// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
#include "RenderList.h"
#include "RendererPass.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Assets/Model.h"
///
/// Pixel format for fullscreen render target used for shadows calculations
///
#define SHADOWS_PASS_SS_RR_FORMAT PixelFormat::R11G11B10_Float
///
/// Shadows rendering service.
///
class ShadowsPass : public RendererPass
{
private:
// Shader stuff
AssetReference _shader;
GPUPipelineStatePermutationsPs(Quality::MAX) * 2 * 2> _psShadowDir;
GPUPipelineStatePermutationsPs(Quality::MAX) * 2> _psShadowPoint;
GPUPipelineStatePermutationsPs(Quality::MAX) * 2> _psShadowSpot;
// Shadow maps stuff
int32 _shadowMapsSizeCSM;
int32 _shadowMapsSizeCube;
GPUTexture* _shadowMapCSM;
GPUTexture* _shadowMapCube;
Quality _currentShadowMapsQuality;
// Shadow map rendering stuff
RenderContext _shadowContext;
RenderList _shadowCache;
AssetReference _sphereModel;
// Cached state for the current frame rendering (setup via Prepare)
int32 maxShadowsQuality;
public:
///
/// Init
///
ShadowsPass();
public:
///
/// Gets current GPU memory usage by the shadow maps
///
/// GPU memory used in bytes
uint64 GetShadowMapsMemoryUsage() const;
public:
// TODO: use full scene shadow map atlas with dynamic slots allocation
int32 LastDirLightIndex = -1;
GPUTextureView* LastDirLightShadowMap = nullptr;
LightShadowData LastDirLight;
public:
///
/// Determines whether can render shadow for the specified light.
///
/// The rendering context.
/// The light.
/// true if can render shadow for the specified light; otherwise, false.
bool CanRenderShadow(RenderContext& renderContext, const RendererPointLightData& light);
///
/// Determines whether can render shadow for the specified light.
///
/// The rendering context.
/// The light.
/// true if can render shadow for the specified light; otherwise, false.
bool CanRenderShadow(RenderContext& renderContext, const RendererSpotLightData& light);
///
/// Determines whether can render shadow for the specified light.
///
/// The rendering context.
/// The light.
/// true if can render shadow for the specified light; otherwise, false.
bool CanRenderShadow(RenderContext& renderContext, const RendererDirectionalLightData& light);
///
/// Prepares the shadows rendering. Called by the light pass once per frame.
///
/// The rendering context.
/// The GPU command context.
void Prepare(RenderContext& renderContext, GPUContext* context);
///
/// Renders the shadow mask for the given light.
///
/// The rendering context.
/// The light.
/// The shadow mask (output).
void RenderShadow(RenderContext& renderContext, RendererPointLightData& light, GPUTextureView* shadowMask);
///
/// Renders the shadow mask for the given light.
///
/// The rendering context.
/// The light.
/// The shadow mask (output).
void RenderShadow(RenderContext& renderContext, RendererSpotLightData& light, GPUTextureView* shadowMask);
///
/// Renders the shadow mask for the given light.
///
/// The rendering context.
/// The light.
/// The light index.
/// The shadow mask (output).
void RenderShadow(RenderContext& renderContext, RendererDirectionalLightData& light, int32 index, GPUTextureView* shadowMask);
private:
void updateShadowMapSize();
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psShadowDir.Release();
_psShadowPoint.Release();
_psShadowSpot.Release();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};