2021-05-06 17:02:10 +02:00
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#pragma once
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#include "MinimalEngine.h"
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#include "MeshProcessor.h"
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#include "RenderPass.h"
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namespace Seele
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{
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class DepthPrepassMeshProcessor : public MeshProcessor
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{
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public:
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2022-11-17 16:47:42 +01:00
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DepthPrepassMeshProcessor(Gfx::PGraphics graphics);
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2021-05-06 17:02:10 +02:00
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virtual ~DepthPrepassMeshProcessor();
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2022-04-15 23:45:44 +02:00
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virtual void processMeshBatch(
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const MeshBatch& batch,
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Gfx::PViewport target,
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Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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2021-11-24 12:10:23 +01:00
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 staticMeshId = -1) override;
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private:
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};
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DEFINE_REF(DepthPrepassMeshProcessor)
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struct DepthPrepassData
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{
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2023-02-13 14:56:13 +01:00
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Array<MeshBatch> staticDrawList;
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2023-01-21 18:43:21 +01:00
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Gfx::PStructuredBuffer sceneDataBuffer;
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2021-10-01 19:55:04 +02:00
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};
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class DepthPrepass : public RenderPass<DepthPrepassData>
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{
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public:
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2022-11-17 16:47:42 +01:00
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DepthPrepass(Gfx::PGraphics graphics);
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DepthPrepass(DepthPrepass&& other) = default;
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~DepthPrepass();
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DepthPrepass& operator=(DepthPrepass& other) = default;
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virtual void beginFrame(const Component::Camera& cam) override;
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virtual void render() override;
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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private:
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Gfx::PRenderTargetAttachment depthAttachment;
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Gfx::PTexture2D depthBuffer;
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UPDepthPrepassMeshProcessor processor;
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2021-09-23 10:10:39 +02:00
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2021-05-06 17:02:10 +02:00
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Array<Gfx::PDescriptorSet> descriptorSets;
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Gfx::PPipelineLayout depthPrepassLayout;
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// Set 0: viewParameter
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static constexpr uint32 INDEX_VIEW_PARAMS = 0;
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Gfx::PDescriptorLayout viewLayout;
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Gfx::PUniformBuffer viewParamBuffer;
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// Set 1: materials, generated
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static constexpr uint32 INDEX_MATERIAL = 1;
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// Set 2: primitive scene data
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static constexpr uint32 INDEX_SCENE_DATA = 2;
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Gfx::PDescriptorLayout primitiveLayout;
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Gfx::PUniformBuffer primitiveUniformBuffer;
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friend class DepthPrepassMeshProcessor;
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};
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DEFINE_REF(DepthPrepass)
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} // namespace Seele
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