Wire depth and shadow requests through camera renderer
This commit is contained in:
@@ -13,6 +13,31 @@ class Scene;
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namespace Rendering {
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struct ScenePassRenderRequest {
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RenderSurface surface;
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RenderClearFlags clearFlags = RenderClearFlags::Depth;
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bool hasClearColorOverride = false;
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Math::Color clearColorOverride = Math::Color::Black();
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bool hasCameraDataOverride = false;
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RenderCameraData cameraDataOverride = {};
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bool IsRequested() const {
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return !surface.GetColorAttachments().empty();
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}
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bool IsValid() const {
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const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
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return !colorAttachments.empty() &&
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colorAttachments[0] != nullptr &&
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surface.GetDepthAttachment() != nullptr &&
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surface.GetRenderAreaWidth() > 0 &&
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surface.GetRenderAreaHeight() > 0;
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}
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};
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using DepthOnlyRenderRequest = ScenePassRenderRequest;
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using ShadowCasterRenderRequest = ScenePassRenderRequest;
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struct ObjectIdRenderRequest {
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RenderSurface surface;
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@@ -35,6 +60,8 @@ struct CameraRenderRequest {
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Components::CameraComponent* camera = nullptr;
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RenderContext context;
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RenderSurface surface;
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DepthOnlyRenderRequest depthOnly;
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ShadowCasterRenderRequest shadowCaster;
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ObjectIdRenderRequest objectId;
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float cameraDepth = 0.0f;
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uint8_t cameraStackOrder = 0;
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@@ -24,15 +24,21 @@ public:
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explicit CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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CameraRenderer(
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std::unique_ptr<RenderPipeline> pipeline,
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std::unique_ptr<ObjectIdPass> objectIdPass);
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std::unique_ptr<ObjectIdPass> objectIdPass,
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std::unique_ptr<RenderPass> depthOnlyPass = nullptr,
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std::unique_ptr<RenderPass> shadowCasterPass = nullptr);
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~CameraRenderer();
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void SetPipeline(std::unique_ptr<RenderPipeline> pipeline);
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void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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void SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass);
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void SetDepthOnlyPass(std::unique_ptr<RenderPass> depthOnlyPass);
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void SetShadowCasterPass(std::unique_ptr<RenderPass> shadowCasterPass);
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RenderPipeline* GetPipeline() const { return m_pipeline.get(); }
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const RenderPipelineAsset* GetPipelineAsset() const { return m_pipelineAsset.get(); }
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ObjectIdPass* GetObjectIdPass() const { return m_objectIdPass.get(); }
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RenderPass* GetDepthOnlyPass() const { return m_depthOnlyPass.get(); }
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RenderPass* GetShadowCasterPass() const { return m_shadowCasterPass.get(); }
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bool Render(const CameraRenderRequest& request);
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@@ -43,6 +49,8 @@ private:
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std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
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std::unique_ptr<RenderPipeline> m_pipeline;
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std::unique_ptr<ObjectIdPass> m_objectIdPass;
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std::unique_ptr<RenderPass> m_depthOnlyPass;
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std::unique_ptr<RenderPass> m_shadowCasterPass;
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};
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} // namespace Rendering
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@@ -1,6 +1,8 @@
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#include "Rendering/CameraRenderer.h"
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#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
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#include "Rendering/Passes/BuiltinObjectIdPass.h"
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#include "Rendering/Passes/BuiltinShadowCasterPass.h"
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#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
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#include "Rendering/RenderPipelineAsset.h"
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#include "Rendering/RenderSurface.h"
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@@ -40,6 +42,14 @@ std::shared_ptr<const RenderPipelineAsset> CreateDefaultPipelineAsset() {
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return s_defaultPipelineAsset;
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}
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std::unique_ptr<RenderPass> CreateDefaultDepthOnlyPass() {
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return std::make_unique<Passes::BuiltinDepthOnlyPass>();
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}
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std::unique_ptr<RenderPass> CreateDefaultShadowCasterPass() {
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return std::make_unique<Passes::BuiltinShadowCasterPass>();
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}
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std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
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const std::shared_ptr<const RenderPipelineAsset>& pipelineAsset) {
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if (pipelineAsset != nullptr) {
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@@ -52,6 +62,54 @@ std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
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return std::make_unique<Pipelines::BuiltinForwardPipeline>();
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}
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bool InitializeStandalonePass(
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RenderPass* pass,
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const RenderContext& context) {
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if (pass == nullptr) {
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return false;
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}
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if (pass->Initialize(context)) {
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return true;
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}
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pass->Shutdown();
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return false;
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}
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bool ExecuteScenePassRequest(
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RenderPass* pass,
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const ScenePassRenderRequest& request,
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const RenderContext& context,
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const RenderSceneData& baseSceneData) {
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if (!request.IsRequested()) {
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return true;
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}
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if (!InitializeStandalonePass(pass, context)) {
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return false;
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}
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RenderSceneData sceneData = baseSceneData;
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if (request.hasCameraDataOverride) {
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sceneData.cameraData = request.cameraDataOverride;
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}
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sceneData.cameraData.viewportWidth = request.surface.GetRenderAreaWidth();
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sceneData.cameraData.viewportHeight = request.surface.GetRenderAreaHeight();
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sceneData.cameraData.clearFlags = request.clearFlags;
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if (request.hasClearColorOverride) {
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sceneData.cameraData.clearColor = request.clearColorOverride;
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}
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const RenderPassContext passContext = {
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context,
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request.surface,
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sceneData
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};
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return pass->Execute(passContext);
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}
