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Seele/src/Engine/Graphics/RenderPass/VisibilityPass.h
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#pragma once
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#include "Graphics/Query.h"
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#include "Math/Vector.h"
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#include "RenderPass.h"
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namespace Seele {
class VisibilityPass : public RenderPass {
public:
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VisibilityPass(Gfx::PGraphics graphics);
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VisibilityPass(VisibilityPass&&) = default;
VisibilityPass& operator=(VisibilityPass&&) = default;
virtual ~VisibilityPass();
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virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
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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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static constexpr uint32 BLOCK_SIZE = 32;
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Gfx::RenderTargetAttachment visibilityAttachment;
Gfx::PDescriptorSet visibilitySet;
Gfx::ODescriptorLayout visibilityDescriptor;
Gfx::OPipelineLayout visibilityLayout;
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Gfx::OComputeShader visibilityShader;
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Gfx::PComputePipeline visibilityPipeline;
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Gfx::OPipelineStatisticsQuery query;
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Gfx::PTimestampQuery timestamps;
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Gfx::PDescriptorSet viewParamsSet;
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constexpr static const char* VISIBILITY_NAME = "visibilityTexture";
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// Holds culling information for every meshlet for each instance
Gfx::OShaderBuffer cullingBuffer;
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constexpr static const char* CULLINGBUFFER_NAME = "cullingBuffer";
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UVector threadGroupSize;
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};
DEFINE_REF(VisibilityPass)
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} // namespace Seele