3af07e5117
Signed-off-by: Adi-Amazon <barlev@amazon.com>
55 lines
2.0 KiB
C++
55 lines
2.0 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Passes/HairGeometryRasterPass.h>
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namespace AZ
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{
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namespace RHI
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{
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struct DrawItem;
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}
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namespace Render
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{
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namespace Hair
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{
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//! A HairPPLLRasterPass is used for the hair fragments fill render after the data
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//! went through the skinning and simulation passes.
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//! The output of this pass is the general list of fragment data that can now be
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//! traversed for depth resolve and lighting.
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//! The Fill pass uses the following Srgs:
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//! - PerPassSrg shared by all hair passes for the shared dynamic buffer and the PPLL buffers
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//! - PerMaterialSrg - used solely by this pass to alter the vertices and apply the visual
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//! hair properties to each fragment.
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//! - HairDynamicDataSrg (PerObjectSrg) - shared buffers views for this hair object only.
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//! - PerViewSrg and PerSceneSrg - as per the data from Atom.
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class HairPPLLRasterPass
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: public HairGeometryRasterPass
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{
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AZ_RPI_PASS(HairPPLLRasterPass);
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public:
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AZ_RTTI(HairPPLLRasterPass, "{6614D7DD-24EE-4A2B-B314-7C035E2FB3C4}", HairGeometryRasterPass);
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AZ_CLASS_ALLOCATOR(HairPPLLRasterPass, SystemAllocator, 0);
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//! Creates a HairPPLLRasterPass
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static RPI::Ptr<HairPPLLRasterPass> Create(const RPI::PassDescriptor& descriptor);
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protected:
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explicit HairPPLLRasterPass(const RPI::PassDescriptor& descriptor);
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// Pass behavior overrides
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void BuildInternal() override;
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};
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} // namespace Hair
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} // namespace Render
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} // namespace AZ
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