Unify object id rendering with render passes
This commit is contained in:
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <XCEngine/Rendering/CameraRenderRequest.h>
|
||||
#include <XCEngine/Rendering/ObjectIdPass.h>
|
||||
#include <XCEngine/Rendering/RenderPass.h>
|
||||
#include <XCEngine/Rendering/RenderPipeline.h>
|
||||
|
||||
#include <memory>
|
||||
@@ -25,19 +25,19 @@ public:
|
||||
explicit CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
|
||||
CameraRenderer(
|
||||
std::unique_ptr<RenderPipeline> pipeline,
|
||||
std::unique_ptr<ObjectIdPass> objectIdPass,
|
||||
std::unique_ptr<RenderPass> objectIdPass,
|
||||
std::unique_ptr<RenderPass> depthOnlyPass = nullptr,
|
||||
std::unique_ptr<RenderPass> shadowCasterPass = nullptr);
|
||||
~CameraRenderer();
|
||||
|
||||
void SetPipeline(std::unique_ptr<RenderPipeline> pipeline);
|
||||
void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
|
||||
void SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass);
|
||||
void SetObjectIdPass(std::unique_ptr<RenderPass> objectIdPass);
|
||||
void SetDepthOnlyPass(std::unique_ptr<RenderPass> depthOnlyPass);
|
||||
void SetShadowCasterPass(std::unique_ptr<RenderPass> shadowCasterPass);
|
||||
RenderPipeline* GetPipeline() const { return m_pipeline.get(); }
|
||||
const RenderPipelineAsset* GetPipelineAsset() const { return m_pipelineAsset.get(); }
|
||||
ObjectIdPass* GetObjectIdPass() const { return m_objectIdPass.get(); }
|
||||
RenderPass* GetObjectIdPass() const { return m_objectIdPass.get(); }
|
||||
RenderPass* GetDepthOnlyPass() const { return m_depthOnlyPass.get(); }
|
||||
RenderPass* GetShadowCasterPass() const { return m_shadowCasterPass.get(); }
|
||||
|
||||
@@ -54,7 +54,7 @@ private:
|
||||
RenderSceneExtractor m_sceneExtractor;
|
||||
std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
|
||||
std::unique_ptr<RenderPipeline> m_pipeline;
|
||||
std::unique_ptr<ObjectIdPass> m_objectIdPass;
|
||||
std::unique_ptr<RenderPass> m_objectIdPass;
|
||||
std::unique_ptr<RenderPass> m_depthOnlyPass;
|
||||
std::unique_ptr<RenderPass> m_shadowCasterPass;
|
||||
std::unique_ptr<DirectionalShadowSurfaceResources> m_directionalShadowSurface;
|
||||
|
||||
@@ -1,24 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <XCEngine/Rendering/RenderContext.h>
|
||||
#include <XCEngine/Rendering/RenderSceneExtractor.h>
|
||||
#include <XCEngine/Rendering/RenderSurface.h>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
|
||||
class ObjectIdPass {
|
||||
public:
|
||||
virtual ~ObjectIdPass() = default;
|
||||
|
||||
virtual bool Render(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface,
|
||||
const RenderSceneData& sceneData) = 0;
|
||||
|
||||
virtual void Shutdown() {
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <XCEngine/Rendering/ObjectIdPass.h>
|
||||
#include <XCEngine/Rendering/ObjectIdEncoding.h>
|
||||
#include <XCEngine/Rendering/RenderPass.h>
|
||||
#include <XCEngine/Rendering/RenderMaterialUtility.h>
|
||||
#include <XCEngine/Rendering/RenderResourceCache.h>
|
||||
#include <XCEngine/Core/Asset/ResourceHandle.h>
|
||||
@@ -14,16 +14,16 @@ namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
class BuiltinObjectIdPass final : public ObjectIdPass {
|
||||
class BuiltinObjectIdPass final : public RenderPass {
|
||||
public:
|
||||
~BuiltinObjectIdPass() override;
|
||||
|
||||
static RHI::InputLayoutDesc BuildInputLayout();
|
||||
|
||||
bool Render(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface,
|
||||
const RenderSceneData& sceneData) override;
|
||||
const char* GetName() const override;
|
||||
|
||||
bool Initialize(const RenderContext& context) override;
|
||||
bool Execute(const RenderPassContext& context) override;
|
||||
|
||||
void Shutdown() override;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user