// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/RenderView.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
#include "RendererPass.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Assets/Model.h"
///
/// Lighting rendering service. Handles dynamic lights diffuse and specular color calculations.
///
class LightPass : public RendererPass
{
private:
AssetReference _shader;
GPUPipelineStatePermutationsPs<2> _psLightDir;
GPUPipelineStatePermutationsPs<4> _psLightPointNormal;
GPUPipelineStatePermutationsPs<4> _psLightPointInverted;
GPUPipelineStatePermutationsPs<4> _psLightSpotNormal;
GPUPipelineStatePermutationsPs<4> _psLightSpotInverted;
GPUPipelineState* _psLightSkyNormal = nullptr;
GPUPipelineState* _psLightSkyInverted = nullptr;
GPUPipelineState* _psClearDiffuse = nullptr;
AssetReference _sphereModel;
PixelFormat _shadowMaskFormat;
public:
///
/// Performs the lighting rendering for the input task.
///
/// The rendering context batch.
/// The light accumulation buffer (input and output).
void RenderLight(RenderContextBatch& renderContextBatch, GPUTextureView* lightBuffer);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psLightDir.Release();
_psLightPointNormal.Release();
_psLightPointInverted.Release();
_psLightSpotNormal.Release();
_psLightSpotInverted.Release();
_psLightSkyNormal->ReleaseGPU();
_psLightSkyInverted->ReleaseGPU();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};