#pragma once #include "MinimalEngine.h" #include "RenderPass.h" namespace Seele { class DepthPrepass : public RenderPass { public: DepthPrepass(Gfx::PGraphics graphics, PScene scene); ~DepthPrepass(); virtual void beginFrame(const Component::Camera& cam) override; virtual void render() override; virtual void endFrame() override; virtual void publishOutputs() override; virtual void createRenderPass() override; static void modifyRenderPassMacros(Map& defines); private: Gfx::PRenderTargetAttachment depthAttachment; Gfx::PTexture2D depthBuffer; Array descriptorSets; Gfx::PPipelineLayout depthPrepassLayout; // Set 0: viewParameter static constexpr uint32 INDEX_VIEW_PARAMS = 0; Gfx::PDescriptorLayout viewLayout; Gfx::PUniformBuffer viewParamBuffer; // Set 1: materials, generated static constexpr uint32 INDEX_MATERIAL = 1; // Set 2: vertices, from VertexData static constexpr uint32 INDEX_VERTEX_DATA = 2; // Set 3: mesh data, either index buffer or meshlet data static constexpr uint32 INDEX_SCENE_DATA = 3; Gfx::PDescriptorLayout sceneDataLayout; }; DEFINE_REF(DepthPrepass) } // namespace Seele