#pragma once #include "MinimalEngine.h" #include "MeshProcessor.h" #include "RenderPass.h" namespace Seele { class DepthPrepassMeshProcessor : public MeshProcessor { public: DepthPrepassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics); virtual ~DepthPrepassMeshProcessor(); virtual void processMeshBatch( const MeshBatch& batch, const Gfx::PRenderPass& renderPass, Gfx::PPipelineLayout pipelineLayout, Gfx::PDescriptorLayout primitiveLayout, Array descriptorSets, int32 staticMeshId = -1) override; private: Gfx::PViewport target; }; DEFINE_REF(DepthPrepassMeshProcessor) DECLARE_REF(CameraActor) struct DepthPrepassData { Array staticDrawList; }; class DepthPrepass : public RenderPass { public: DepthPrepass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source); ~DepthPrepass(); virtual void beginFrame() 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; UPDepthPrepassMeshProcessor processor; Array descriptorSets; PCameraActor source; 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: primitive scene data static constexpr uint32 INDEX_SCENE_DATA = 2; Gfx::PDescriptorLayout primitiveLayout; Gfx::PUniformBuffer primitiveUniformBuffer; friend class DepthPrepassMeshProcessor; }; DEFINE_REF(DepthPrepass) } // namespace Seele