// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Content/Assets/Shader.h"
#define GENERATE_GF_CACHE 0
#define PRE_INTEGRATED_GF_ASSET_NAME TEXT("Engine/Textures/PreIntegratedGF")
///
/// Reflections rendering service
///
class ReflectionsPass : public RendererPass
{
private:
PACK_STRUCT(struct Data {
ProbeData PData;
Matrix WVP;
GBufferData GBuffer;
});
AssetReference _shader;
GPUPipelineState* _psProbeNormal;
GPUPipelineState* _psProbeInverted;
GPUPipelineState* _psCombinePass;
AssetReference _sphereModel;
AssetReference _preIntegratedGF;
public:
///
/// Init
///
ReflectionsPass();
public:
///
/// Perform reflections pass rendering for the input task.
///
/// The rendering context.
/// The light buffer.
void Render(RenderContext& renderContext, GPUTextureView* lightBuffer);
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psProbeNormal->ReleaseGPU();
_psProbeInverted->ReleaseGPU();
_psCombinePass->ReleaseGPU();
invalidateResources();
}
#endif
protected:
// [RendererPass]
bool setupResources() override;
};