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Seele/src/Engine/Graphics/RenderPass/CachedDepthPass.h
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#pragma once
#include "RenderPass.h"
namespace Seele
{
class CachedDepthPass : public RenderPass
{
public:
CachedDepthPass(Gfx::PGraphics graphics, PScene scene);
CachedDepthPass(CachedDepthPass&&) = default;
CachedDepthPass& operator=(CachedDepthPass&&) = default;
virtual ~CachedDepthPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
Gfx::RenderTargetAttachment depthAttachment;
Gfx::RenderTargetAttachment visibilityAttachment;
Gfx::OTexture2D depthBuffer;
Gfx::OTexture2D visibilityBuffer;
Gfx::OPipelineLayout depthPrepassLayout;
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Gfx::PShaderBuffer cullingBuffer;
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};
DEFINE_REF(CachedDepthPass)
}