DebugVertex) * gDebugVertices.size(),
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.data = (uint8*)gDebugVertices.data(),
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},
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.vertexSize = sizeof(DebugVertex),
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.numVertices = (uint32)gDebugVertices.size(),
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};
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debugVertices = graphics->createVertexBuffer(vertexBufferInfo);
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}
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void DebugPass::render()
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{
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graphics->beginRenderPass(renderPass);
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand("DebugRender");
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renderCommand->setViewport(viewport);
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renderCommand->bindPipeline(pipeline);
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renderCommand->bindDescriptor(descriptorSet);
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renderCommand->bindVertexBuffer({ debugVertices });
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renderCommand->draw((uint32)gDebugVertices.size(), 1, 0, 0);
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graphics->executeCommands(Array{renderCommand});
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graphics->endRenderPass();
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}
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void DebugPass::endFrame()
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{
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}
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void DebugPass::publishOutputs()
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{
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UniformBufferCreateInfo viewCreateInfo = {
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.sourceData = DataSource {
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.size = sizeof(ViewParameter),
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.data = nullptr,
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},
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.dynamic = true
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};
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viewParamsBuffer = graphics->createUniformBuffer(viewCreateInfo);
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descriptorLayout = graphics->createDescriptorLayout("DebugDescLayout");
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descriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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descriptorLayout->create();
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pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(0, descriptorLayout);
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pipelineLayout->create();
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}
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void DebugPass::createRenderPass()
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{
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Gfx::PRenderTargetAttachment baseColorAttachment = resources->requestRenderTarget("BASEPASS_COLOR");
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baseColorAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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Gfx::PRenderTargetAttachment depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout{
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.colorAttachments = {baseColorAttachment},
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.depthAttachment = depthAttachment,
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};
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renderPass = graphics->createRenderPass(std::move(layout), viewport);
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ShaderCreateInfo createInfo;
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createInfo.name = "DebugVertex";
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createInfo.mainModule = "Debug";
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createInfo.entryPoint = "vertexMain";
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createInfo.defines["INDEX_VIEW_PARAMS"] = "0";
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Gfx::PVertexShader vertexShader = graphics->createVertexShader(createInfo);
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createInfo.name = "DebugFragment";
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createInfo.entryPoint = "fragmentMain";
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Gfx::PFragmentShader fragmentShader = graphics->createFragmentShader(createInfo);
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Gfx::OVertexDeclaration vertexDecl = graphics->createVertexDeclaration({
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Gfx::VertexElement {
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.streamIndex = 0,
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.offset = offsetof(DebugVertex, position),
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.vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
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.attributeIndex = 0,
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.stride = sizeof(DebugVertex),
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},
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Gfx::VertexElement {
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.streamIndex = 0,
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.offset = offsetof(DebugVertex, color),
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.vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
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.attributeIndex = 1,
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.stride = sizeof(DebugVertex),
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}
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});
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GraphicsPipelineCreateInfo gfxInfo;
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gfxInfo.vertexDeclaration = vertexDecl;
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gfxInfo.vertexShader = vertexShader;
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gfxInfo.fragmentShader = fragmentShader;
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gfxInfo.rasterizationState.polygonMode = Gfx::SE_POLYGON_MODE_LINE;
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gfxInfo.rasterizationState.lineWidth = 5.f;
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gfxInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_LINE_LIST;
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gfxInfo.pipelineLayout = pipelineLayout;
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gfxInfo.renderPass = renderPass;
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pipeline = graphics->createGraphicsPipeline(gfxInfo);
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}
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@@ -81,7 +81,7 @@ void GameView::applyArea(URect rect)
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void GameView::reloadGame()
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{
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gameInterface.reload(AssetRegistry::getInstance());
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gameInterface.reload();
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systemGraph = new SystemGraph();
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gameInterface.getGame()->setupScene(scene, systemGraph);
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