204 lines
8.2 KiB
C++
204 lines
8.2 KiB
C++
#include "BasePass.h"
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#include "Graphics/Graphics.h"
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#include "Window/Window.h"
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#include "Scene/Components/CameraComponent.h"
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#include "Scene/Actor/CameraActor.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
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using namespace Seele;
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BasePassMeshProcessor::BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass)
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: MeshProcessor(graphics)
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, target(viewport)
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, translucentBasePass(translucentBasePass)
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//, cachedPrimitiveIndex(0)
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{
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}
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BasePassMeshProcessor::~BasePassMeshProcessor()
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{
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}
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Job 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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Gfx::PPipelineLayout baseLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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{
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PMaterialAsset material = batch.material;
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//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
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const PVertexShaderInput vertexInput = batch.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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renderCommand->setViewport(target);
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Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
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pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
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pipelineLayout->create();
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Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
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descriptorSets[BasePass::INDEX_MATERIAL] = materialSet;
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for(uint32 i = 0; i < batch.elements.size(); ++i)
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{
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Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocateDescriptorSet();
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descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
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descriptorSet->writeChanges();
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descriptorSets[BasePass::INDEX_SCENE_DATA] = descriptorSet;
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buildMeshDrawCommand(batch,
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// primitiveComponent,
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renderPass,
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pipelineLayout,
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renderCommand,
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descriptorSets,
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collection->vertexShader,
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collection->controlShader,
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collection->evalutionShader,
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collection->geometryShader,
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collection->fragmentShader,
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false);
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}
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std::scoped_lock lock(commandLock);
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renderCommands.add(renderCommand);
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co_return;
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}
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BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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: RenderPass(graphics, viewport)
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, processor(new BasePassMeshProcessor(viewport, graphics, false))
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, descriptorSets(4)
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, source(source->getCameraComponent())
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{
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UniformBufferCreateInfo uniformInitializer;
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basePassLayout = graphics->createPipelineLayout();
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lightLayout = graphics->createDescriptorLayout("LightLayout");
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// Directional Lights
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lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Point Lights
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lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Light Index List
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lightLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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// Light Grid
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lightLayout->addDescriptorBinding(5, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
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lightLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, lightLayout);
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descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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viewLayout = graphics->createDescriptorLayout("ViewLayout");
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viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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uniformInitializer.resourceData.size = sizeof(ViewParameter);
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uniformInitializer.resourceData.data = (uint8*)&viewParams;
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uniformInitializer.bDynamic = true;
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viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
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viewLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
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primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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primitiveLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
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}
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BasePass::~BasePass()
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{
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}
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MainJob BasePass::beginFrame()
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{
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processor->clearCommands();
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primitiveLayout->reset();
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BulkResourceData uniformUpdate;
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viewParams.viewMatrix = source->getViewMatrix();
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viewParams.projectionMatrix = source->getProjectionMatrix();
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viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0);
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viewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
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viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamBuffer->updateContents(uniformUpdate);
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viewLayout->reset();
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lightLayout->reset();
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descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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//std::cout << "BasePass beginFrame()" << std::endl;
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co_return;
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}
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MainJob BasePass::render()
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{
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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oLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, directLightBuffer);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, numDirLightBuffer);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(2, pointLightBuffer);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(3, numPointLightBuffer);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(4, oLightIndexList);
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descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
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graphics->beginRenderPass(renderPass);
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List<Job> jobs;
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for (auto &&meshBatch : passData.staticDrawList)
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{
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//jobs.add(
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co_await processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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}
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//co_await Job::all(jobs);
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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//std::cout << "BasePass render()" << std::endl;
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co_return;
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}
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MainJob BasePass::endFrame()
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{
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//std::cout << "BasePass endFrame()" << std::endl;
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co_return;
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}
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void BasePass::publishOutputs()
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{
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colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner());
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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}
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void BasePass::createRenderPass()
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{
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directLightBuffer = resources->requestBuffer("DIRECTIONAL_LIGHTS");
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pointLightBuffer = resources->requestBuffer("POINT_LIGHTS");
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numDirLightBuffer = resources->requestUniform("NUM_DIRECTIONAL_LIGHTS");
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numPointLightBuffer = resources->requestUniform("NUM_POINT_LIGHTS");
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Gfx::PRenderTargetAttachment depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
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renderPass = graphics->createRenderPass(layout, viewport);
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oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
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oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
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}
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void BasePass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
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{
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defines["INDEX_LIGHT_ENV"] = "0";
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defines["INDEX_VIEW_PARAMS"] = "1";
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defines["INDEX_MATERIAL"] = "2";
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defines["INDEX_SCENE_DATA"] = "3";
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}
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