Adding simple visibility pass

This commit is contained in:
Dynamitos
2024-06-04 21:34:14 +02:00
parent 157368a241
commit ad00e16cf9
10 changed files with 160 additions and 25 deletions
@@ -0,0 +1,30 @@
#pragma once
#include "RenderPass.h"
namespace Seele
{
class VisibilityPass : public RenderPass
{
public:
VisibilityPass(Gfx::PGraphics graphics, PScene scene);
VisibilityPass(VisibilityPass&&) = default;
VisibilityPass& operator=(VisibilityPass&&) = default;
virtual ~VisibilityPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
uint64 allocate
private:
Gfx::RenderTargetAttachment visibilityAttachment;
Gfx::PDescriptorSet visibilitySet;
Gfx::ODescriptorLayout visibilityDescriptor;
Gfx::OPipelineLayout visibilityLayout;
Gfx::PComputePipeline visibilityPipeline;
// Holds culling information for every meshlet for each instance
Gfx::OShaderBuffer cullingBuffer;
};
DEFINE_REF(VisibilityPass)
}