Files
FlaxEngine/Source/Engine/Renderer/RendererPass.h
2023-01-10 15:29:37 +01:00

116 lines
2.6 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Singleton.h"
#include "Engine/Core/Object.h"
#include "Engine/Core/Log.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/Assets/Texture.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Graphics/GPUPipelineState.h"
#include "Engine/Graphics/Shaders/GPUConstantBuffer.h"
#include "Engine/Profiler/Profiler.h"
#include "Config.h"
class RendererUtils
{
public:
static float TemporalHalton(int32 index, int32 base)
{
float result = 0.0f;
const float invBase = 1.0f / base;
float fraction = invBase;
while (index > 0)
{
result += (index % base) * fraction;
index /= base;
fraction *= invBase;
}
return result;
}
};
/// <summary>
/// Base class for renderer components called render pass.
/// Each render pass supports proper resources initialization and disposing.
/// </summary>
/// <seealso cref="Object" />
class FLAXENGINE_API RendererPassBase : public Object
{
protected:
bool _hasValidResources;
/// <summary>
/// Init
/// </summary>
RendererPassBase()
{
_hasValidResources = false;
}
public:
/// <summary>
/// Initialize service.
/// </summary>
virtual bool Init()
{
return false;
}
/// <summary>
/// Cleanup service data.
/// </summary>
virtual void Dispose()
{
// Clear flag
_hasValidResources = false;
}
/// <summary>
/// Determines whether can render this pass. Checks if pass is ready and has valid resources loaded.
/// </summary>
/// <returns><c>true</c> if can render pass; otherwise, <c>false</c>.</returns>
bool IsReady()
{
return !checkIfSkipPass();
}
protected:
bool checkIfSkipPass()
{
if (_hasValidResources)
return false;
const bool setupFailed = setupResources();
_hasValidResources = !setupFailed;
return setupFailed;
}
void invalidateResources()
{
// Clear flag
_hasValidResources = false;
}
virtual bool setupResources()
{
return false;
}
};
/// <summary>
/// Singleton render pass template.
/// </summary>
/// <seealso cref="Object" />
template<class T>
class RendererPass : public Singleton<T>, public RendererPassBase
{
};
#define REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, index, dataType) LOG(Fatal, "Shader {0} has incorrect constant buffer {1} size: {2} bytes. Expected: {3} bytes", shader->ToString(), index, shader->GetCB(index)->GetSize(), sizeof(dataType));