Adding cached depth renderpass
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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 CachedDepthPass : public RenderPass
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{
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public:
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CachedDepthPass(Gfx::PGraphics graphics, PScene scene);
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CachedDepthPass(CachedDepthPass&&) = default;
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CachedDepthPass& operator=(CachedDepthPass&&) = default;
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virtual ~CachedDepthPass();
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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::RenderTargetAttachment depthAttachment;
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Gfx::RenderTargetAttachment visibilityAttachment;
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Gfx::OTexture2D depthBuffer;
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Gfx::OTexture2D visibilityBuffer;
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Gfx::OPipelineLayout depthPrepassLayout;
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};
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DEFINE_REF(CachedDepthPass)
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}
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