/
redgpu
/
ezEngine
Обзор
Документация
Войти
/
redgpu
/
ezEngine
Код
Запросы
0
Задачи
Вики
Пакеты
0
Релизы
0
Аналитика
Безопасность
dev
Code/Engine/RendererCore/Pipeline/Passes/DepthOnlyPass.h
28 строк
1 KB
Sanakan8472
Render Graph (#1948)
03 июн 2026, 10:19
Не верифицирован
03 июн 2026, 10:19
60bb12c
Код
Авторство
О чём код?
#pragma once #include <RendererCore/Pipeline/RenderPipelinePass.h> /// Render pass that renders geometry to a depth buffer without color output. /// /// Used for depth pre-pass, shadow map generation, or depth-only rendering. /// Can selectively render static, dynamic, and transparent objects. class EZ_RENDERERCORE_DLL ezDepthOnlyPass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezDepthOnlyPass, ezRenderPipelinePass); public: ezDepthOnlyPass(const char* szName = "DepthOnlyPass"); ~ezDepthOnlyPass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; virtual ezResult Serialize(ezStreamWriter& inout_stream) const override; virtual ezResult Deserialize(ezStreamReader& inout_stream) override; protected: ezRenderPipelineNodePassThroughPin m_PinDepthStencil; ///< Depth-stencil target for depth writes. bool m_bRenderStaticObjects = true; ///< Whether to render static objects. bool m_bRenderDynamicObjects = true; ///< Whether to render dynamic objects. bool m_bRenderTransparentObjects = false; ///< Whether to render transparent objects. };