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delete.cpp
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50 lines (42 loc) · 1.96 KB
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void Renderer::Render(Scene *scene) {
// Get or allocate a command buffer for the current frame
VkCommandBuffer commandBuffer = GetCurrentFrameCommandBuffer();
// Begin recording the command buffer
BeginCommandBuffer(commandBuffer);
// Shadow Pass
BeginRenderPass(commandBuffer, shadowRenderPass); // Record render pass begin
for (auto &mesh : scene->GetMeshes()) {
Pipeline *pipeline =
pipelineManager.GetPipeline(mesh->GetMaterial(), shadowRenderPass);
BindPipeline(commandBuffer, pipeline); // Record pipeline binding
DrawMesh(commandBuffer, mesh); // Record draw call
}
EndRenderPass(commandBuffer); // Record render pass end
// Geometry Pass
BeginRenderPass(commandBuffer,
geometryRenderPass); // Record render pass begin
for (auto &mesh : scene->GetMeshes()) {
Pipeline *pipeline =
pipelineManager.GetPipeline(mesh->GetMaterial(), geometryRenderPass);
BindPipeline(commandBuffer, pipeline); // Record pipeline binding
DrawMesh(commandBuffer, mesh); // Record draw call
}
EndRenderPass(commandBuffer); // Record render pass end
// Lighting Pass
BeginRenderPass(commandBuffer,
lightingRenderPass); // Record render pass begin
BindPipeline(commandBuffer, lightingPipeline); // Record pipeline binding
DrawFullScreenQuad(commandBuffer); // Record draw call
EndRenderPass(commandBuffer); // Record render pass end
// Post-Processing Pass
BeginRenderPass(commandBuffer,
postProcessingRenderPass); // Record render pass begin
BindPipeline(commandBuffer,
postProcessingPipeline); // Record pipeline binding
DrawFullScreenQuad(commandBuffer); // Record draw call
EndRenderPass(commandBuffer); // Record render pass end
// End recording the command buffer
EndCommandBuffer(commandBuffer);
// Submit the command buffer to the GPU queue
SubmitCommandBuffer(commandBuffer);
}