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https://github.com/seekrs/MacroLibX.git
synced 2026-01-11 22:53:34 +00:00
big refactoring ! ci skip
This commit is contained in:
112
runtime/Sources/Renderer/RenderPasses/2DPass.cpp
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112
runtime/Sources/Renderer/RenderPasses/2DPass.cpp
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#include <PreCompiled.h>
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#include <Renderer/RenderPasses/2DPass.h>
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#include <Renderer/Pipelines/Graphics.h>
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#include <Renderer/ViewerData.h>
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#include <Renderer/Renderer.h>
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#include <Graphics/Scene.h>
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#include <Maths/Mat4.h>
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namespace mlx
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{
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struct SpriteData
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{
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Vec4f color;
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Vec2f position;
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};
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void Render2DPass::Init()
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{
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ShaderLayout vertex_shader_layout(
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{
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{ 0,
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ShaderSetLayout({
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{ 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER }
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})
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}
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}, { ShaderPushConstantLayout({ 0, sizeof(SpriteData) }) }
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);
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std::vector<std::uint8_t> vertex_shader_code = {
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#include <Embedded/2DVertex.spv.h>
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};
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p_vertex_shader = std::make_shared<Shader>(vertex_shader_code, ShaderType::Vertex, std::move(vertex_shader_layout));
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ShaderLayout fragment_shader_layout(
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{
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{ 1,
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ShaderSetLayout({
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{ 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER }
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})
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}
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}, {}
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);
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std::vector<std::uint8_t> fragment_shader_code = {
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#include <Embedded/2DFragment.spv.h>
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};
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p_fragment_shader = std::make_shared<Shader>(fragment_shader, ShaderType::Fragment, std::move(fragment_shader_layout));
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std::function<void(const EventBase&)> functor = [this](const EventBase& event)
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{
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if(event.What() == Event::ResizeEventCode)
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m_pipeline.Destroy();
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};
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EventBus::RegisterListener({ functor, "__ScopRender2DPass" });
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p_viewer_data_set = std::make_shared<DescriptorSet>(p_vertex_shader->GetShaderLayout().set_layouts[0].second, p_vertex_shader->GetPipelineLayout().set_layouts[0], ShaderType::Vertex);
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p_texture_set = std::make_shared<DescriptorSet>(p_fragment_shader->GetShaderLayout().set_layouts[0].second, p_fragment_shader->GetPipelineLayout().set_layouts[0], ShaderType::Fragment);
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p_viewer_data_buffer = std::make_shared<UniformBuffer>();
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p_viewer_data_buffer->Init(sizeof(ViewerData2D));
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for(std::size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++)
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{
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p_viewer_data_set->SetUniformBuffer(i, 0, p_viewer_data_buffer->Get(i));
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p_viewer_data_set->Update(i);
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}
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}
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void Render2DPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target)
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{
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if(m_pipeline.GetPipeline() == VK_NULL_HANDLE)
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{
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GraphicPipelineDescriptor pipeline_descriptor;
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pipeline_descriptor.vertex_shader = p_vertex_shader;
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pipeline_descriptor.fragment_shader = p_fragment_shader;
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pipeline_descriptor.color_attachments = { &render_target };
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pipeline_descriptor.clear_color_attachments = false;
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m_pipeline.Init(pipeline_descriptor);
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}
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std::uint32_t frame_index = renderer.GetCurrentFrameIndex();
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ViewerData viewer_data;
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viewer_data.projection = Mat4f::Ortho(0.0f, render_target.GetWidth(), render_target.GetHeight(), 0.0f);
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static CPUBuffer buffer(sizeof(ViewerData2D));
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std::memcpy(buffer.GetData(), &viewer_data, buffer.GetSize());
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p_viewer_data_buffer->SetData(buffer, frame_index);
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VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();
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m_pipeline.BindPipeline(cmd, 0, {});
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for(auto sprite : scene.GetSprites())
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{
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SpriteData sprite_data;
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sprite_data.position = Vec2f{ static_cast<float>(sprite->GetPosition().x), static_cast<float>(sprite->GetPosition().y) };
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sprite_data.color = sprite->GetColor();
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if(!sprite->IsSetInit())
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sprite->UpdateDescriptorSet(*p_texture_set);
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sprite->Bind(frame_index, cmd);
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std::array<VkDescriptorSet, 2> sets = { p_viewer_data_set->GetSet(frame_index), sprite->GetSet(frame_index) };
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vkCmdBindDescriptorSets(cmd, m_pipeline.GetPipelineBindPoint(), m_pipeline.GetPipelineLayout(), 0, sets.size(), sets.data(), 0, nullptr);
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vkCmdPushConstants(cmd, m_pipeline.GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(SpriteData), &sprite_data);
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sprite->GetMesh()->Draw(cmd, renderer.GetDrawCallsCounterRef(), renderer.GetPolygonDrawnCounterRef());
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}
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m_pipeline.EndPipeline(cmd);
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}
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void Render2DPass::Destroy()
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{
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m_pipeline.Destroy();
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p_vertex_shader.reset();
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p_fragment_shader.reset();
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p_viewer_data_set.reset();
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p_viewer_data_buffer->Destroy();
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p_texture_set.reset();
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}
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}
