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31
Runtime/Includes/Renderer/RenderPasses/2DPass.h
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31
Runtime/Includes/Renderer/RenderPasses/2DPass.h
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#ifndef __SCOP_2D_PASS__
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#define __SCOP_2D_PASS__
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#include <memory>
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#include <Renderer/Descriptor.h>
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#include <Renderer/Pipelines/Shader.h>
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#include <Renderer/Pipelines/Graphics.h>
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namespace Scop
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{
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class Render2DPass
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{
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public:
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Render2DPass() = default;
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void Init();
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void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
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void Destroy();
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~Render2DPass() = default;
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private:
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GraphicPipeline m_pipeline;
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std::shared_ptr<DescriptorSet> p_viewer_data_set;
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std::shared_ptr<UniformBuffer> p_viewer_data_buffer;
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std::shared_ptr<DescriptorSet> p_texture_set;
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std::shared_ptr<Shader> p_vertex_shader;
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std::shared_ptr<Shader> p_fragment_shader;
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};
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}
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#endif
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29
Runtime/Includes/Renderer/RenderPasses/FinalPass.h
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Runtime/Includes/Renderer/RenderPasses/FinalPass.h
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#ifndef __SCOP_FINAL_PASS__
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#define __SCOP_FINAL_PASS__
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#include <memory>
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#include <Renderer/Descriptor.h>
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#include <Renderer/Pipelines/Shader.h>
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#include <Renderer/Pipelines/Graphics.h>
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namespace Scop
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{
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class FinalPass
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{
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public:
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FinalPass() = default;
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void Init();
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void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
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void Destroy();
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~FinalPass() = default;
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private:
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GraphicPipeline m_pipeline;
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std::shared_ptr<DescriptorSet> p_set;
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std::shared_ptr<Shader> p_vertex_shader;
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std::shared_ptr<Shader> p_fragment_shader;
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};
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}
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#endif
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15
Runtime/Includes/Renderer/RenderPasses/ForwardPass.h
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Runtime/Includes/Renderer/RenderPasses/ForwardPass.h
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#ifndef __SCOP_FORWARD_PASS__
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#define __SCOP_FORWARD_PASS__
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namespace Scop
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{
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class ForwardPass
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{
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public:
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ForwardPass() = default;
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void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
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~ForwardPass() = default;
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};
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}
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#endif
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32
Runtime/Includes/Renderer/RenderPasses/Passes.h
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Runtime/Includes/Renderer/RenderPasses/Passes.h
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#ifndef __SCOP_PASSES__
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#define __SCOP_PASSES__
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#include <Renderer/Image.h>
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#include <Renderer/RenderPasses/SkyboxPass.h>
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#include <Renderer/RenderPasses/ForwardPass.h>
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#include <Renderer/RenderPasses/FinalPass.h>
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#include <Renderer/RenderPasses/PostProcessPass.h>
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#include <Renderer/RenderPasses/2DPass.h>
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namespace Scop
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{
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class RenderPasses
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{
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public:
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RenderPasses() = default;
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void Init();
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void Pass(class Scene& scene, class Renderer& renderer);
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void Destroy();
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~RenderPasses() = default;
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private:
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SkyboxPass m_skybox;
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Render2DPass m_2Dpass;
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PostProcessPass m_post_process;
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FinalPass m_final;
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Texture m_main_render_texture;
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ForwardPass m_forward;
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};
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}
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#endif
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28
Runtime/Includes/Renderer/RenderPasses/PostProcessPass.h
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Runtime/Includes/Renderer/RenderPasses/PostProcessPass.h
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#ifndef __SCOP_POST_PROCESS_PASS__
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#define __SCOP_POST_PROCESS_PASS__
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#include <Renderer/Descriptor.h>
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#include <Renderer/Pipelines/Shader.h>
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#include <Renderer/Pipelines/Graphics.h>
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namespace Scop
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{
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class PostProcessPass
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{
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public:
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PostProcessPass() = default;
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void Init();
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void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
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void Destroy();
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[[nodiscard]] inline Texture& GetProcessTexture() noexcept { return m_render_texture; }
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~PostProcessPass() = default;
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private:
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GraphicPipeline m_pipeline;
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Texture m_render_texture;
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std::shared_ptr<Shader> p_vertex_shader;
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};
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}
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#endif
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30
Runtime/Includes/Renderer/RenderPasses/SkyboxPass.h
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Runtime/Includes/Renderer/RenderPasses/SkyboxPass.h
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#ifndef __SCOP_SKYBOX_PASS__
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#define __SCOP_SKYBOX_PASS__
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#include <memory>
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#include <Renderer/Descriptor.h>
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#include <Renderer/Pipelines/Shader.h>
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#include <Renderer/Pipelines/Graphics.h>
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namespace Scop
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{
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class SkyboxPass
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{
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public:
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SkyboxPass() = default;
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void Init();
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void Pass(class Scene& scene, class Renderer& renderer, class Texture& render_target);
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void Destroy();
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~SkyboxPass() = default;
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private:
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GraphicPipeline m_pipeline;
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std::shared_ptr<DescriptorSet> p_set;
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std::shared_ptr<Shader> p_vertex_shader;
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std::shared_ptr<Shader> p_fragment_shader;
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std::shared_ptr<class Mesh> m_cube;
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};
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}
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#endif
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