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Source/Engine/Renderer/ScreenSpaceReflectionsPass.h
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88
Source/Engine/Renderer/ScreenSpaceReflectionsPass.h
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#include "RendererPass.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Content/Assets/Shader.h"
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/// <summary>
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/// Screen Space Reflections rendering service
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/// </summary>
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/// <remarks>
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/// The following implementation is using Stochastic Screen-Space Reflections algorithm based on:
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/// https://www.slideshare.net/DICEStudio/stochastic-screenspace-reflections
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/// It's well optimized and provides solid visual effect.
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///
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/// Algorithm steps:
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/// 1) Downscale depth [optional]
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/// 2) Ray trace
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/// 3) Resolve rays
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/// 4) Temporal blur [optional]
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/// 5) Combine final image (alpha blend into reflections buffer)
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/// </remarks>
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/// <seealso cref="RendererPass{ScreenSpaceReflectionsPass}" />
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class ScreenSpaceReflectionsPass : public RendererPass<ScreenSpaceReflectionsPass>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psRayTracePass;
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GPUPipelineState* _psCombinePass;
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GPUPipelineStatePermutationsPs<4> _psResolvePass;
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GPUPipelineState* _psTemporalPass;
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GPUPipelineState* _psMixPass;
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AssetReference<Texture> _preIntegratedGF;
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public:
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/// <summary>
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/// Init
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/// </summary>
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ScreenSpaceReflectionsPass();
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public:
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/// <summary>
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/// Determinates whenever this pass requires motion vectors rendering.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <returns>True if need to render motion vectors, otherwise false.</returns>
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static bool NeedMotionVectors(RenderContext& renderContext);
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/// <summary>
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/// Perform SSR rendering for the input task (blends reflections to given texture using alpha blending).
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="reflectionsRT">Temporary buffer to use for the reflections pass</param>
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/// <param name="lightBuffer">Light buffer</param>
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void Render(RenderContext& renderContext, GPUTextureView* reflectionsRT, GPUTextureView* lightBuffer);
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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_psRayTracePass->ReleaseGPU();
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_psCombinePass->ReleaseGPU();
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_psResolvePass.Release();
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_psTemporalPass->ReleaseGPU();
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_psMixPass->ReleaseGPU();
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invalidateResources();
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}
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#endif
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public:
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// [RendererPass]
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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