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Seele/src/Engine/Graphics/RenderPass/BasePass.h
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#pragma once
#include "MinimalEngine.h"
#include "MeshProcessor.h"
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#include "RenderPass.h"
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namespace Seele
{
class BasePassMeshProcessor : public MeshProcessor
{
public:
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BasePassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
virtual ~BasePassMeshProcessor();
virtual void addMeshBatch(
const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet>& descriptorSets,
int32 staticMeshId = -1) override;
Array<Gfx::PRenderCommand> getRenderCommands();
void clearCommands();
private:
Array<Gfx::PRenderCommand> renderCommands;
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Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
Gfx::PViewport target;
uint8 translucentBasePass;
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uint32 cachedPrimitiveIndex;
};
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DEFINE_REF(BasePassMeshProcessor)
DECLARE_REF(CameraActor)
DECLARE_REF(CameraComponent)
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class BasePass : public RenderPass
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{
public:
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BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
virtual ~BasePass();
virtual void beginFrame() override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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private:
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Gfx::PRenderTargetAttachment colorAttachment;
Gfx::PTexture2D depthBuffer;
UPBasePassMeshProcessor processor;
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const PScene scene;
Gfx::PGraphics graphics;
Gfx::PViewport viewport;
Array<Gfx::PDescriptorSet> descriptorSets;
PCameraComponent source;
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Gfx::PPipelineLayout basePassLayout;
// Set 0: Light environment
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static constexpr uint32 INDEX_LIGHT_ENV = 0;
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Gfx::PDescriptorLayout lightLayout;
Gfx::PUniformBuffer lightUniform;
// Set 1: viewParameter
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static constexpr uint32 INDEX_VIEW_PARAMS = 1;
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Gfx::PDescriptorLayout viewLayout;
Gfx::PUniformBuffer viewParamBuffer;
Gfx::PUniformBuffer screenToViewParamBuffer;
// Set 2: materials, generated
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static constexpr uint32 INDEX_MATERIAL = 2;
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// Set 3: primitive scene data
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static constexpr uint32 INDEX_SCENE_DATA = 3;
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Gfx::PDescriptorLayout primitiveLayout;
Gfx::PUniformBuffer primitiveUniformBuffer;
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friend class BasePassMeshProcessor;
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};
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DEFINE_REF(BasePass)
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} // namespace Seele