initial commit

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2025-05-01 23:03:47 +02:00
commit a23fbff52a
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#ifndef __SCOP_2D_PASS__
#define __SCOP_2D_PASS__
#include <memory>
#include <Renderer/Descriptor.h>
#include <Renderer/Pipelines/Shader.h>
#include <Renderer/Pipelines/Graphics.h>
namespace Scop
{
class Render2DPass
{
public:
Render2DPass() = default;
void Init();
void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
void Destroy();
~Render2DPass() = default;
private:
GraphicPipeline m_pipeline;
std::shared_ptr<DescriptorSet> p_viewer_data_set;
std::shared_ptr<UniformBuffer> p_viewer_data_buffer;
std::shared_ptr<DescriptorSet> p_texture_set;
std::shared_ptr<Shader> p_vertex_shader;
std::shared_ptr<Shader> p_fragment_shader;
};
}
#endif

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#ifndef __SCOP_FINAL_PASS__
#define __SCOP_FINAL_PASS__
#include <memory>
#include <Renderer/Descriptor.h>
#include <Renderer/Pipelines/Shader.h>
#include <Renderer/Pipelines/Graphics.h>
namespace Scop
{
class FinalPass
{
public:
FinalPass() = default;
void Init();
void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
void Destroy();
~FinalPass() = default;
private:
GraphicPipeline m_pipeline;
std::shared_ptr<DescriptorSet> p_set;
std::shared_ptr<Shader> p_vertex_shader;
std::shared_ptr<Shader> p_fragment_shader;
};
}
#endif

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#ifndef __SCOP_FORWARD_PASS__
#define __SCOP_FORWARD_PASS__
namespace Scop
{
class ForwardPass
{
public:
ForwardPass() = default;
void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
~ForwardPass() = default;
};
}
#endif

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#ifndef __SCOP_PASSES__
#define __SCOP_PASSES__
#include <Renderer/Image.h>
#include <Renderer/RenderPasses/SkyboxPass.h>
#include <Renderer/RenderPasses/ForwardPass.h>
#include <Renderer/RenderPasses/FinalPass.h>
#include <Renderer/RenderPasses/2DPass.h>
namespace Scop
{
class RenderPasses
{
public:
RenderPasses() = default;
void Init();
void Pass(class Scene& scene, class Renderer& renderer);
void Destroy();
~RenderPasses() = default;
private:
SkyboxPass m_skybox;
Render2DPass m_2Dpass;
FinalPass m_final;
Texture m_main_render_texture;
ForwardPass m_forward;
};
}
#endif

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#ifndef __SCOP_SKYBOX_PASS__
#define __SCOP_SKYBOX_PASS__
#include <memory>
#include <Renderer/Descriptor.h>
#include <Renderer/Pipelines/Shader.h>
#include <Renderer/Pipelines/Graphics.h>
namespace Scop
{
class SkyboxPass
{
public:
SkyboxPass() = default;
void Init();
void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
void Destroy();
~SkyboxPass() = default;
private:
GraphicPipeline m_pipeline;
std::shared_ptr<DescriptorSet> p_set;
std::shared_ptr<Shader> p_vertex_shader;
std::shared_ptr<Shader> p_fragment_shader;
std::shared_ptr<class Mesh> m_cube;
};
}
#endif