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76
runtime/Sources/Renderer/RenderPasses/FinalPass.cpp
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76
runtime/Sources/Renderer/RenderPasses/FinalPass.cpp
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#include <PreCompiled.h>
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#include <Renderer/RenderPasses/FinalPass.h>
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#include <Renderer/Pipelines/Graphics.h>
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#include <Renderer/Renderer.h>
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#include <Graphics/Scene.h>
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#include <Core/EventBus.h>
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namespace mlx
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{
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void FinalPass::Init()
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{
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ShaderLayout vertex_shader_layout(
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{}, {}
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);
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std::vector<std::uint8_t> vertex_shader_code = {
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#include <Embedded/ScreenVertex.spv.h>
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};
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p_vertex_shader = std::make_shared<Shader>(vertex_shader_code, ShaderType::Vertex, std::move(vertex_shader_layout));
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ShaderLayout fragment_shader_layout(
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{
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{ 0,
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ShaderSetLayout({
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{ 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER }
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})
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}
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}, {}
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);
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std::vector<std::uint8_t> fragment_shader_code = {
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#include <Embedded/ScreenFragment.spv.h>
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};
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p_fragment_shader = std::make_shared<Shader>(fragment_shader_code, ShaderType::Fragment, std::move(fragment_shader_layout));
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std::function<void(const EventBase&)> functor = [this](const EventBase& event)
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{
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if(event.What() == Event::ResizeEventCode)
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m_pipeline.Destroy();
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};
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EventBus::RegisterListener({ functor, "__ScopFinalPass" });
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p_set = std::make_shared<DescriptorSet>(p_fragment_shader->GetShaderLayout().set_layouts[0].second, p_fragment_shader->GetPipelineLayout().set_layouts[0], ShaderType::Fragment);
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}
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void FinalPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target)
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{
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if(m_pipeline.GetPipeline() == VK_NULL_HANDLE)
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{
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GraphicPipelineDescriptor pipeline_descriptor;
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pipeline_descriptor.vertex_shader = p_vertex_shader;
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pipeline_descriptor.fragment_shader = p_fragment_shader;
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pipeline_descriptor.renderer = &renderer;
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pipeline_descriptor.no_vertex_inputs = true;
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m_pipeline.Init(pipeline_descriptor);
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}
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VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();
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p_set->SetImage(renderer.GetCurrentFrameIndex(), 0, render_target);
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p_set->Update(renderer.GetCurrentFrameIndex(), cmd);
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m_pipeline.BindPipeline(cmd, renderer.GetSwapchainImageIndex(), { 0.0f, 0.0f, 0.0f, 1.0f });
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VkDescriptorSet set = p_set->GetSet(renderer.GetCurrentFrameIndex());
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vkCmdBindDescriptorSets(cmd, m_pipeline.GetPipelineBindPoint(), m_pipeline.GetPipelineLayout(), 0, 1, &set, 0, nullptr);
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vkCmdDraw(cmd, 3, 1, 0, 0);
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renderer.GetDrawCallsCounterRef()++;
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renderer.GetPolygonDrawnCounterRef()++;
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m_pipeline.EndPipeline(cmd);
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}
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void FinalPass::Destroy()
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{
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m_pipeline.Destroy();
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p_vertex_shader.reset();
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p_fragment_shader.reset();
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p_set.reset();
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}
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}
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45
runtime/Sources/Renderer/RenderPasses/Passes.cpp
git.filemode.normal_file
45
runtime/Sources/Renderer/RenderPasses/Passes.cpp
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#include <PreCompiled.h>
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#include <Renderer/RenderPasses/Passes.h>
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#include <Renderer/Renderer.h>
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#include <Graphics/Scene.h>
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namespace mlx
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{
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void RenderPasses::Init()
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{
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m_2Dpass.Init();
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m_final.Init();
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}
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void RenderPasses::Pass(Scene& scene, Renderer& renderer)
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{
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if(!m_main_render_texture.IsInit())
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{
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std::function<void(const EventBase&)> functor = [this, renderer](const EventBase& event)
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{
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if(event.What() == Event::ResizeEventCode)
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{
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m_main_render_texture.Destroy();
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auto extent = kvfGetSwapchainImagesSize(renderer.GetSwapchain());
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m_main_render_texture.Init({}, extent.width, extent.height);
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}
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};
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EventBus::RegisterListener({ functor, "__ScopRenderPasses" });
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auto extent = kvfGetSwapchainImagesSize(renderer.GetSwapchain());
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m_main_render_texture.Init({}, extent.width, extent.height);
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}
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m_main_render_texture.Clear(renderer.GetActiveCommandBuffer(), Vec4f{ 0.0f, 0.0f, 0.0f, 1.0f });
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m_2Dpass.Pass(scene, renderer, m_main_render_texture);
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m_final.Pass(scene, renderer, m_main_render_texture);
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}
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void RenderPasses::Destroy()
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{
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m_2Dpass.Destroy();
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m_final.Destroy();
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m_main_render_texture.Destroy();
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}
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}
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