37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
#pragma once
|
|
#include "MinimalEngine.h"
|
|
#include "RenderPass.h"
|
|
|
|
namespace Seele
|
|
{
|
|
class DepthPrepass : public RenderPass
|
|
{
|
|
public:
|
|
DepthPrepass(Gfx::PGraphics graphics, PScene scene);
|
|
DepthPrepass(DepthPrepass&&) = default;
|
|
DepthPrepass& operator=(DepthPrepass&&) = default;
|
|
virtual ~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<const char*, const char*>& defines);
|
|
private:
|
|
Gfx::RenderTargetAttachment depthAttachment;
|
|
Gfx::OTexture2D depthBuffer;
|
|
|
|
Array<Gfx::PDescriptorSet> descriptorSets;
|
|
|
|
Gfx::OPipelineLayout depthPrepassLayout;
|
|
// Set 0: viewParameter
|
|
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
|
|
// Set 0: vertices, from VertexData
|
|
constexpr static uint32 INDEX_VERTEX_DATA = 1;
|
|
// Set 2: mesh data, either index buffer or meshlet data
|
|
constexpr static uint32 INDEX_SCENE_DATA = 2;
|
|
Gfx::ODescriptorLayout sceneDataLayout;
|
|
};
|
|
DEFINE_REF(DepthPrepass)
|
|
} // namespace Seele
|