Depth Culling works??
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#pragma once
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#include "MinimalEngine.h"
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#include "RenderPass.h"
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namespace Seele {
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class DepthCullingPass : public RenderPass {
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public:
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DepthCullingPass(Gfx::PGraphics graphics, PScene scene);
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DepthCullingPass(DepthCullingPass&&) = default;
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DepthCullingPass& operator=(DepthCullingPass&&) = default;
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virtual ~DepthCullingPass();
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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::OTexture2D depthMipTexture;
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Gfx::RenderTargetAttachment depthAttachment;
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Gfx::RenderTargetAttachment visibilityAttachment;
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Gfx::ODescriptorLayout depthTextureLayout;
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Gfx::OPipelineLayout depthPrepassLayout;
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Gfx::PShaderBuffer cullingBuffer;
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};
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DEFINE_REF(DepthCullingPass)
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} // namespace Seele
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