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

37 lines
1.3 KiB
C++

#pragma once
#include "Graphics/Query.h"
#include "Math/Vector.h"
#include "RenderPass.h"
namespace Seele {
class VisibilityPass : public RenderPass {
public:
VisibilityPass(Gfx::PGraphics graphics);
VisibilityPass(VisibilityPass&&) = default;
VisibilityPass& operator=(VisibilityPass&&) = default;
virtual ~VisibilityPass();
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:
static constexpr uint32 BLOCK_SIZE = 32;
Gfx::RenderTargetAttachment visibilityAttachment;
Gfx::PDescriptorSet visibilitySet;
Gfx::ODescriptorLayout visibilityDescriptor;
Gfx::OPipelineLayout visibilityLayout;
Gfx::OComputeShader visibilityShader;
Gfx::PComputePipeline visibilityPipeline;
Gfx::OPipelineStatisticsQuery query;
Gfx::PTimestampQuery timestamps;
constexpr static const char* VISIBILITY_NAME = "visibilityTexture";
// Holds culling information for every meshlet for each instance
Gfx::OShaderBuffer cullingBuffer;
constexpr static const char* CULLINGBUFFER_NAME = "cullingBuffer";
UVector threadGroupSize;
};
DEFINE_REF(VisibilityPass)
} // namespace Seele