Adding basic memory resource
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@@ -57,8 +57,8 @@ void LightEnvironment::commit() {
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Gfx::SE_ACCESS_SHADER_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
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Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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uint32 numPointLights = points.size();
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uint32 numDirectionalLights = dirs.size();
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uint32 numPointLights = (uint32)points.size();
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uint32 numDirectionalLights = (uint32)dirs.size();
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set->updateConstants("numPointLights", 0, &numPointLights);
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set->updateBuffer("pointLights", 0, pointLights);
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set->updateConstants("numDirectionalLights", 0, &numDirectionalLights);
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@@ -17,12 +17,6 @@ Scene::Scene(Gfx::PGraphics graphics) : graphics(graphics), lightEnv(new LightEn
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Scene::~Scene() {}
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void Scene::bakeLighting() {
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const auto& matData = StaticMeshVertexData::getInstance()->getMaterialData();
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for (const auto& mat : matData)
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{
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}
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}
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void Scene::bakeLighting() {}
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void Scene::update(float deltaTime) { physics.update(deltaTime); }
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