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Seele/src/Engine/Graphics/RenderPass/RenderPass.h
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#pragma once
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#include "Component/Camera.h"
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#include "Graphics/VertexData.h"
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#include "Material/MaterialInstance.h"
#include "Math/Math.h"
#include "MinimalEngine.h"
#include "RenderGraphResources.h"
#include "Scene/Scene.h"
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namespace Seele {
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DECLARE_NAME_REF(Gfx, Viewport)
DECLARE_NAME_REF(Gfx, Graphics)
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DECLARE_NAME_REF(Gfx, RenderPass)
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class RenderPass {
public:
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RenderPass(Gfx::PGraphics graphics);
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RenderPass(RenderPass&&) = default;
RenderPass& operator=(RenderPass&&) = default;
virtual ~RenderPass();
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virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) = 0;
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virtual void render() = 0;
virtual void endFrame() = 0;
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virtual void publishOutputs() = 0;
virtual void createRenderPass() = 0;
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void setResources(PRenderGraphResources _resources);
void setViewport(Gfx::PViewport _viewport);
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protected:
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void updateViewParameters(const Component::Camera& cam, const Component::Transform& transform);
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Gfx::ODescriptorSet createViewParamsSet();
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struct Plane {
Vector n;
float d;
};
struct Frustum {
Plane planes[4];
};
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Plane computePlane(Vector p0, Vector p1, Vector p2) {
Plane plane;
Vector v0 = p1 - p0;
Vector v2 = p2 - p0;
plane.n = normalize(cross(v0, v2));
plane.d = dot(plane.n, p0);
return plane;
}
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void normalize_plane(Plane& plane);
void extract_planes_from_view_projection_matrix(const Matrix4 viewProj, Frustum& frustum);
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struct ViewParameter {
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Matrix4 viewMatrix;
Matrix4 inverseViewMatrix;
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Matrix4 projectionMatrix;
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Matrix4 inverseProjection;
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Matrix4 viewProjectionMatrix;
Matrix4 inverseViewProjectionMatrix;
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Vector4 cameraPosition_WS;
Vector4 cameraForward_WS;
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Vector2 screenDimensions;
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Vector2 invScreenDimensions;
uint32 frameIndex;
float time;
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uint32 pad0;
uint32 pad1;
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} viewParams;
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PRenderGraphResources resources;
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Gfx::ODescriptorLayout viewParamsLayout;
Gfx::ORenderPass renderPass;
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Gfx::PGraphics graphics;
Gfx::PViewport viewport;
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};
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DEFINE_REF(RenderPass)
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template <typename RP>
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concept RenderPassType = std::derived_from<RP, RenderPass>;
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} // namespace Seele