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Seele/src/Engine/Graphics/RenderPass/RayTracingPass.h
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#pragma once
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#include "Graphics/Graphics.h"
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#include "RenderPass.h"
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namespace Seele {
class RayTracingPass : public RenderPass {
public:
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RayTracingPass(Gfx::PGraphics graphics, PScene scene);
RayTracingPass(RayTracingPass&& other) = default;
RayTracingPass& operator=(RayTracingPass&& other) = default;
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
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private:
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Gfx::ODescriptorLayout paramsLayout;
Gfx::OPipelineLayout pipelineLayout;
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Gfx::OTexture2D radianceAccumulator;
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Gfx::OTexture2D texture;
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Gfx::PTextureCube skyBox;
Gfx::OSampler skyBoxSampler;
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Gfx::ORayGenShader rayGen;
Gfx::OMissShader miss;
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Gfx::PRayTracingPipeline pipeline;
Gfx::OTopLevelAS tlas;
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};
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} // namespace Seele