Files
Seele/src/Engine/Graphics/RenderPass/DepthPrepass.h
T

66 lines
2.2 KiB
C++
Raw Normal View History

2021-05-06 17:02:10 +02:00
#pragma once
#include "MinimalEngine.h"
#include "MeshProcessor.h"
#include "RenderPass.h"
namespace Seele
{
class DepthPrepassMeshProcessor : public MeshProcessor
{
public:
DepthPrepassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics);
virtual ~DepthPrepassMeshProcessor();
virtual void addMeshBatch(
const MeshBatch& batch,
const Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet>& descriptorSets,
int32 staticMeshId = -1) override;
Array<Gfx::PRenderCommand> getRenderCommands();
void clearCommands();
private:
Array<Gfx::PRenderCommand> renderCommands;
Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
Gfx::PViewport target;
uint32 cachedPrimitiveIndex;
};
DEFINE_REF(DepthPrepassMeshProcessor)
DECLARE_REF(CameraActor)
DECLARE_REF(CameraComponent)
class DepthPrepass : public RenderPass
{
public:
DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
~DepthPrepass();
virtual void beginFrame() override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
Gfx::PRenderTargetAttachment depthAttachment;
Gfx::PTexture2D depthBuffer;
UPDepthPrepassMeshProcessor processor;
2021-09-23 10:10:39 +02:00
2021-05-06 17:02:10 +02:00
Array<Gfx::PDescriptorSet> descriptorSets;
PCameraComponent source;
Gfx::PPipelineLayout depthPrepassLayout;
// Set 0: viewParameter
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
Gfx::PDescriptorLayout viewLayout;
Gfx::PUniformBuffer viewParamBuffer;
// Set 1: materials, generated
static constexpr uint32 INDEX_MATERIAL = 1;
// Set 2: primitive scene data
static constexpr uint32 INDEX_SCENE_DATA = 2;
Gfx::PDescriptorLayout primitiveLayout;
Gfx::PUniformBuffer primitiveUniformBuffer;
friend class DepthPrepassMeshProcessor;
};
DEFINE_REF(DepthPrepass)
} // namespace Seele