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Seele/src/Engine/Graphics/RenderPass/BasePass.h
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#pragma once
#include "MinimalEngine.h"
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#include "RenderPass.h"
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namespace Seele
{
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DECLARE_REF(CameraActor)
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class BasePass : public RenderPass
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{
public:
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BasePass(Gfx::PGraphics graphics, PScene scene);
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BasePass(BasePass&&) = default;
BasePass& operator=(BasePass&&) = default;
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virtual ~BasePass();
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virtual void beginFrame(const Component::Camera& cam) override;
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virtual void render() override;
virtual void endFrame() override;
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virtual void publishOutputs() override;
virtual void createRenderPass() override;
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private:
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Gfx::RenderTargetAttachment colorAttachment;
Gfx::RenderTargetAttachment depthAttachment;
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Gfx::RenderTargetAttachment visibilityAttachment;
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Gfx::PShaderBuffer oLightIndexList;
Gfx::PShaderBuffer tLightIndexList;
Gfx::PTexture2D oLightGrid;
Gfx::PTexture2D tLightGrid;
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Gfx::PDescriptorSet opaqueCulling;
Gfx::PDescriptorSet transparentCulling;
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PCameraActor source;
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Gfx::OPipelineLayout basePassLayout;
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Gfx::ODescriptorLayout lightCullingLayout;
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};
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DEFINE_REF(BasePass)
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} // namespace Seele