Adding basic depth prepass
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@@ -1,6 +1,7 @@
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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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@@ -30,28 +31,19 @@ private:
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DEFINE_REF(BasePassMeshProcessor)
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DECLARE_REF(CameraActor)
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DECLARE_REF(CameraComponent)
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class BasePass
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class BasePass : public RenderPass
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{
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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();
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void render();
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void endFrame();
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BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
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virtual ~BasePass();
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virtual void beginFrame() 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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struct ViewParameter
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{
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Matrix4 viewMatrix;
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Matrix4 projectionMatrix;
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Vector4 cameraPosition;
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} viewParams;
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struct ScreenToViewParameter
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{
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Matrix4 inverseProjectionMatrix;
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Vector2 screenDimensions;
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} screenToViewParams;
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Gfx::PRenderPass renderPass;
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Gfx::PRenderTargetAttachment colorAttachment;
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Gfx::PTexture2D depthBuffer;
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UPBasePassMeshProcessor processor;
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const PScene scene;
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@@ -61,16 +53,21 @@ private:
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PCameraComponent source;
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Gfx::PPipelineLayout basePassLayout;
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// Set 0: Light environment
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static constexpr uint32 INDEX_LIGHT_ENV = 0;
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Gfx::PDescriptorLayout lightLayout;
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Gfx::PUniformBuffer lightUniform;
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// Set 1: viewParameter
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static constexpr uint32 INDEX_VIEW_PARAMS = 1;
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Gfx::PDescriptorLayout viewLayout;
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Gfx::PUniformBuffer viewParamBuffer;
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Gfx::PUniformBuffer screenToViewParamBuffer;
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// Set 2: materials, generated
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static constexpr uint32 INDEX_MATERIAL = 2;
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// Set 3: primitive scene data
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static constexpr uint32 INDEX_SCENE_DATA = 3;
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Gfx::PDescriptorLayout primitiveLayout;
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Gfx::PUniformBuffer primitiveUniformBuffer;
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friend class BasePassMeshProcessor;
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};
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DEFINE_REF(BasePass)
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} // namespace Seele
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