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Copy pathGameRenderer.cpp
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59 lines (57 loc) · 1.51 KB
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#include "GameRenderer.h"
#include "GUIPass.h"
#include "World.h"
#include "Render/RenderPass/DepthPass.h"
#include "Render/RenderPass/TransparentPass.h"
#include "Render/RenderPass/SSAOPass.h"
#include "Render/RenderPass/CombinePass.h"
#include <cstring>
namespace sh::game
{
GameRenderer::GameRenderer(render::IRenderContext& ctx, game::ImGUImpl& guictx, World& world) :
ScriptableRenderer(ctx),
renderCtx(ctx),
world(world),
guiCtx(guictx)
{
}
SH_GAME_API void GameRenderer::Init()
{
depthPass = &AddRenderPass<render::DepthPass>();
opaquePass = &AddRenderPass(core::Name{ "Opaque" }, render::RenderQueue::Opaque);
ssaoPass = &AddRenderPass<render::SSAOPass>(renderCtx);
combinePass = &AddRenderPass<render::CombinePass>(renderCtx);
transparentPass = &AddRenderPass<render::TransparentPass>();
uiPass = &AddRenderPass<render::TransparentPass>("UI", render::RenderQueue::Transparent);
guiPass = &AddRenderPass<game::GUIPass>();
guiPass->SetImGUIContext(guiCtx);
}
SH_GAME_API void GameRenderer::Setup(const render::RenderData& data)
{
if (data.tag == "Depth")
{
EnqueRenderPass(*depthPass);
return;
}
if (data.tag == "SSAO")
{
EnqueRenderPass(*ssaoPass);
return;
}
if (data.tag == "Combine")
{
EnqueRenderPass(*combinePass);
return;
}
if (data.tag == "ImGUI")
{
if (guiPass != nullptr)
EnqueRenderPass(*guiPass);
return;
}
// 그 외 카메라
EnqueRenderPass(*opaquePass);
EnqueRenderPass(*transparentPass);
EnqueRenderPass(*uiPass);
}
}//namespace