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Code/Engine/RendererCore/Pipeline/Passes/SimpleRenderPass.h
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Sanakan8472
Render Graph (#1948)
03 июн 2026, 10:19
Не верифицирован
03 июн 2026, 10:19
60bb12c
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#pragma once #include <RendererCore/Pipeline/RenderPipelinePass.h> /// Basic render pass that renders into a color target. /// /// Can work as passthrough or directly render into the view's render target if no input is present. /// It is responsible for rendering unlit objects, all debug rendering and also GUI elements. class EZ_RENDERERCORE_DLL ezSimpleRenderPass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezSimpleRenderPass, ezRenderPipelinePass); public: ezSimpleRenderPass(const char* szName = "SimpleRenderPass"); ~ezSimpleRenderPass(); 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; /// Sets a debug message that can be displayed during rendering. void SetMessage(const char* szMessage); protected: ezRenderPipelineNodePassThroughPin m_PinColor; ///< Color target pass-through. ezRenderPipelineNodePassThroughPin m_PinDepthStencil; ///< Depth-stencil target pass-through. ezString m_sMessage; ///< Debug message string. };