Split builtin depth-style concrete passes
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@@ -456,6 +456,8 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthStylePassBase.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinShadowCasterPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
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25
engine/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp
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25
engine/src/Rendering/Passes/BuiltinDepthOnlyPass.cpp
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@@ -0,0 +1,25 @@
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#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
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#include "Resources/BuiltinResources.h"
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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BuiltinDepthOnlyPass::BuiltinDepthOnlyPass()
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: BuiltinDepthStylePassBase(
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BuiltinMaterialPass::DepthOnly,
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Resources::GetBuiltinDepthOnlyShaderPath()) {
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}
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RHI::InputLayoutDesc BuiltinDepthOnlyPass::BuildInputLayout() {
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return BuildCommonInputLayout();
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}
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const char* BuiltinDepthOnlyPass::GetName() const {
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return "BuiltinDepthOnlyPass";
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}
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,16 +1,11 @@
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#include "Rendering/Passes/BuiltinDepthStylePassBase.h"
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#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
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#include "Rendering/Passes/BuiltinShadowCasterPass.h"
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#include "Components/GameObject.h"
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#include "Components/MeshRendererComponent.h"
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#include "Core/Asset/ResourceManager.h"
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#include "Debug/Logger.h"
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#include "RHI/RHICommandList.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/RenderSceneExtractor.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/BuiltinResources.h"
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#include "Resources/Material/Material.h"
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#include "Resources/Mesh/Mesh.h"
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@@ -716,38 +711,6 @@ bool BuiltinDepthStylePassBase::DrawVisibleItem(
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return true;
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}
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BuiltinDepthOnlyPass::BuiltinDepthOnlyPass()
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: BuiltinDepthStylePassBase(
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BuiltinMaterialPass::DepthOnly,
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Resources::GetBuiltinDepthOnlyShaderPath()) {
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}
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RHI::InputLayoutDesc BuiltinDepthOnlyPass::BuildInputLayout() {
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return BuildCommonInputLayout();
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}
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const char* BuiltinDepthOnlyPass::GetName() const {
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return "BuiltinDepthOnlyPass";
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}
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BuiltinShadowCasterPass::BuiltinShadowCasterPass()
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: BuiltinDepthStylePassBase(
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BuiltinMaterialPass::ShadowCaster,
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Resources::GetBuiltinShadowCasterShaderPath()) {
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}
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RHI::InputLayoutDesc BuiltinShadowCasterPass::BuildInputLayout() {
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return BuildCommonInputLayout();
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}
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const char* BuiltinShadowCasterPass::GetName() const {
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return "BuiltinShadowCasterPass";
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}
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bool BuiltinShadowCasterPass::ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const {
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return visibleItem.meshRenderer == nullptr || visibleItem.meshRenderer->GetCastShadows();
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}
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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30
engine/src/Rendering/Passes/BuiltinShadowCasterPass.cpp
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30
engine/src/Rendering/Passes/BuiltinShadowCasterPass.cpp
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@@ -0,0 +1,30 @@
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#include "Rendering/Passes/BuiltinShadowCasterPass.h"
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#include "Components/MeshRendererComponent.h"
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#include "Resources/BuiltinResources.h"
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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BuiltinShadowCasterPass::BuiltinShadowCasterPass()
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: BuiltinDepthStylePassBase(
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BuiltinMaterialPass::ShadowCaster,
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Resources::GetBuiltinShadowCasterShaderPath()) {
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}
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RHI::InputLayoutDesc BuiltinShadowCasterPass::BuildInputLayout() {
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return BuildCommonInputLayout();
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}
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const char* BuiltinShadowCasterPass::GetName() const {
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return "BuiltinShadowCasterPass";
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}
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bool BuiltinShadowCasterPass::ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const {
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return visibleItem.meshRenderer == nullptr || visibleItem.meshRenderer->GetCastShadows();
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}
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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