48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
#pragma once
|
|
#include "MinimalEngine.h"
|
|
#include "RenderPass.h"
|
|
|
|
namespace Seele {
|
|
DECLARE_REF(CameraActor)
|
|
class BasePass : public RenderPass {
|
|
public:
|
|
BasePass(Gfx::PGraphics graphics, PScene scene);
|
|
BasePass(BasePass&&) = default;
|
|
BasePass& operator=(BasePass&&) = default;
|
|
virtual ~BasePass();
|
|
virtual void beginFrame(const Component::Camera& cam) override;
|
|
virtual void render() override;
|
|
virtual void endFrame() override;
|
|
virtual void publishOutputs() override;
|
|
virtual void createRenderPass() override;
|
|
|
|
private:
|
|
Gfx::RenderTargetAttachment colorAttachment;
|
|
Gfx::RenderTargetAttachment depthAttachment;
|
|
Gfx::RenderTargetAttachment visibilityAttachment;
|
|
Gfx::PShaderBuffer oLightIndexList;
|
|
Gfx::PShaderBuffer tLightIndexList;
|
|
Gfx::PTexture2D oLightGrid;
|
|
Gfx::PTexture2D tLightGrid;
|
|
|
|
Gfx::PDescriptorSet opaqueCulling;
|
|
Gfx::PDescriptorSet transparentCulling;
|
|
|
|
// use a different texture here so we can do multisampling
|
|
Gfx::OTexture2D basePassDepth;
|
|
|
|
// used for transparency sorting
|
|
Vector cameraPos;
|
|
Vector cameraForward;
|
|
|
|
PCameraActor source;
|
|
Gfx::OPipelineLayout basePassLayout;
|
|
Gfx::ODescriptorLayout lightCullingLayout;
|
|
|
|
Gfx::OPipelineStatisticsQuery query;
|
|
|
|
Gfx::PShaderBuffer cullingBuffer;
|
|
};
|
|
DEFINE_REF(BasePass)
|
|
} // namespace Seele
|