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} // namespace
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CameraRenderer::CameraRenderer()
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@@ -59,23 +117,39 @@ CameraRenderer::CameraRenderer()
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}
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CameraRenderer::CameraRenderer(std::unique_ptr<RenderPipeline> pipeline)
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: CameraRenderer(std::move(pipeline), std::make_unique<Passes::BuiltinObjectIdPass>()) {
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: CameraRenderer(
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std::move(pipeline),
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std::make_unique<Passes::BuiltinObjectIdPass>(),
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CreateDefaultDepthOnlyPass(),
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CreateDefaultShadowCasterPass()) {
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}
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CameraRenderer::CameraRenderer(
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std::unique_ptr<RenderPipeline> pipeline,
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std::unique_ptr<ObjectIdPass> objectIdPass)
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std::unique_ptr<ObjectIdPass> objectIdPass,
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std::unique_ptr<RenderPass> depthOnlyPass,
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std::unique_ptr<RenderPass> shadowCasterPass)
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: m_pipelineAsset(nullptr)
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, m_objectIdPass(std::move(objectIdPass)) {
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, m_objectIdPass(std::move(objectIdPass))
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, m_depthOnlyPass(std::move(depthOnlyPass))
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, m_shadowCasterPass(std::move(shadowCasterPass)) {
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if (m_objectIdPass == nullptr) {
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m_objectIdPass = std::make_unique<Passes::BuiltinObjectIdPass>();
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}
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if (m_depthOnlyPass == nullptr) {
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m_depthOnlyPass = CreateDefaultDepthOnlyPass();
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}
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if (m_shadowCasterPass == nullptr) {
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m_shadowCasterPass = CreateDefaultShadowCasterPass();
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}
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ResetPipeline(std::move(pipeline));
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}
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CameraRenderer::CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset)
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: m_pipelineAsset(std::move(pipelineAsset))
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, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>()) {
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, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>())
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, m_depthOnlyPass(CreateDefaultDepthOnlyPass())
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, m_shadowCasterPass(CreateDefaultShadowCasterPass()) {
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SetPipelineAsset(m_pipelineAsset);
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}
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@@ -86,6 +160,12 @@ CameraRenderer::~CameraRenderer() {
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if (m_objectIdPass != nullptr) {
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m_objectIdPass->Shutdown();
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}
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if (m_depthOnlyPass != nullptr) {
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m_depthOnlyPass->Shutdown();
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}
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if (m_shadowCasterPass != nullptr) {
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m_shadowCasterPass->Shutdown();
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}
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}
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void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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@@ -109,6 +189,28 @@ void CameraRenderer::SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass)
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}
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}
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void CameraRenderer::SetDepthOnlyPass(std::unique_ptr<RenderPass> depthOnlyPass) {
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if (m_depthOnlyPass != nullptr) {
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m_depthOnlyPass->Shutdown();
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}
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m_depthOnlyPass = std::move(depthOnlyPass);
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if (m_depthOnlyPass == nullptr) {
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m_depthOnlyPass = CreateDefaultDepthOnlyPass();
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}
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}
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void CameraRenderer::SetShadowCasterPass(std::unique_ptr<RenderPass> shadowCasterPass) {
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if (m_shadowCasterPass != nullptr) {
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m_shadowCasterPass->Shutdown();
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}
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m_shadowCasterPass = std::move(shadowCasterPass);
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if (m_shadowCasterPass == nullptr) {
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m_shadowCasterPass = CreateDefaultShadowCasterPass();
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}
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}
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void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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if (m_pipeline != nullptr) {
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m_pipeline->Shutdown();
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@@ -131,6 +233,14 @@ bool CameraRenderer::Render(
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request.surface.GetRenderAreaHeight() == 0) {
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return false;
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}
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if (request.depthOnly.IsRequested() &&
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!request.depthOnly.IsValid()) {
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return false;
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}
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if (request.shadowCaster.IsRequested() &&
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!request.shadowCaster.IsValid()) {
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return false;
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}
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if (request.objectId.IsRequested() &&
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!request.objectId.IsValid()) {
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return false;
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@@ -167,6 +277,24 @@ bool CameraRenderer::Render(
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return false;
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}
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if (!ExecuteScenePassRequest(
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m_shadowCasterPass.get(),
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request.shadowCaster,
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request.context,
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sceneData)) {
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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}
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if (!ExecuteScenePassRequest(
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m_depthOnlyPass.get(),
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request.depthOnly,
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request.context,
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sceneData)) {
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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}
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if (!m_pipeline->Render(request.context, request.surface, sceneData)) {
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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@@ -179,8 +179,19 @@ bool BuiltinDepthStylePassBase::Execute(const RenderPassContext& context) {
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renderArea.x + renderArea.width,
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renderArea.y + renderArea.height
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};
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const RHI::Rect clearRects[] = { scissorRect };
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commandList->SetViewport(viewport);
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commandList->SetScissorRect(scissorRect);
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const Math::Color clearColor = context.sceneData.cameraData.clearColor;
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const float clearValues[4] = { clearColor.r, clearColor.g, clearColor.b, clearColor.a };
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if (HasRenderClearFlag(context.sceneData.cameraData.clearFlags, RenderClearFlags::Color)) {
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commandList->ClearRenderTarget(renderTarget, clearValues, 1, clearRects);
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}
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if (HasRenderClearFlag(context.sceneData.cameraData.clearFlags, RenderClearFlags::Depth)) {
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commandList->ClearDepthStencil(context.surface.GetDepthAttachment(), 1.0f, 0, 1, clearRects);
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}
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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for (const VisibleRenderItem& visibleItem : context.sceneData.visibleItems) {
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