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

32 lines
1.0 KiB
C++

#pragma once
#include "RenderPass.h"
#include "Graphics/Query.h"
namespace Seele {
class CachedDepthPass : public RenderPass {
public:
CachedDepthPass(Gfx::PGraphics graphics, PScene scene);
CachedDepthPass(CachedDepthPass&&) = default;
CachedDepthPass& operator=(CachedDepthPass&&) = default;
virtual ~CachedDepthPass();
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
Gfx::RenderTargetAttachment depthAttachment;
Gfx::RenderTargetAttachment visibilityAttachment;
Gfx::OTexture2D depthBuffer;
Gfx::OTexture2D visibilityBuffer;
Gfx::OPipelineLayout depthPrepassLayout;
Gfx::OPipelineStatisticsQuery query;
Gfx::OTimestampQuery timestamps;
Gfx::PDescriptorSet viewParamsSet;
Gfx::PShaderBuffer cullingBuffer;
PScene scene;
};
DEFINE_REF(CachedDepthPass)
} // namespace Seele