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Seele/src/Engine/Graphics/RenderPass/MeshProcessor.h
T

40 lines
1.2 KiB
C++

#pragma once
#include "MinimalEngine.h"
#include "Scene/Scene.h"
#include "Graphics/GraphicsResources.h"
#include "Graphics/MeshBatch.h"
namespace Seele
{
class MeshProcessor
{
public:
MeshProcessor(const PScene scene, Gfx::PGraphics graphics);
virtual ~MeshProcessor();
protected:
PScene scene;
Gfx::PGraphics graphics;
virtual void addMeshBatch(
const MeshBatch& meshBatch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 staticMeshId = -1) = 0;
void buildMeshDrawCommand(
const MeshBatch& meshBatch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PRenderCommand drawCommand,
Array<Gfx::PDescriptorSet> descriptors,
Gfx::PVertexShader vertexShader,
Gfx::PControlShader controlShader,
Gfx::PEvaluationShader evaluationShader,
Gfx::PGeometryShader geometryShader,
Gfx::PFragmentShader fragmentShader,
bool positionOnly);
};
} // namespace Seele