Improving Material shader code generation
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@@ -27,7 +27,8 @@ void BasePassMeshProcessor::addMeshBatch(
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//TODO query tesselation
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput);
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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assert(collection != nullptr);
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
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buildMeshDrawCommand(batch,
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primitiveComponent,
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@@ -79,12 +80,9 @@ void BasePass::render()
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{
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processor->clearCommands();
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graphics->beginRenderPass(renderPass);
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for (auto &&primitive : scene->getPrimitives())
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for (auto &&primitive : scene->getStaticMeshes())
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{
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for (auto &&meshBatch : primitive->staticMeshes)
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{
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processor->addMeshBatch(meshBatch, primitive, renderPass);
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}
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processor->addMeshBatch(primitive, nullptr, renderPass);
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}
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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