// Copyright (c) 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> _psLightPoint;
GPUPipelineStatePermutationsPs<4> _psLightPointInside;
GPUPipelineStatePermutationsPs<4> _psLightSpot;
GPUPipelineStatePermutationsPs<4> _psLightSpotInside;
GPUPipelineState* _psLightSky = nullptr;
GPUPipelineState* _psLightSkyInside = nullptr;
GPUPipelineState* _psClearDiffuse = nullptr;
AssetReference _sphereModel;
PixelFormat _shadowMaskFormat;
public:
///
/// Setups the lights rendering for batched scene drawing.
///
void SetupLights(RenderContext& renderContext, RenderContextBatch& renderContextBatch);
///
/// Performs the lighting rendering for the input task.
///
/// The rendering context batch.
/// The light accumulation buffer (input and output).
void RenderLights(RenderContextBatch& renderContextBatch, GPUTextureView* lightBuffer);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psLightDir.Release();
_psLightPoint.Release();
_psLightPointInside.Release();
_psLightSpot.Release();
_psLightSpotInside.Release();
_psLightSky->ReleaseGPU();
_psLightSkyInside->ReleaseGPU();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};