230 lines
7.4 KiB
C++
230 lines
7.4 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Math/Viewport.h"
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Scripting/ScriptingObject.h"
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#include "Engine/Graphics/Textures/GPUTexture.h"
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// GBuffer render targets formats
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#define GBUFFER0_FORMAT PixelFormat::R8G8B8A8_UNorm
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#define GBUFFER1_FORMAT PixelFormat::R10G10B10A2_UNorm
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#define GBUFFER2_FORMAT PixelFormat::R8G8B8A8_UNorm
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#define GBUFFER3_FORMAT PixelFormat::R8G8B8A8_UNorm
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/// <summary>
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/// The scene rendering buffers container.
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/// </summary>
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API_CLASS() class FLAXENGINE_API RenderBuffers : public ScriptingObject
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{
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DECLARE_SCRIPTING_TYPE(RenderBuffers);
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/// <summary>
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/// The custom rendering state.
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/// </summary>
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class FLAXENGINE_API CustomBuffer : public Object
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{
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public:
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String Name;
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uint64 LastFrameUsed = 0;
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String ToString() const override;
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};
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protected:
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int32 _width = 0;
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int32 _height = 0;
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float _aspectRatio = 0.0f;
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bool _useAlpha = false;
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Viewport _viewport;
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Array<GPUTexture*, FixedAllocation<32>> _resources;
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public:
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union
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{
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struct
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{
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/// <summary>Gets the GBuffer texture 0. RGB: Color, A: AO</summary>
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API_FIELD(ReadOnly) GPUTexture* GBuffer0;
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/// <summary>Gets the GBuffer texture 1. RGB: Normal, A: ShadingModel</summary>
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API_FIELD(ReadOnly) GPUTexture* GBuffer1;
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/// <summary>Gets the GBuffer texture 2. R: Roughness, G: Metalness, B:Specular</summary>
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API_FIELD(ReadOnly) GPUTexture* GBuffer2;
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/// <summary>Gets the GBuffer texture 3. RGBA: Custom Data</summary>
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API_FIELD(ReadOnly) GPUTexture* GBuffer3;
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};
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GPUTexture* GBuffer[4];
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};
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// Helper target for the eye adaptation
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float LastEyeAdaptationTime = 0.0f;
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GPUTexture* LuminanceMap = nullptr;
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uint64 LastFrameLuminanceMap = 0;
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// Helper target for volumetric fog rendering (used for the temporal filter and apply via fog shader)
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GPUTexture* VolumetricFogHistory = nullptr;
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GPUTexture* VolumetricFog = nullptr;
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GPUTexture* LocalShadowedLightScattering = nullptr;
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uint64 LastFrameVolumetricFog = 0;
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struct
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{
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float MaxDistance;
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} VolumetricFogData;
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// Helper buffer with half-resolution depth buffer shared by effects (eg. SSR, Motion Blur). Valid only during frame rendering and on request (see RequestHalfResDepth).
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// Should be released if not used for a few frames.
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GPUTexture* HalfResDepth = nullptr;
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uint64 LastFrameHalfResDepth = 0;
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// Helper target for the temporal SSR.
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// Should be released if not used for a few frames.
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GPUTexture* TemporalSSR = nullptr;
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uint64 LastFrameTemporalSSR = 0;
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// Helper target for the temporal AA.
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// Should be released if not used for a few frames.
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GPUTexture* TemporalAA = nullptr;
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uint64 LastFrameTemporalAA = 0;
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// Maps the custom buffer type into the object that holds the state.
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Array<CustomBuffer*, HeapAllocation> CustomBuffers;
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public:
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/// <summary>
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/// Finalizes an instance of the <see cref="RenderBuffers"/> class.
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/// </summary>
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~RenderBuffers();
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public:
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/// <summary>
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/// Frees unused buffers to reduce memory usage for certain drawing effects that are state-dependant but unused for multiple frames.
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/// </summary>
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void ReleaseUnusedMemory();
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/// <summary>
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/// Requests the half-resolution depth to be prepared for the current frame.
