Adding basic depth prepass
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#pragma once
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#include "MinimalEngine.h"
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#include "Math/Math.h"
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namespace Seele
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{
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DECLARE_NAME_REF(Gfx, RenderPass)
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DECLARE_REF(RenderGraph)
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class RenderPass
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{
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public:
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RenderPass(PRenderGraph rendergraph);
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virtual ~RenderPass();
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virtual void beginFrame() = 0;
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virtual void render() = 0;
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virtual void endFrame() = 0;
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virtual void publishOutputs() = 0;
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virtual void createRenderPass() = 0;
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protected:
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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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PRenderGraph renderGraph;
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};
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DEFINE_REF(RenderPass)
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} // namespace Seele
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