Adding simple visibility pass
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#pragma once
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#include "RenderPass.h"
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namespace Seele
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{
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class VisibilityPass : public RenderPass
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{
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public:
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VisibilityPass(Gfx::PGraphics graphics, PScene scene);
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VisibilityPass(VisibilityPass&&) = default;
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VisibilityPass& operator=(VisibilityPass&&) = default;
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virtual ~VisibilityPass();
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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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uint64 allocate
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private:
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Gfx::RenderTargetAttachment visibilityAttachment;
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Gfx::PDescriptorSet visibilitySet;
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Gfx::ODescriptorLayout visibilityDescriptor;
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Gfx::OPipelineLayout visibilityLayout;
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Gfx::PComputePipeline visibilityPipeline;
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// Holds culling information for every meshlet for each instance
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Gfx::OShaderBuffer cullingBuffer;
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};
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DEFINE_REF(VisibilityPass)
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}
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