Files
Seele/src/Engine/Graphics/RenderPass/BasePass.h
T
2023-08-28 21:23:13 +02:00

75 lines
2.3 KiB
C++

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