Viewport controls
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@@ -8,22 +8,21 @@ namespace Seele
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class DepthPrepassMeshProcessor : public MeshProcessor
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{
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public:
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DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics);
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DepthPrepassMeshProcessor(Gfx::PGraphics graphics);
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virtual ~DepthPrepassMeshProcessor();
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virtual void processMeshBatch(
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const MeshBatch& batch,
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const Gfx::PRenderPass& renderPass,
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Gfx::PViewport target,
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Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 staticMeshId = -1) override;
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private:
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Gfx::PViewport target;
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};
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DEFINE_REF(DepthPrepassMeshProcessor)
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DECLARE_REF(CameraActor)
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struct DepthPrepassData
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{
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Array<StaticMeshBatch> staticDrawList;
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@@ -31,9 +30,11 @@ struct DepthPrepassData
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class DepthPrepass : public RenderPass<DepthPrepassData>
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{
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public:
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DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
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DepthPrepass(Gfx::PGraphics graphics);
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DepthPrepass(DepthPrepass&& other) = default;
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~DepthPrepass();
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virtual void beginFrame() override;
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DepthPrepass& operator=(DepthPrepass& other) = default;
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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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@@ -45,7 +46,6 @@ private:
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UPDepthPrepassMeshProcessor processor;
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Array<Gfx::PDescriptorSet> descriptorSets;
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PCameraActor source;
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Gfx::PPipelineLayout depthPrepassLayout;
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// Set 0: viewParameter
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static constexpr uint32 INDEX_VIEW_PARAMS = 0;
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