overhauled physics engine
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#pragma once
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#include "RenderPass.h"
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#include "Graphics/GraphicsResources.h"
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#include "Scene/Scene.h"
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#include "Graphics/DebugVertex.h"
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namespace Seele
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{
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DECLARE_REF(CameraActor)
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DECLARE_REF(Scene)
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DECLARE_REF(Viewport)
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struct DebugPassData
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{
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Array<DebugVertex> vertices;
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};
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class DebugPass : public RenderPass<DebugPassData>
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{
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public:
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DebugPass(Gfx::PGraphics graphics);
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virtual ~DebugPass();
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virtual void beginFrame(const Component::Camera& cam) 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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private:
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Gfx::PVertexBuffer debugVertices;
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Gfx::PUniformBuffer viewParamsBuffer;
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Gfx::PDescriptorLayout descriptorLayout;
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Gfx::PDescriptorSet descriptorSet;
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Gfx::PPipelineLayout pipelineLayout;
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Gfx::PGraphicsPipeline pipeline;
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};
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DEFINE_REF(DebugPass)
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} // namespace Seele
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