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GeometryPasses.h
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include <donut/engine/View.h>
#include <nvrhi/nvrhi.h>
namespace donut::engine
{
class SceneGraphNode;
struct MeshInfo;
struct MeshGeometry;
class MeshInstance;
struct Material;
struct BufferGroup;
class FramebufferFactory;
}
namespace donut::render
{
class IDrawStrategy;
struct DrawItem
{
const engine::MeshInstance* instance;
const engine::MeshInfo* mesh;
const engine::MeshGeometry* geometry;
const engine::Material* material;
const engine::BufferGroup* buffers;
float distanceToCamera;
nvrhi::RasterCullMode cullMode;
};
class GeometryPassContext
{
};
class IGeometryPass
{
public:
[[nodiscard]] virtual engine::ViewType::Enum GetSupportedViewTypes() const = 0;
virtual void SetupView(GeometryPassContext& context, nvrhi::ICommandList* commandList, const engine::IView* view, const engine::IView* viewPrev) = 0;
virtual bool SetupMaterial(GeometryPassContext& context, const engine::Material* material, nvrhi::RasterCullMode cullMode, nvrhi::GraphicsState& state) = 0;
virtual void SetupInputBuffers(GeometryPassContext& context, const engine::BufferGroup* buffers, nvrhi::GraphicsState& state) = 0;
virtual void SetPushConstants(GeometryPassContext& context, nvrhi::ICommandList* commandList, nvrhi::GraphicsState& state, nvrhi::DrawArguments& args) = 0;
virtual ~IGeometryPass() = default;
};
void RenderView(
nvrhi::ICommandList* commandList,
const engine::IView* view,
const engine::IView* viewPrev,
nvrhi::IFramebuffer* framebuffer,
IDrawStrategy& drawStrategy,
IGeometryPass& pass,
GeometryPassContext& passContext,
bool materialEvents = false);
void RenderCompositeView(
nvrhi::ICommandList* commandList,
const engine::ICompositeView* compositeView,
const engine::ICompositeView* compositeViewPrev,
engine::FramebufferFactory& framebufferFactory,
const std::shared_ptr<engine::SceneGraphNode>& rootNode,
IDrawStrategy& drawStrategy,
IGeometryPass& pass,
GeometryPassContext& passContext,
const char* passEvent = nullptr,
bool materialEvents = false);
}