# 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
62 lines
2.0 KiB
C++
62 lines
2.0 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "RendererPass.h"
|
|
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
|
|
#include "Engine/Content/Assets/Model.h"
|
|
#include "Engine/Content/Assets/Shader.h"
|
|
|
|
/// <summary>
|
|
/// Screen Space Reflections rendering service
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// The following implementation is using Stochastic Screen-Space Reflections algorithm based on:
|
|
/// https://www.slideshare.net/DICEStudio/stochastic-screenspace-reflections
|
|
/// It's well optimized and provides solid visual effect.
|
|
///
|
|
/// Algorithm steps:
|
|
/// 1) Downscale depth [optional]
|
|
/// 2) Ray trace
|
|
/// 3) Resolve rays
|
|
/// 4) Temporal blur [optional]
|
|
/// 5) Combine final image (alpha blend into reflections buffer)
|
|
/// </remarks>
|
|
/// <seealso cref="RendererPass{ScreenSpaceReflectionsPass}" />
|
|
class ScreenSpaceReflectionsPass : public RendererPass<ScreenSpaceReflectionsPass>
|
|
{
|
|
private:
|
|
GPUPipelineStatePermutationsPs<2> _psRayTracePass;
|
|
GPUPipelineStatePermutationsPs<4> _psResolvePass;
|
|
GPUPipelineState* _psCombinePass = nullptr;
|
|
GPUPipelineState* _psTemporalPass = nullptr;
|
|
GPUPipelineState* _psMixPass = nullptr;
|
|
|
|
AssetReference<Shader> _shader;
|
|
AssetReference<Texture> _preIntegratedGF;
|
|
|
|
public:
|
|
/// <summary>
|
|
/// Perform SSR rendering for the input task (blends reflections to given texture using alpha blending).
|
|
/// </summary>
|
|
/// <param name="renderContext">The rendering context.</param>
|
|
/// <param name="reflectionsRT">Temporary buffer to use for the reflections pass</param>
|
|
/// <param name="lightBuffer">Light buffer</param>
|
|
void Render(RenderContext& renderContext, GPUTextureView* reflectionsRT, GPUTextureView* lightBuffer);
|
|
|
|
private:
|
|
#if COMPILE_WITH_DEV_ENV
|
|
void OnShaderReloading(Asset* obj);
|
|
#endif
|
|
|
|
public:
|
|
// [RendererPass]
|
|
String ToString() const override;
|
|
bool Init() override;
|
|
void Dispose() override;
|
|
|
|
protected:
|
|
// [RendererPass]
|
|
bool setupResources() override;
|
|
};
|