Added RenderPipelineBase
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34
src/Runtime/Ghost.Engine/Components/Camera.cs
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34
src/Runtime/Ghost.Engine/Components/Camera.cs
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using Ghost.Core;
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using Ghost.Entities;
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using Ghost.Graphics.Core;
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using Ghost.Graphics.RHI;
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using Misaki.HighPerformance.Mathematics;
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namespace Ghost.Engine.Components;
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[RequireComponent<LocalToWorld>]
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public unsafe struct Camera : IComponent
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{
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public float nearClipPlane;
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public float farClipPlane;
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public float2 sensorSize;
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public GateFit gateFit;
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public float iso;
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public float shutterSpeed;
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public float aperture;
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public float focalLength;
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public float focusDistance;
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public RenderingLayerMask renderingLayerMask;
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public int swapChainIndex; // The index of the swap chain to render to. -1 means render to rt only.
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public int priority;
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public Handle<Texture> colorTarget;
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public Handle<Texture> depthTarget;
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// TODO: Add more render targets like motion vector, etc.
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// Custim render function. If it's not null, the render system will call this function instead of the default render pipeline.
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public delegate*<ref readonly RenderingContext, ref readonly RenderRequest, void> renderFunc;
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}
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