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Code/Engine/RendererCore/Pipeline/Passes/OpaqueForwardRenderPass.h
30 строк
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Sanakan8472
Track resource dependencies through extraction (and more polishing of resource states) (#1955)
07 июн 2026, 20:15
Не верифицирован
07 июн 2026, 20:15
4cd2378
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#pragma once #include <RendererCore/Pipeline/Passes/ForwardRenderPass.h> /// Forward render pass that renders opaque objects. /// /// Renders all opaque geometry with full lighting and shading. /// Optionally accepts an ambient occlusion input for enhanced shading. class EZ_RENDERERCORE_DLL ezOpaqueForwardRenderPass : public ezForwardRenderPass { EZ_ADD_DYNAMIC_REFLECTION(ezOpaqueForwardRenderPass, ezForwardRenderPass); public: ezOpaqueForwardRenderPass(const char* szName = "OpaqueForwardRenderPass"); ~ezOpaqueForwardRenderPass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; protected: virtual void SetupPermutationVars(const ezRenderViewContext& renderViewContext) override; virtual void DeclareRenderObjectDependencies(ezRenderGraph& ref_graph, ezRenderGraphPassBuilder& ref_pass) override; virtual void RenderObjects(const ezRenderViewContext& renderViewContext) override; ezRenderPipelineNodeInputPin m_PinSSAO; ///< Optional SSAO input for ambient occlusion. ezRenderPipelineNodeInputPin m_PinShadowMasks; ///< Optional shadow mask input for deferred shadows. bool m_bWriteDepth = true; ///< Whether to write to the depth buffer. };