Files
FlaxEngine/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.h
2022-05-23 10:15:02 +02:00

94 lines
3.1 KiB
C++

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#pragma once
#include "../RendererPass.h"
#include "Engine/Core/Math/Int3.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
/// <summary>
/// Dynamic Diffuse Global Illumination rendering pass.
/// </summary>
class FLAXENGINE_API DynamicDiffuseGlobalIlluminationPass : public RendererPass<DynamicDiffuseGlobalIlluminationPass>
{
public:
// Constant buffer data for DDGI access on a GPU.
PACK_STRUCT(struct ConstantsData
{
Vector3 ProbesOrigin;
float ProbesSpacing;
Vector4 RaysRotation;
uint32 ProbesCounts[3];
float IrradianceGamma;
Int3 ProbesScrollOffsets;
float ProbeHistoryWeight;
Vector3 ViewDir;
uint32 RaysCount;
Int3 ProbeScrollDirections;
float RayMaxDistance;
uint32 ProbeScrollClear[3];
uint32 Padding0;
});
// Binding data for the GPU.
struct BindingData
{
ConstantsData Constants;
GPUTextureView* ProbesState;
GPUTextureView* ProbesDistance;
GPUTextureView* ProbesIrradiance;
};
private:
bool _supported = false;
AssetReference<Shader> _shader;
GPUConstantBuffer* _cb0 = nullptr;
GPUShaderProgramCS* _csClassify;
GPUShaderProgramCS* _csTraceRays;
GPUShaderProgramCS* _csUpdateProbesIrradiance;
GPUShaderProgramCS* _csUpdateProbesDistance;
GPUShaderProgramCS* _csUpdateBordersIrradianceRow;
GPUShaderProgramCS* _csUpdateBordersIrradianceCollumn;
GPUShaderProgramCS* _csUpdateBordersDistanceRow;
GPUShaderProgramCS* _csUpdateBordersDistanceCollumn;
GPUPipelineState* _psIndirectLighting;
#if USE_EDITOR
AssetReference<Model> _debugModel;
AssetReference<MaterialBase> _debugMaterial;
#endif
public:
/// <summary>
/// Gets the DDGI binding data (only if enabled).
/// </summary>
/// <param name="buffers">The rendering context buffers.</param>
/// <param name="result">The result DDGI data for binding to the shaders.</param>
/// <returns>True if failed to render (platform doesn't support it, out of video memory, disabled feature or effect is not ready), otherwise false.</returns>
bool Get(const RenderBuffers* buffers, BindingData& result);
/// <summary>
/// Renders the DDGI.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="context">The GPU context.</param>
/// <param name="lightBuffer">The light accumulation buffer (input and output).</param>
/// <returns>True if failed to render (platform doesn't support it, out of video memory, disabled feature or effect is not ready), otherwise false.</returns>
bool Render(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer);
private:
#if COMPILE_WITH_DEV_ENV
uint64 LastFrameShaderReload = 0;
void OnShaderReloading(Asset* obj);
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};