Somewhat working camera
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@@ -148,7 +148,7 @@ enum class InputAction
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REPEAT = 2
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};
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enum class KeyModifier
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enum class KeyModifier : uint32
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{
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MOD_SHIFT = 0x0001,
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MOD_CONTROL = 0x0002,
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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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MainJob 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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@@ -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 MainJob 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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MainJob 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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@@ -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 MainJob 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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@@ -98,7 +98,7 @@ MainJob LightCullingPass::render()
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computeCommand->bindPipeline(cullingPipeline);
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Array<Gfx::PDescriptorSet> descriptorSets = {cullingDescriptorSet, lightEnvDescriptorSet};
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computeCommand->bindDescriptor(descriptorSets);
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computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
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//computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
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Array<Gfx::PComputeCommand> commands = {computeCommand};
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graphics->executeCommands(commands);
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depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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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 MainJob 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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@@ -81,7 +81,7 @@ void CmdBuffer::executeCommands(const Array<Gfx::PRenderCommand>& commands)
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assert(state == State::RenderPassActive);
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if(commands.size() == 0)
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{
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std::cout << "No commands provided" << std::endl;
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//std::cout << "No commands provided" << std::endl;
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return;
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}
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std::scoped_lock lock(handleLock);
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