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 "RenderPass.h"
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namespace Seele
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{
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2023-10-24 15:01:09 +02:00
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class DepthPrepass : public RenderPass
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2021-05-06 17:02:10 +02:00
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{
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public:
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2023-10-24 15:01:09 +02:00
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DepthPrepass(Gfx::PGraphics graphics, PScene scene);
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2023-11-05 10:36:01 +01:00
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DepthPrepass(DepthPrepass&&) = default;
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DepthPrepass& operator=(DepthPrepass&&) = default;
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virtual ~DepthPrepass();
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2022-11-17 16:47:42 +01:00
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virtual void beginFrame(const Component::Camera& cam) override;
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2022-04-15 23:45:44 +02:00
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virtual void render() override;
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virtual void endFrame() override;
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2021-05-06 17:02:10 +02:00
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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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2023-10-24 15:01:09 +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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2023-11-01 23:12:30 +01:00
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Gfx::OPipelineLayout depthPrepassLayout;
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2021-05-06 17:02:10 +02:00
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// Set 0: viewParameter
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// Set 1: materials, generated
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constexpr static uint32 INDEX_MATERIAL = 1;
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// Set 2: vertices, from VertexData
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constexpr static uint32 INDEX_VERTEX_DATA = 2;
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// Set 3: mesh data, either index buffer or meshlet data
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constexpr static uint32 INDEX_SCENE_DATA = 3;
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Gfx::ODescriptorLayout sceneDataLayout;
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};
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DEFINE_REF(DepthPrepass)
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} // namespace Seele
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