Added composite buffer render passes for deferred lighting path.
Refactoring KRCamera::renderFrame to use render passes. Eliminate composite buffer binding GL code from KRCamera::renderFrame
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@@ -42,10 +42,17 @@ class KRRenderPass : public KRContextObject
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public:
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KRRenderPass(KRContext& context);
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~KRRenderPass();
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void create(KRDevice& device, VkFormat swapChainImageFormat, VkFormat depthImageFormat);
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struct RenderPassInfo
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{
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bool clearDepth;
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bool keepDepth;
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};
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void create(KRDevice& device, VkFormat swapChainImageFormat, VkFormat depthImageFormat, const RenderPassInfo& info);
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void destroy(KRDevice& device);
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void begin(VkCommandBuffer &commandBuffer, KRSurface& surface);
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void begin(VkCommandBuffer &commandBuffer, KRSurface& surface, const Vector4& clearColor);
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void end(VkCommandBuffer& commandBuffer);
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// private:
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