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#pragma once
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#include "RenderPass.h"
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2023-10-26 18:37:29 +02:00
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#include "Graphics/Resources.h"
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#include "Scene/Scene.h"
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namespace Seele
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{
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DECLARE_REF(CameraActor)
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DECLARE_REF(Scene)
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DECLARE_REF(Viewport)
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class LightCullingPass : public RenderPass
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{
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public:
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LightCullingPass(Gfx::PGraphics graphics, PScene scene);
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LightCullingPass(LightCullingPass&&) = default;
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LightCullingPass& operator=(LightCullingPass&&) = default;
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virtual ~LightCullingPass();
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virtual void beginFrame(const Component::Camera& cam) override;
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virtual void render() override;
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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private:
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void setupFrustums();
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static constexpr uint32 BLOCK_SIZE = 32;
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static constexpr uint32 INDEX_LIGHT_ENV = 1;
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struct DispatchParams
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{
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glm::uvec3 numThreadGroups;
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uint32_t pad0;
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glm::uvec3 numThreads;
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uint32_t pad1;
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} dispatchParams;
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struct Plane
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{
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Vector n;
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float d;
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};
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struct Frustum
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{
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Plane planes[4];
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};
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Gfx::OShaderBuffer frustumBuffer;
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Gfx::OUniformBuffer dispatchParamsBuffer;
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Gfx::OUniformBuffer viewParamsBuffer;
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Gfx::ODescriptorLayout frustumDescriptorLayout;
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Gfx::PDescriptorSet frustumDescriptorSet;
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Gfx::OComputeShader frustumShader;
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Gfx::OPipelineLayout frustumLayout;
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Gfx::OComputePipeline frustumPipeline;
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PLightEnvironment lightEnv;
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Gfx::PTexture2D depthAttachment;
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Gfx::OShaderBuffer frustums;
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Gfx::OShaderBuffer oLightIndexCounter;
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Gfx::OShaderBuffer tLightIndexCounter;
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Gfx::OShaderBuffer oLightIndexList;
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Gfx::OShaderBuffer tLightIndexList;
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Gfx::OTexture2D oLightGrid;
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Gfx::OTexture2D tLightGrid;
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Gfx::PDescriptorSet cullingDescriptorSet;
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Gfx::ODescriptorLayout cullingDescriptorLayout;
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Gfx::OComputeShader cullingShader;
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Gfx::OPipelineLayout cullingLayout;
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Gfx::OComputePipeline cullingPipeline;
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};
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DEFINE_REF(LightCullingPass)
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} // namespace Seele
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