Files
FlaxEngine/Source/Engine/Renderer/LightPass.h
Wojciech Figat a7e428a21c Merge branch 'master' into 1.5
# Conflicts:
#	Content/Shaders/GI/DDGI.flax
#	Content/Shaders/GI/GlobalSurfaceAtlas.flax
#	Content/Shaders/TAA.flax
#	Content/Shaders/VolumetricFog.flax
#	Source/Editor/CustomEditors/Editors/ActorTagEditor.cs
#	Source/Engine/Core/Config/GraphicsSettings.cpp
#	Source/Engine/Engine/PostProcessEffect.cs
#	Source/Engine/Graphics/GPUResourcesCollection.cpp
#	Source/Engine/Graphics/GPUResourcesCollection.h
#	Source/Engine/Graphics/PostProcessBase.h
#	Source/FlaxEngine.Gen.cs
2023-01-10 15:37:55 +01:00

65 lines
1.9 KiB
C++

// Copyright (c) 2012-2023 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> _psLightPointNormal;
GPUPipelineStatePermutationsPs<4> _psLightPointInverted;
GPUPipelineStatePermutationsPs<4> _psLightSpotNormal;
GPUPipelineStatePermutationsPs<4> _psLightSpotInverted;
GPUPipelineState* _psLightSkyNormal = nullptr;
GPUPipelineState* _psLightSkyInverted = nullptr;
GPUPipelineState* _psClearDiffuse = nullptr;
AssetReference<Model> _sphereModel;
PixelFormat _shadowMaskFormat;
public:
/// <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 RenderLight(RenderContextBatch& renderContextBatch, GPUTextureView* lightBuffer);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psLightDir.Release();
_psLightPointNormal.Release();
_psLightPointInverted.Release();
_psLightSpotNormal.Release();
_psLightSpotInverted.Release();
_psLightSkyNormal->ReleaseGPU();
_psLightSkyInverted->ReleaseGPU();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};