Renderpass first iteration
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@@ -13,6 +13,7 @@
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// TODO : Replace with message box from framework + call main and not winmain + subsystem
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#include <Core/DynLib/DynamicLibrary.h>
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#include <Graphics/Graphics.h>
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#include <Graphics/RenderPass.h>
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#include <Windows.h>
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// TODO : Think how to do the draw pipeline.
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@@ -97,6 +98,17 @@ void Win32EditorApplication::Update()
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return;
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}
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if (swapChainTexture)
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{
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ColorTargetInfo colorTargetInfo = {};
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colorTargetInfo.Texture = swapChainTexture;
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colorTargetInfo.ClearColor = { .R = .5f, .G = .8f, .B = .0f, .A = 1.f };
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colorTargetInfo.LoadOperation = LoadOperation::Clear;
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colorTargetInfo.StoreOperation = StoreOperation::Store;
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BeginRenderPass(cmdList, colorTargetInfo);
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}
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// Submit Commands
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SubmitCommandLists(GraphicsDevice);
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}
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@@ -21,7 +21,7 @@ class Win32EditorApplication : public Juliet::IApplication
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private:
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Juliet::Window* MainWindow = {};
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Juliet::GraphicsDevice* GraphicsDevice = {};
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Juliet::DynamicLibrary* Game = {};
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Juliet::DynamicLibrary* Game = {};
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bool Running = false;
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};
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