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/// </summary>
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/// <param name="context">The context.</param>
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/// <returns>The half-res depth buffer.</returns>
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GPUTexture* RequestHalfResDepth(GPUContext* context);
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public:
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/// <summary>
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/// Gets the buffers width (in pixels).
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/// </summary>
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API_PROPERTY() FORCE_INLINE int32 GetWidth() const
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{
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return _width;
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}
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/// <summary>
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/// Gets the buffers height (in pixels).
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/// </summary>
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API_PROPERTY() FORCE_INLINE int32 GetHeight() const
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{
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return _height;
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}
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/// <summary>
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/// Gets the buffers width and height (in pixels).
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/// </summary>
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API_PROPERTY() FORCE_INLINE Float2 GetSize() const
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{
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return Float2((float)_width, (float)_height);
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}
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/// <summary>
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/// Gets the buffers aspect ratio.
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/// </summary>
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API_PROPERTY() FORCE_INLINE float GetAspectRatio() const
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{
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return _aspectRatio;
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}
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/// <summary>
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/// Gets the buffers rendering viewport.
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/// </summary>
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API_PROPERTY() FORCE_INLINE Viewport GetViewport() const
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{
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return _viewport;
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}
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/// <summary>
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/// Gets the output buffers format (R11G11B10 or R16G16B16A16 depending on UseAlpha property).
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/// </summary>
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API_PROPERTY() PixelFormat GetOutputFormat() const;
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/// <summary>
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/// True if support alpha output in the rendering buffers and pass-though alpha mask of the scene during rendering (at cost of reduced performance).
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/// </summary>
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API_PROPERTY() bool GetUseAlpha() const;
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/// <summary>
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/// True if support alpha output in the rendering buffers and pass-though alpha mask of the scene during rendering (at cost of reduced performance).
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/// </summary>
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API_PROPERTY() void SetUseAlpha(bool value);
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const CustomBuffer* FindCustomBuffer(const StringView& name, bool withLinked = true) const;
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template<class T>
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const T* FindCustomBuffer(const StringView& name, bool withLinked = true) const
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{
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return (const T*)FindCustomBuffer(name, withLinked);
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}
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template<class T>
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T* GetCustomBuffer(const StringView& name, bool withLinked = true)
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{
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if (LinkedCustomBuffers && withLinked)
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return LinkedCustomBuffers->GetCustomBuffer<T>(name, withLinked);
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CustomBuffer* result = (CustomBuffer*)FindCustomBuffer(name, withLinked);
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if (!result)
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{
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result = New<T>();
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result->Name = name;
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CustomBuffers.Add(result);
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}
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return (T*)result;
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}
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/// <summary>
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/// Gets the current GPU memory usage by all the buffers (in bytes).
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/// </summary>
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uint64 GetMemoryUsage() const;
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/// <summary>
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/// Gets the depth buffer render target allocated within this render buffers collection (read only).
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/// </summary>
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API_FIELD(ReadOnly) GPUTexture* DepthBuffer;
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/// <summary>
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/// Gets the motion vectors render target allocated within this render buffers collection (read only).
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/// </summary>
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/// <remarks>
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/// Texture ca be null or not initialized if motion blur is disabled or not yet rendered.
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/// </remarks>
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API_FIELD(ReadOnly) GPUTexture* MotionVectors;
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/// <summary>
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/// External Render Buffers used to redirect FindCustomBuffer/GetCustomBuffer calls. Can be linked to other rendering task (eg. main game viewport) to reuse graphics effect state from it (eg. use GI from main game view in in-game camera renderer).
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/// </summary>
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API_FIELD() RenderBuffers* LinkedCustomBuffers = nullptr;
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public:
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/// <summary>
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/// Allocates the buffers.
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/// </summary>
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/// <param name="width">The surface width (in pixels).</param>
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/// <param name="height">The surface height (in pixels).</param>
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/// <returns>True if cannot allocate buffers, otherwise false.</returns>
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API_FUNCTION() bool Init(int32 width, int32 height);
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/// <summary>
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/// Release the buffers data.
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/// </summary>
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API_FUNCTION() void Release();
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};
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