text: /***************************************************************************
  # Copyright (c) 2015, NVIDIA CORPORATION. All rights reserved.
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  # Redistribution and use in source and binary forms, with or without
  # modification, are permitted provided that the following conditions
  # are met:
  #  * Redistributions of source code must retain the above copyright
  #    notice, this list of conditions and the following disclaimer.
  #  * Redistributions in binary form must reproduce the above copyright
  #    notice, this list of conditions and the following disclaimer in the
  #    documentation and/or other materials provided with the distribution.
  #  * Neither the name of NVIDIA CORPORATION nor the names of its
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  #    from this software without specific prior written permission.
  #
  # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  # EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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  # CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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  # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  ***************************************************************************/
  #pragma once
  #include "Graphics/RenderGraph/RenderPass.h"
  #include "Graphics/Program/GraphicsProgram.h"
  #include "Graphics/Program/ProgramVars.h"
  #include "Graphics/GraphicsState.h"
  #include "Graphics/Scene/SceneRenderer.h"
  
  namespace Falcor
  {
      class DepthPass : public RenderPass, inherit_shared_from_this<RenderPass, DepthPass>
      {
      public:
          using SharedPtr = std::shared_ptr<DepthPass>;
  
          /** Create a new object
          */
          static SharedPtr create(const Dictionary& dict = {});
  
          virtual RenderPassReflection reflect() const override;
          virtual void execute(RenderContext* pContext, const RenderData* pData) override;
          virtual void setScene(const Scene::SharedPtr& pScene);
          virtual void renderUI(Gui* pGui, const char* uiGroup) override;
          virtual Dictionary getScriptingDictionary() const;
  
          DepthPass& setDepthBufferFormat(ResourceFormat format);
          DepthPass& setDepthStencilState(const DepthStencilState::SharedPtr& pDsState);
      private:
          DepthPass();
          Fbo::SharedPtr mpFbo;
          GraphicsState::SharedPtr mpState;
          GraphicsVars::SharedPtr mpVars;
          SceneRenderer::SharedPtr mpSceneRenderer;
          ResourceFormat mDepthFormat = ResourceFormat::D32Float;
      };
  }