VisuTwin Canvas
C++ 3D Engine — Metal Backend
Loading...
Searching...
No Matches
renderPassPrepass.h
Go to the documentation of this file.
1// SPDX-License-Identifier: Apache-2.0
2// Copyright 2025-2026 Arnis Lektauers
3//
4//
5#pragma once
6
8
9namespace visutwin::canvas
10{
11 class CameraComponent;
12 class Scene;
13 class Renderer;
14
16 {
17 public:
18 RenderPassPrepass(const std::shared_ptr<GraphicsDevice>& device, Scene* scene, Renderer* renderer,
19 CameraComponent* cameraComponent, Texture* sceneDepthTexture, const std::shared_ptr<RenderPassOptions>& options);
20
21 void execute() override;
22 void after() override;
23
24 private:
25 Scene* _scene = nullptr;
26 Renderer* _renderer = nullptr;
27 CameraComponent* _cameraComponent = nullptr;
28 Texture* _sceneDepthTexture = nullptr;
29 };
30}
31
std::shared_ptr< GraphicsDevice > device() const
Definition renderPass.h:124
RenderPass(const std::shared_ptr< GraphicsDevice > &device)
Definition renderPass.h:66
RenderPassPrepass(const std::shared_ptr< GraphicsDevice > &device, Scene *scene, Renderer *renderer, CameraComponent *cameraComponent, Texture *sceneDepthTexture, const std::shared_ptr< RenderPassOptions > &options)
Container for the scene graph, lighting environment, fog, skybox, and layer composition.
Definition scene.h:29
GPU texture resource supporting 2D, cubemap, volume, and array formats with mipmap management.
Definition texture.h:57