Graphics: Move FramePipeline passes to separate classes
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include/Nazara/Graphics/DepthPipelinePass.hpp
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73
include/Nazara/Graphics/DepthPipelinePass.hpp
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// Copyright (C) 2022 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP
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#define NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Graphics/ElementRenderer.hpp>
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#include <Nazara/Graphics/FramePipelinePass.hpp>
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#include <Nazara/Graphics/MaterialPass.hpp>
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#include <Nazara/Graphics/RenderElement.hpp>
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#include <Nazara/Graphics/RenderQueue.hpp>
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#include <Nazara/Graphics/RenderQueueRegistry.hpp>
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#include <Nazara/Math/Frustum.hpp>
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namespace Nz
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{
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class AbstractViewer;
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class FrameGraph;
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class FramePipeline;
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class Material;
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class NAZARA_GRAPHICS_API DepthPipelinePass : public FramePipelinePass
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{
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public:
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DepthPipelinePass(FramePipeline& owner, AbstractViewer* viewer);
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DepthPipelinePass(const DepthPipelinePass&) = delete;
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DepthPipelinePass(DepthPipelinePass&&) = delete;
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~DepthPipelinePass();
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inline void ForceInvalidation();
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void Prepare(RenderFrame& renderFrame, const Frustumf& frustum, const std::vector<FramePipelinePass::VisibleRenderable>& visibleRenderables, std::size_t visibilityHash);
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void RegisterMaterial(const Material& material);
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void RegisterToFrameGraph(FrameGraph& frameGraph, std::size_t depthBufferIndex);
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void UnregisterMaterial(const Material& material);
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DepthPipelinePass& operator=(const DepthPipelinePass&) = delete;
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DepthPipelinePass& operator=(DepthPipelinePass&&) = delete;
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private:
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struct MaterialPassEntry
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{
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std::size_t usedCount = 1;
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NazaraSlot(MaterialPass, OnMaterialPassPipelineInvalidated, onMaterialPipelineInvalidated);
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NazaraSlot(MaterialPass, OnMaterialPassShaderBindingInvalidated, onMaterialShaderBindingInvalidated);
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};
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std::size_t m_depthPassIndex;
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std::size_t m_lastVisibilityHash;
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std::vector<std::unique_ptr<ElementRendererData>> m_elementRendererData;
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std::vector<std::unique_ptr<RenderElement>> m_renderElements;
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std::vector<ElementRenderer::RenderStates> m_renderStates;
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std::unordered_map<MaterialPass*, MaterialPassEntry> m_materialPasses;
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RenderQueue<RenderElement*> m_renderQueue;
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RenderQueueRegistry m_renderQueueRegistry;
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AbstractViewer* m_viewer;
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FramePipeline& m_pipeline;
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bool m_rebuildCommandBuffer;
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bool m_rebuildElements;
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};
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}
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#include <Nazara/Graphics/DepthPipelinePass.inl>
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#endif // NAZARA_GRAPHICS_DEPTHPIPELINEPASS_HPP
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