Files
FlaxEngine/Source/Engine/Graphics/RenderBuffers.h
2021-01-02 14:28:49 +01:00

185 lines
5.1 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Viewport.h"
#include "Engine/Scripting/ScriptingObject.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
// Default motion vectors buffer pixel format (can fallback to other format if not supported)
#define MOTION_VECTORS_PIXEL_FORMAT PixelFormat::R16G16_Float
// GBuffer render targets formats
#define GBUFFER0_FORMAT PixelFormat::R8G8B8A8_UNorm
#define GBUFFER1_FORMAT PixelFormat::R10G10B10A2_UNorm
#define GBUFFER2_FORMAT PixelFormat::R8G8B8A8_UNorm
#define GBUFFER3_FORMAT PixelFormat::R8G8B8A8_UNorm
/// <summary>
/// The scene rendering buffers container.
/// </summary>
API_CLASS() class FLAXENGINE_API RenderBuffers : public PersistentScriptingObject
{
DECLARE_SCRIPTING_TYPE(RenderBuffers);
protected:
int32 _width = 0;
int32 _height = 0;
float _aspectRatio = 0.0f;
Viewport _viewport;
Array<GPUTexture*, FixedAllocation<32>> _resources;
public:
union
{
struct
{
GPUTexture* GBuffer0;
GPUTexture* GBuffer1;
GPUTexture* GBuffer2;
GPUTexture* GBuffer3;
};
GPUTexture* GBuffer[4];
};
GPUTexture* RT1_FloatRGB;
GPUTexture* RT2_FloatRGB;
// Helper target for the eye adaptation
float LastEyeAdaptationTime = 0.0f;
GPUTexture* LuminanceMap = nullptr;
uint64 LastFrameLuminanceMap = 0;
// Helper target for volumetric fog rendering (used for the temporal filter and apply via fog shader)
GPUTexture* VolumetricFogHistory = nullptr;
GPUTexture* VolumetricFog = nullptr;
GPUTexture* LocalShadowedLightScattering = nullptr;
uint64 LastFrameVolumetricFog = 0;
struct VolumetricFogData
{
float MaxDistance;
};
VolumetricFogData VolumetricFogData;
// Helper buffer with half-resolution depth buffer shared by effects (eg. SSR, Motion Blur). Valid only during frame rendering and on request (see RequestHalfResDepth).
// Should be released if not used for a few frames.
GPUTexture* HalfResDepth = nullptr;
uint64 LastFrameHalfResDepth = 0;
// Helper target for the temporal SSR.
// Should be released if not used for a few frames.
GPUTexture* TemporalSSR = nullptr;
uint64 LastFrameTemporalSSR = 0;
// Helper target for the temporal AA.
// Should be released if not used for a few frames.
GPUTexture* TemporalAA = nullptr;
uint64 LastFrameTemporalAA = 0;
public:
/// <summary>
/// Finalizes an instance of the <see cref="RenderBuffers"/> class.
/// </summary>
~RenderBuffers();
public:
/// <summary>
/// Prepares buffers for rendering a scene. Called before rendering so other parts can reuse calculated value.
/// </summary>
void Prepare();
/// <summary>
/// Requests the half-resolution depth to be prepared for the current frame.
/// </summary>
/// <param name="context">The context.</param>
/// <returns>The half-res depth buffer.</returns>
GPUTexture* RequestHalfResDepth(GPUContext* context);
public:
/// <summary>
/// Gets the buffers width (in pixels).
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetWidth() const
{
return _width;
}
/// <summary>
/// Gets the buffers height (in pixels).
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetHeight() const
{
return _height;
}
/// <summary>
/// Gets the buffers width and height (in pixels).
/// </summary>
API_PROPERTY() FORCE_INLINE Vector2 GetSize() const
{
return Vector2((float)_width, (float)_height);
}
/// <summary>
/// Gets the buffers aspect ratio.
/// </summary>
API_PROPERTY() FORCE_INLINE float GetAspectRatio() const
{
return _aspectRatio;
}
/// <summary>
/// Gets the buffers rendering viewport.
/// </summary>
API_PROPERTY() FORCE_INLINE Viewport GetViewport() const
{
return _viewport;
}
/// <summary>
/// Gets the current GPU memory usage by all the buffers (in bytes).
/// </summary>
uint64 GetMemoryUsage() const;
/// <summary>
/// Gets the depth buffer render target allocated within this render buffers collection (read only).
/// </summary>
API_FIELD(ReadOnly) GPUTexture* DepthBuffer;
/// <summary>
/// Gets the motion vectors render target allocated within this render buffers collection (read only).
/// </summary>
/// <remarks>
/// Texture ca be null or not initialized if motion blur is disabled or not yet rendered.
/// </remarks>
API_FIELD(ReadOnly) GPUTexture* MotionVectors;
public:
/// <summary>
/// Allocates the buffers.
/// </summary>
/// <param name="width">The surface width (in pixels).</param>
/// <param name="height">The surface height (in pixels).</param>
/// <returns>True if cannot allocate buffers, otherwise false.</returns>
API_FUNCTION() bool Init(int32 width, int32 height);
/// <summary>
/// Release the buffers data.
/// </summary>
API_FUNCTION() void Release();
public:
// [PersistentScriptingObject]
String ToString() const override;
};