Cleaned more
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@@ -1,31 +1,27 @@
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#include "PipelineBuilder.h"
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#include "ShaderCompiler.h"
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#include "VulkanCheck.h"
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#include "VulkanSceneRenderer.h"
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#include "src/Rendering/Textures/Material.h"
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#include "src/Rendering/Vulkan/Pipeline/RenderPipeline.h"
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#include "src/Rendering/Vulkan/SceneRenderPipeline.h"
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#include "src/Rendering/Vulkan/ShaderCompiler.h"
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#include "src/Rendering/Vulkan/VkMesh.h"
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#include "src/Rendering/Vulkan/VkResources.h"
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#include "src/Rendering/Vulkan/VkShaderManager.h"
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#include "src/Rendering/Vulkan/VulkanAllocator.h"
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#include "src/Rendering/Vulkan/VulkanCheck.h"
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#include "src/Rendering/Vulkan/VulkanInit.h"
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#include "src/Rendering/Vulkan/VulkanRenderer.h"
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#include "src/Rendering/Vulkan/VkResources.h"
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#include "src/Scene/Scene.h"
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#include "src/Scene/Entities/Entity.h"
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#include "src/Rendering/Textures/Material.h"
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#include "src/Scene/Components/ModelComponent.h"
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#include "src/Scene/Components/CameraComponent.h"
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#include <Tracy.hpp>
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#include <src/Scene/Components/ModelComponent.h>
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#include "Pipeline/RenderPipeline.h"
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#include "src/Rendering/Vulkan/DescriptorLayoutBuilder.h"
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#include "src/Scene/Components/CameraComponent.h"
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#include "src/Rendering/Vulkan/VkShaderManager.h"
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#include "src/Rendering/Vulkan/SceneRenderPipeline.h"
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using namespace Nuake;
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Ref<VkMesh> quadMesh;
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void VkSceneRenderer::Init()
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{
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LoadShaders();
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@@ -47,7 +43,7 @@ void VkSceneRenderer::Init()
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5, 4, 3, 2, 1, 0
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};
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quadMesh = CreateRef<VkMesh>(quadVertices, quadIndices);
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QuadMesh = CreateRef<VkMesh>(quadVertices, quadIndices);
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}
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// This will prepare all the data and upload it to the GPU before rendering the scene.
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@@ -16,9 +16,13 @@
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namespace Nuake
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{
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class SceneRenderPipeline;
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class VkMesh;
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class VkSceneRenderer
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{
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private:
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Ref<VkMesh> QuadMesh;
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public:
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RenderContext Context;
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Ref<SceneRenderPipeline> sceneRenderPipeline;
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