Formatted EVERYTHING

This commit is contained in:
Dynamitos
2024-06-09 12:20:53 +02:00
parent f18bf8acbe
commit d95dab850c
265 changed files with 8002 additions and 12310 deletions
@@ -1,16 +1,15 @@
#pragma once
#include "RenderPass.h"
#include "Graphics/Shader.h"
#include "RenderPass.h"
#include "Scene/Scene.h"
namespace Seele
{
namespace Seele {
DECLARE_REF(CameraActor)
DECLARE_REF(Scene)
DECLARE_REF(Viewport)
class LightCullingPass : public RenderPass
{
public:
class LightCullingPass : public RenderPass {
public:
LightCullingPass(Gfx::PGraphics graphics, PScene scene);
LightCullingPass(LightCullingPass&&) = default;
LightCullingPass& operator=(LightCullingPass&&) = default;
@@ -20,24 +19,22 @@ public:
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
private:
void setupFrustums();
static constexpr uint32 BLOCK_SIZE = 32;
static constexpr uint32 INDEX_LIGHT_ENV = 1;
struct DispatchParams
{
struct DispatchParams {
glm::uvec3 numThreadGroups;
uint32_t pad0;
glm::uvec3 numThreads;
uint32_t pad1;
} dispatchParams;
struct Plane
{
struct Plane {
Vector n;
float d;
};
struct Frustum
{
struct Frustum {
Plane planes[4];
};
@@ -49,7 +46,7 @@ private:
Gfx::OComputeShader frustumShader;
Gfx::PComputePipeline frustumPipeline;
Gfx::OPipelineLayout frustumLayout;
PLightEnvironment lightEnv;
Gfx::PTexture2D depthAttachment;
Gfx::OShaderBuffer oLightIndexCounter;