Fixing adaptive incremental build.
Moved more functions into engine.cpp
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@@ -537,32 +537,6 @@ void JulietApplication::Update(float deltaTime)
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}
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}
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void JulietApplication::OnPreRender(CommandList* /*cmd*/) {}
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void JulietApplication::OnRender(RenderPass* pass, CommandList* cmd, const Camera& camera)
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{
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PushData pushData = {};
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pushData.ViewProjection = Camera_GetViewProjectionMatrix(camera);
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#if 0
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if (enableGlobalLight)
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{
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pushData.GlobalLightDirection = Normalize({ globalLightDir[0], globalLightDir[1], globalLightDir[2] });
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pushData.GlobalLightColor = { globalLightColor[0], globalLightColor[1], globalLightColor[2] };
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pushData.GlobalAmbientIntensity = globalAmbientIntensity;
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}
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else
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#endif
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{
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pushData.GlobalLightDirection = { 0.0f, -1.0f, 0.0f };
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pushData.GlobalLightColor = { 0.0f, 0.0f, 0.0f };
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pushData.GlobalAmbientIntensity = 0.0f;
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}
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RenderSkybox(pass, cmd, pushData.ViewProjection);
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RenderMeshes(pass, cmd, pushData);
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}
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ColorTargetInfo JulietApplication::GetColorTargetInfo(Texture* swapchainTexture)
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{
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ColorTargetInfo info = {};
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@@ -27,8 +27,6 @@ class JulietApplication : public Juliet::IApplication
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Juliet::GraphicsDevice* GetGraphicsDevice() override { return GraphicsDevice; }
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// Render Lifecycle
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void OnPreRender(Juliet::CommandList* cmd) override;
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void OnRender(Juliet::RenderPass* pass, Juliet::CommandList* cmd, const Juliet::Camera& camera) override;
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Juliet::ColorTargetInfo GetColorTargetInfo(Juliet::Texture* swapchainTexture) override;
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Juliet::DepthStencilTargetInfo* GetDepthTargetInfo() override;
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