Files
Seele/src/Engine/Graphics/RenderPass/DepthPrepass.h
T

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