// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/RenderView.h"
#include "RendererPass.h"
#include "Engine/Content/Assets/Shader.h"
///
/// Forward rendering pass for transparent geometry.
///
class ForwardPass : public RendererPass
{
private:
AssetReference _shader;
GPUPipelineState* _psApplyDistortion;
public:
///
/// Initializes a new instance of the class.
///
ForwardPass();
public:
///
/// Performs forward pass rendering for the input task. Renders transparent objects.
///
/// The rendering context.
/// Target with renderer frame ready for further processing.
/// The output frame.
void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psApplyDistortion->ReleaseGPU();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};