Formatted EVERYTHING
This commit is contained in:
@@ -3,122 +3,102 @@
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using namespace Seele;
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LightEnvironment::LightEnvironment(Gfx::PGraphics graphics)
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: graphics(graphics)
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{
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LightEnvironment::LightEnvironment(Gfx::PGraphics graphics) : graphics(graphics) {
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layout = graphics->createDescriptorLayout("pLightEnv");
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layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 0,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 1,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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});
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layout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 2,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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});
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layout->create();
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lightEnvBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
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.sourceData = {
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.size = sizeof(LightEnv),
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.data = (uint8*) &lightEnv,
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},
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.sourceData =
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{
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.size = sizeof(LightEnv),
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.data = (uint8*)&lightEnv,
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},
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.dynamic = true,
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});
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directionalLights = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(Component::DirectionalLight) * INIT_DIRECTIONAL_LIGHTS,
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.data = nullptr,
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},
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.sourceData =
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{
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.size = sizeof(Component::DirectionalLight) * INIT_DIRECTIONAL_LIGHTS,
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.data = nullptr,
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},
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.numElements = INIT_DIRECTIONAL_LIGHTS,
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.dynamic = true,
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});
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pointLights = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData = {
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.size = sizeof(Component::PointLight) * INIT_POINT_LIGHTS,
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.data = nullptr,
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},
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.sourceData =
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{
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.size = sizeof(Component::PointLight) * INIT_POINT_LIGHTS,
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.data = nullptr,
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},
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.numElements = INIT_POINT_LIGHTS,
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.dynamic = true,
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});
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}
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LightEnvironment::~LightEnvironment()
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{
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}
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LightEnvironment::~LightEnvironment() {}
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void LightEnvironment::reset()
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{
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void LightEnvironment::reset() {
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layout->reset();
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set = layout->allocateDescriptorSet();
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dirs.clear();
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points.clear();
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}
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void LightEnvironment::addDirectionalLight(Component::DirectionalLight dirLight)
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{
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dirs.add(dirLight);
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}
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void LightEnvironment::addDirectionalLight(Component::DirectionalLight dirLight) { dirs.add(dirLight); }
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void LightEnvironment::addPointLight(Component::PointLight pointLight)
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{
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points.add(pointLight);
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}
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void LightEnvironment::addPointLight(Component::PointLight pointLight) { points.add(pointLight); }
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void LightEnvironment::commit()
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{
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lightEnvBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
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);
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pointLights->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
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);
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directionalLights->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT
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);
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void LightEnvironment::commit() {
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lightEnvBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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pointLights->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT, Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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directionalLights->pipelineBarrier(Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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lightEnv.numDirectionalLights = dirs.size();
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lightEnv.numPointLights = points.size();
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lightEnvBuffer->updateContents(DataSource{
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.size = sizeof(LightEnv),
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.data = (uint8*) & lightEnv,
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});
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.data = (uint8*)&lightEnv,
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});
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directionalLights->rotateBuffer(sizeof(Component::DirectionalLight) * dirs.size());
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directionalLights->updateContents({
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.sourceData = {
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.size = sizeof(Component::DirectionalLight) * dirs.size(),
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.data = (uint8*)dirs.data(),
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},
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.sourceData =
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{
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.size = sizeof(Component::DirectionalLight) * dirs.size(),
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.data = (uint8*)dirs.data(),
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},
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.numElements = dirs.size(),
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});
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pointLights->rotateBuffer(sizeof(Component::PointLight) * points.size());
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pointLights->updateContents({
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.sourceData = {
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.size = sizeof(Component::PointLight) * points.size(),
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.data = (uint8*)points.data()
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},
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.sourceData = {.size = sizeof(Component::PointLight) * points.size(), .data = (uint8*)points.data()},
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.numElements = points.size(),
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});
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lightEnvBuffer->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT
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);
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pointLights->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT
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);
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directionalLights->pipelineBarrier(
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Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT
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);
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lightEnvBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT);
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pointLights->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
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Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT);
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directionalLights->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_ALL_COMMANDS_BIT);
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set->updateBuffer(0, lightEnvBuffer);
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set->updateBuffer(1, directionalLights);
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set->updateBuffer(2, pointLights);
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set->writeChanges();
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}
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const Gfx::PDescriptorLayout LightEnvironment::getDescriptorLayout() const
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{
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return layout;
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}
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const Gfx::PDescriptorLayout LightEnvironment::getDescriptorLayout() const { return layout; }
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Gfx::PDescriptorSet LightEnvironment::getDescriptorSet()
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{
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return set;
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}
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Gfx::PDescriptorSet LightEnvironment::getDescriptorSet() { return set; }
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