Plasma Engine  2.0
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DepthOnlyPass.h
1#pragma once
2
3#include <RendererCore/Pipeline/RenderPipelinePass.h>
4
6class PL_RENDERERCORE_DLL plDepthOnlyPass : public plRenderPipelinePass
7{
8 PL_ADD_DYNAMIC_REFLECTION(plDepthOnlyPass, plRenderPipelinePass);
9
10public:
11 plDepthOnlyPass(const char* szName = "DepthOnlyPass");
13
15 virtual void Execute(const plRenderViewContext& renderViewContext, const plArrayPtr<plRenderPipelinePassConnection* const> inputs, const plArrayPtr<plRenderPipelinePassConnection* const> outputs) override;
16
17protected:
18 plRenderPipelineNodePassThroughPin m_PinDepthStencil;
19};
This class encapsulates an array and it's size. It is recommended to use this class instead of plain ...
Definition ArrayPtr.h:37
A render pass that renders into a depth target only.
Definition DepthOnlyPass.h:7
Definition RenderPipelinePass.h:26
virtual void Execute(const plRenderViewContext &renderViewContext, const plArrayPtr< plRenderPipelinePassConnection *const > inputs, const plArrayPtr< plRenderPipelinePassConnection *const > outputs)=0
Render into outputs. Both inputs and outputs are passed in with actual texture handles....
virtual bool GetRenderTargetDescriptions(const plView &view, const plArrayPtr< plGALTextureCreationDescription *const > inputs, plArrayPtr< plGALTextureCreationDescription > outputs)=0
For a given input pin configuration, provide the output configuration of this node....
Encapsulates a view on the given world through the given camera and rendered with the specified Rende...
Definition View.h:21
Definition RenderPipelineNode.h:72
Definition Declarations.h:51