Files
FlaxEngine/Source/Engine/Renderer/LightPass.h

67 lines
2.1 KiB
C++

// Copyright (c) 2012-2024 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"
/// <summary>
/// Lighting rendering service. Handles dynamic lights diffuse and specular color calculations.
/// </summary>
class LightPass : public RendererPass<LightPass>
{
private:
AssetReference<Shader> _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<Model> _sphereModel;
PixelFormat _shadowMaskFormat;
public:
/// <summary>
/// Setups the lights rendering for batched scene drawing.
/// </summary>
void SetupLights(RenderContext& renderContext, RenderContextBatch& renderContextBatch);
/// <summary>
/// Performs the lighting rendering for the input task.
/// </summary>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="lightBuffer">The light accumulation buffer (input and output).</param>
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;
};