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Copy pathEditorRenderer.cpp
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64 lines (61 loc) · 1.74 KB
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#include "EditorRenderer.h"
#include "Game/GUIPass.h"
#include "Render/RenderPass/TransparentPass.h"
#include "Render/RenderPass/ShadowMapPass.h"
#include <algorithm>
namespace sh::editor
{
EditorRenderer::EditorRenderer(render::IRenderContext& ctx, game::ImGUImpl& guictx, game::World& world) :
GameRenderer(ctx, guictx, world)
{
}
SH_EDITOR_API void EditorRenderer::Init()
{
pickingPass = &AddRenderPass(core::Name{ "EditorPicking" }, render::RenderQueue::Picking);
outlinePass = &AddRenderPass<EditorOutlinePass>();
shadowMapPass = &AddRenderPass<render::ShadowMapPass>();
opaquePass = &AddRenderPass(core::Name{ "Opaque" }, render::RenderQueue::Opaque);
transparentPass = &AddRenderPass<render::TransparentPass>();
uiPass = &AddRenderPass<render::TransparentPass>("UI", render::RenderQueue::Transparent);
postOutlinePass = &AddRenderPass<EditorPostOutlinePass>(ctx);
guiPass = &AddRenderPass<game::GUIPass>();
guiPass->SetImGUIContext(guiCtx);
}
SH_EDITOR_API void EditorRenderer::Setup(const render::RenderData& data)
{
if (data.tag == "ImGUI")
{
EnqueRenderPass(*guiPass);
return;
}
if (data.tag == "EditorCamera")
{
guiPass->viewportTexture = data.target;
EnqueRenderPass(*outlinePass);
EnqueRenderPass(*opaquePass);
EnqueRenderPass(*transparentPass);
EnqueRenderPass(*uiPass);
EnqueRenderPass(*postOutlinePass);
return;
}
if (data.tag == "PickingCamera")
{
EnqueRenderPass(*pickingPass);
return;
}
if (data.tag == "ImGUI")
{
EnqueRenderPass(*guiPass);
return;
}
if (data.tag == "Shadow")
{
EnqueRenderPass(*shadowMapPass);
return;
}
// 그 외 카메라
EnqueRenderPass(*opaquePass);
EnqueRenderPass(*transparentPass);
EnqueRenderPass(*uiPass);
}
}//namespace