Files
FlaxEngine/Source/Engine/Renderer/VolumetricFogPass.h
2026-01-27 23:32:13 +01:00

76 lines
2.4 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
struct VolumetricFogOptions;
struct RenderSpotLightData;
struct RenderPointLightData;
/// <summary>
/// Volumetric fog rendering service.
/// </summary>
class VolumetricFogPass : public RendererPass<VolumetricFogPass>
{
public:
// Data used by particle material for rasterization into Volumetric Fog buffers (see VolumeParticleMaterialShader)
struct CustomData
{
GPUShader* Shader;
Float3 GridSize;
float VolumetricFogMaxDistance;
Float4 GridSliceParameters;
int32 ParticleIndex;
};
private:
AssetReference<Shader> _shader;
GPUShaderProgramCS* _csInitialize = nullptr;
ComputeShaderPermutation<2> _csLightScattering;
GPUShaderProgramCS* _csFinalIntegration = nullptr;
GPUPipelineStatePermutationsPs<2> _psInjectLight;
GPUBuffer* _vbCircleRasterize = nullptr;
GPUBuffer* _ibCircleRasterize = nullptr;
bool _isSupported = false;
public:
/// <summary>
/// Renders the volumetric fog (generates integrated light scattering 3D texture). Does nothing if feature is disabled or not supported.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
void Render(RenderContext& renderContext);
private:
bool Init(struct FrameCache& cache, RenderContext& renderContext, GPUContext* context);
bool InitSphereRasterize(FrameCache& cache, struct RasterizeSphere& sphere, RenderView& view, const Float3& center, float radius);
GPUTextureView* GetLocalShadowedLightScattering(FrameCache& cache, RenderContext& renderContext, GPUContext* context) const;
void InitCircleBuffer();
template<typename T>
void RenderRadialLight(FrameCache& cache, RenderContext& renderContext, GPUContext* context, T& light, struct PerLight& perLight, GPUConstantBuffer* cb2);
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
// TODO: this should reload all Materials that use VolumeParticleMaterialShader
_psInjectLight.Release();
_csInitialize = nullptr;
_csLightScattering.Clear();
_csFinalIntegration = nullptr;
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};