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Seele/src/Engine/Graphics/RenderPass/BasePass.h
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#pragma once
#include "MinimalEngine.h"
#include "MeshProcessor.h"
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namespace Seele
{
class BasePassMeshProcessor : public MeshProcessor
{
public:
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BasePassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass);
virtual ~BasePassMeshProcessor();
virtual void addMeshBatch(
const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet>& descriptorSets,
int32 staticMeshId = -1) override;
Array<Gfx::PRenderCommand> getRenderCommands();
void clearCommands();
private:
Array<Gfx::PRenderCommand> renderCommands;
Array<Gfx::PRenderCommand> cachedCommandBuffers;
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Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
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uint32 cachedPrimitiveIndex;
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Gfx::PViewport target;
uint8 translucentBasePass;
};
DEFINE_REF(BasePassMeshProcessor);
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DECLARE_REF(CameraActor);
DECLARE_REF(CameraComponent);
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class BasePass
{
public:
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BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
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~BasePass();
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void beginFrame();
void render();
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void endFrame();
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private:
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struct ViewParameter
{
Matrix4 viewMatrix;
Matrix4 projectionMatrix;
Vector4 cameraPosition;
} viewParams;
struct ScreenToViewParameter
{
Matrix4 inverseProjectionMatrix;
Vector2 screenDimensions;
} screenToViewParams;
Gfx::PRenderPass renderPass;
Gfx::PTexture2D depthBuffer;
const PScene scene;
UPBasePassMeshProcessor processor;
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Gfx::PPipelineLayout basePassLayout;
// Set 0: Light environment
Gfx::PDescriptorLayout lightLayout;
Gfx::PUniformBuffer lightUniform;
// Set 1: viewParameter
Gfx::PDescriptorLayout viewLayout;
Gfx::PUniformBuffer viewParamBuffer;
Gfx::PUniformBuffer screenToViewParamBuffer;
// Set 2: materials, generated
// Set 3: primitive scene data
Gfx::PDescriptorLayout primitiveLayout;
Gfx::PUniformBuffer primitiveUniformBuffer;
Array<Gfx::PDescriptorSet> descriptorSets;
Gfx::PGraphics graphics;
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PCameraComponent source;
Gfx::PViewport viewport;
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};
DEFINE_REF(BasePass);
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} // namespace Seele