Files
FlaxEngine/Source/Engine/Renderer/ScreenSpaceReflectionsPass.h
2024-02-26 19:00:48 +01:00

62 lines
2.0 KiB
C++

// Copyright (c) 2012-2024 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;
};