75 lines
2.3 KiB
C++
75 lines
2.3 KiB
C++
#pragma once
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#include "MinimalEngine.h"
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#include "MeshProcessor.h"
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#include "RenderPass.h"
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namespace Seele
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{
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class BasePassMeshProcessor : public MeshProcessor
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{
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public:
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BasePassMeshProcessor(Gfx::PGraphics graphics);
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virtual ~BasePassMeshProcessor();
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virtual void processMeshBatch(
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const MeshBatch& batch,
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Gfx::PViewport target,
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Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 staticMeshId = -1) override;
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private:
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//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
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//uint8 translucentBasePass;
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//uint32 cachedPrimitiveIndex;
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};
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DEFINE_REF(BasePassMeshProcessor)
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DECLARE_REF(CameraActor)
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struct BasePassData
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{
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Array<MeshBatch> staticDrawList;
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Gfx::PShaderBuffer sceneDataBuffer;
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LightEnv lightEnv;
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};
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class BasePass : public RenderPass<BasePassData>
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{
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public:
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BasePass(Gfx::PGraphics graphics);
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BasePass(BasePass&& other) = default;
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virtual ~BasePass();
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BasePass& operator=(BasePass&& other) = default;
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virtual void beginFrame(const Component::Camera& cam) override;
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virtual void render() override;
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virtual void endFrame() override;
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virtual void publishOutputs() override;
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virtual void createRenderPass() override;
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static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
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private:
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Gfx::PRenderTargetAttachment colorAttachment;
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Gfx::PTexture2D depthBuffer;
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UPBasePassMeshProcessor processor;
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Array<Gfx::PDescriptorSet> descriptorSets;
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PCameraActor source;
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Gfx::PPipelineLayout basePassLayout;
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// Set 0: Light environment
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static constexpr uint32 INDEX_LIGHT_ENV = 0;
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Gfx::PShaderBuffer oLightIndexList;
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Gfx::PTexture oLightGrid;
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Gfx::PDescriptorLayout lightLayout;
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// Set 1: viewParameter
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static constexpr uint32 INDEX_VIEW_PARAMS = 1;
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Gfx::PDescriptorLayout viewLayout;
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Gfx::PUniformBuffer viewParamBuffer;
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// Set 2: materials, generated
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static constexpr uint32 INDEX_MATERIAL = 2;
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// Set 3: primitive scene data
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static constexpr uint32 INDEX_SCENE_DATA = 3;
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Gfx::PDescriptorLayout primitiveLayout;
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Gfx::PUniformBuffer primitiveUniformBuffer;
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friend class BasePassMeshProcessor;
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};
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DEFINE_REF(BasePass)
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} // namespace Seele
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