Render class
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#pragma once
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#include "OpenGLRenderer.h"
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#include "ShaderTypes.h"
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#include <gl/gl.h>
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#include <cstddef>
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#include <string>
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enum class RenderPassKind
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{
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LayerEffect
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};
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enum class RenderPassOutputTarget
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{
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LayerTemp,
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Composite
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};
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struct RenderPassDescriptor
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{
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RenderPassKind kind = RenderPassKind::LayerEffect;
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RenderPassOutputTarget outputTarget = RenderPassOutputTarget::Composite;
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std::size_t passIndex = 0;
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std::string passId;
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std::string layerId;
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std::string shaderId;
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GLuint sourceTexture = 0;
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GLuint sourceFramebuffer = 0;
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GLuint destinationFramebuffer = 0;
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OpenGLRenderer::LayerProgram* layerProgram = nullptr;
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const RuntimeRenderState* layerState = nullptr;
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bool capturePreLayerHistory = false;
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};
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