Refactor SceneRendering to simplify actors impl of drawing flow at high level

This commit is contained in:
Wojciech Figat
2022-02-22 17:06:19 +01:00
parent 8c075c78cb
commit 3fe1e2c763
43 changed files with 191 additions and 617 deletions

View File

@@ -14,14 +14,13 @@
/// </summary>
API_CLASS() class FLAXENGINE_API ExponentialHeightFog : public Actor, public IFogRenderer
{
DECLARE_SCENE_OBJECT(ExponentialHeightFog);
DECLARE_SCENE_OBJECT(ExponentialHeightFog);
private:
AssetReference<Shader> _shader;
GPUPipelineStatePermutationsPs<2> _psFog;
int32 _sceneRenderingKey = -1;
public:
/// <summary>
/// The fog density factor.
/// </summary>
@@ -61,7 +60,6 @@ public:
float FogCutoffDistance = 0.0f;
public:
/// <summary>
/// Directional light used for Directional Inscattering.
/// </summary>
@@ -90,7 +88,6 @@ public:
Color DirectionalInscatteringColor = Color(0.25, 0.25f, 0.125f);
public:
/// <summary>
/// Whether to enable Volumetric fog. Graphics quality settings control the resolution of the fog simulation.
/// </summary>
@@ -133,7 +130,6 @@ public:
float VolumetricFogDistance = 6000.0f;
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
@@ -142,7 +138,6 @@ private:
#endif
public:
// [Actor]
#if USE_EDITOR
BoundingBox GetEditorBox() const override
@@ -163,7 +158,6 @@ public:
void DrawFog(GPUContext* context, RenderContext& renderContext, GPUTextureView* output) override;
protected:
// [Actor]
void OnEnable() override;
void OnDisable() override;