79 lines
2.4 KiB
C++
79 lines
2.4 KiB
C++
#pragma once
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#include "MinimalEngine.h"
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#include "RenderPass.h"
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namespace Seele {
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DECLARE_REF(CameraActor)
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class BasePass : public RenderPass {
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public:
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BasePass(Gfx::PGraphics graphics, PScene scene);
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BasePass(BasePass&&) = default;
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BasePass& operator=(BasePass&&) = default;
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virtual ~BasePass();
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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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private:
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Gfx::RenderTargetAttachment msColorAttachment;
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Gfx::RenderTargetAttachment colorAttachment;
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Gfx::RenderTargetAttachment msDepthAttachment;
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Gfx::RenderTargetAttachment depthAttachment;
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Gfx::RenderTargetAttachment visibilityAttachment;
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Gfx::PShaderBuffer oLightIndexList;
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Gfx::PShaderBuffer tLightIndexList;
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Gfx::PTexture2D oLightGrid;
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Gfx::PTexture2D tLightGrid;
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Gfx::PDescriptorSet opaqueCulling;
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Gfx::PDescriptorSet transparentCulling;
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// use a different texture here so we can do multisampling
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Gfx::OTexture2D msBasePassDepth;
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Gfx::OTexture2D basePassDepth;
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Gfx::OTexture2D msBasePassColor;
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// used for transparency sorting
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Vector cameraPos;
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Vector cameraForward;
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PCameraActor source;
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Gfx::OPipelineLayout basePassLayout;
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Gfx::ODescriptorLayout lightCullingLayout;
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Gfx::OPipelineStatisticsQuery query;
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Gfx::PTimestampQuery timestamps;
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Gfx::PShaderBuffer cullingBuffer;
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// Debug rendering
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Gfx::OVertexInput debugVertexInput;
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Gfx::OVertexBuffer debugVertices;
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Gfx::OVertexShader debugVertexShader;
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Gfx::OFragmentShader debugFragmentShader;
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Gfx::PGraphicsPipeline debugPipeline;
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Gfx::OPipelineLayout debugPipelineLayout;
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// Skybox
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Gfx::ODescriptorLayout skyboxDataLayout;
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Gfx::PDescriptorSet skyboxDataSet;
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Gfx::ODescriptorLayout textureLayout;
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Gfx::PDescriptorSet textureSet;
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Gfx::OVertexShader vertexShader;
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Gfx::OFragmentShader fragmentShader;
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Gfx::OPipelineLayout pipelineLayout;
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Gfx::PGraphicsPipeline pipeline;
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Gfx::OSampler skyboxSampler;
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struct SkyboxData {
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Matrix4 transformMatrix;
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Vector fogColor;
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float blendFactor;
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} skyboxData;
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Gfx::OUniformBuffer skyboxBuffer;
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Component::Skybox skybox;
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};
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DEFINE_REF(BasePass)
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} // namespace Seele
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