Adding cached depth renderpass
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@@ -7,8 +7,12 @@
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#include "System/LightGather.h"
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#include "System/MeshUpdater.h"
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#include "System/CameraUpdater.h"
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#include "Graphics/Vulkan/Graphics.h"
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#include "Graphics/Vulkan/Allocator.h"
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#include "Graphics/RenderPass/CachedDepthPass.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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#include "Graphics/RenderPass/SkyboxRenderPass.h"
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#include "Graphics/RenderPass/DebugPass.h"
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using namespace Seele;
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@@ -22,10 +26,9 @@ GameView::GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreate
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, gameInterface(dllPath)
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{
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reloadGame();
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//renderGraph.addPass(new StaticDepthPrepass(graphics, scene));
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renderGraph.addPass(new CachedDepthPass(graphics, scene));
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renderGraph.addPass(new DepthPrepass(graphics, scene));
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renderGraph.addPass(new LightCullingPass(graphics, scene));
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//renderGraph.addPass(new StaticBasePass(graphics, scene));
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renderGraph.addPass(new BasePass(graphics, scene));
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renderGraph.addPass(new DebugPass(graphics, scene));
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//renderGraph.addPass(new SkyboxRenderPass(graphics, scene));
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@@ -1,11 +1,6 @@
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#pragma once
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#include "Window/View.h"
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#include "Scene/Scene.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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#include "Graphics/RenderPass/SkyboxRenderPass.h"
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#include "Graphics/RenderPass/DebugPass.h"
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#include "System/KeyboardInput.h"
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#ifdef WIN32
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#include "Platform/Windows/GameInterface.h" // TODO
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@@ -15,34 +10,35 @@
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namespace Seele
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{
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class GameView : public View
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{
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public:
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class GameView : public View
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{
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public:
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GameView(Gfx::PGraphics graphics, PWindow window, const ViewportCreateInfo &createInfo, std::string dllPath);
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virtual ~GameView();
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virtual void beginUpdate() override;
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virtual void update() override;
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virtual void commitUpdate() override;
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virtual void beginUpdate() override;
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virtual void update() override;
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virtual void commitUpdate() override;
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virtual void prepareRender() override;
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virtual void render() override;
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virtual void prepareRender() override;
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virtual void render() override;
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void reloadGame();
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protected:
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virtual void applyArea(URect rect) override;
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OScene scene;
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GameInterface gameInterface;
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void reloadGame();
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protected:
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virtual void applyArea(URect rect) override;
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OScene scene;
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GameInterface gameInterface;
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RenderGraph renderGraph;
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PSystemGraph systemGraph;
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System::PKeyboardInput keyboardSystem;
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float updateTime = 0;
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PSystemGraph systemGraph;
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System::PKeyboardInput keyboardSystem;
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float updateTime = 0;
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virtual void keyCallback(Seele::KeyCode code, Seele::InputAction action, Seele::KeyModifier modifier) override;
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virtual void mouseMoveCallback(double xPos, double yPos) override;
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virtual void mouseButtonCallback(Seele::MouseButton button, Seele::InputAction action, Seele::KeyModifier modifier) override;
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virtual void scrollCallback(double xOffset, double yOffset) override;
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virtual void fileCallback(int count, const char** paths) override;
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};
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DEFINE_REF(GameView)
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virtual void keyCallback(Seele::KeyCode code, Seele::InputAction action, Seele::KeyModifier modifier) override;
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virtual void mouseMoveCallback(double xPos, double yPos) override;
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virtual void mouseButtonCallback(Seele::MouseButton button, Seele::InputAction action, Seele::KeyModifier modifier) override;
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virtual void scrollCallback(double xOffset, double yOffset) override;
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virtual void fileCallback(int count, const char **paths) override;
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};
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DEFINE_REF(GameView)
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} // namespace Seele
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