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Character renderer is fully Vulkan.
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83b576e8d9
commit
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3 changed files with 282 additions and 7 deletions
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@ -3321,7 +3321,7 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
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wmoRenderer->initialize(vkCtx, perFrameSetLayout, assetManager);
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}
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// Initialize shadow pipelines (Phase 7)
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// Initialize shadow pipelines (Phase 7/8)
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if (wmoRenderer && shadowRenderPass != VK_NULL_HANDLE) {
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wmoRenderer->initializeShadow(shadowRenderPass);
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}
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@ -3332,6 +3332,9 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
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characterRenderer = std::make_unique<CharacterRenderer>();
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characterRenderer->initialize(vkCtx, perFrameSetLayout, assetManager);
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}
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if (characterRenderer && shadowRenderPass != VK_NULL_HANDLE) {
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characterRenderer->initializeShadow(shadowRenderPass);
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}
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// Create and initialize terrain manager
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if (!terrainManager) {
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@ -3774,13 +3777,16 @@ void Renderer::renderShadowPass() {
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VkRect2D sc{{0, 0}, {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE}};
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vkCmdSetScissor(currentCmd, 0, 1, &sc);
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// Phase 7: render shadow casters
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// Phase 7/8: render shadow casters
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if (wmoRenderer) {
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wmoRenderer->renderShadow(currentCmd, lightSpaceMatrix);
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}
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if (m2Renderer) {
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m2Renderer->renderShadow(currentCmd, lightSpaceMatrix);
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}
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if (characterRenderer) {
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characterRenderer->renderShadow(currentCmd, lightSpaceMatrix);
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}
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vkCmdEndRenderPass(currentCmd);
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