58 lines
1.3 KiB
C++
58 lines
1.3 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Graphics/RenderView.h"
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#include "RendererPass.h"
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#include "Engine/Content/Assets/Shader.h"
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/// <summary>
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/// Forward rendering pass for transparent geometry.
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/// </summary>
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class ForwardPass : public RendererPass<ForwardPass>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psApplyDistortion;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="ForwardPass"/> class.
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/// </summary>
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ForwardPass();
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public:
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/// <summary>
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/// Performs forward pass rendering for the input task. Renders transparent objects.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="input">Target with renderer frame ready for further processing.</param>
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/// <param name="output">The output frame.</param>
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void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output);
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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_psApplyDistortion->ReleaseGPU();
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invalidateResources();
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}
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#endif
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public:
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// [RendererPass]
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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