Files
FlaxEngine/Source/Engine/Renderer/ReflectionsPass.h
2021-01-02 14:28:49 +01:00

77 lines
1.9 KiB
C++

// Copyright (c) 2012-2021 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"
// Reflections buffer format used for rendering env probes and screen space reflections
#define REFLECTIONS_PASS_OUTPUT_FORMAT PixelFormat::R11G11B10_Float
#define ENV_PROBES_RESOLUTION 128
//#define ENV_PROBES_FORMAT PixelFormat::R11G11B10_Float
#define ENV_PROBES_FORMAT PixelFormat::R8G8B8A8_UNorm
#define GENERATE_GF_CACHE 0
#define PRE_INTEGRATED_GF_ASSET_NAME TEXT("Engine/Textures/PreIntegratedGF")
/// <summary>
/// Reflections rendering service
/// </summary>
class ReflectionsPass : public RendererPass<ReflectionsPass>
{
private:
PACK_STRUCT(struct Data {
ProbeData PData;
Matrix WVP;
GBufferData GBuffer;
});
AssetReference<Shader> _shader;
GPUPipelineState* _psProbeNormal;
GPUPipelineState* _psProbeInverted;
GPUPipelineState* _psCombinePass;
AssetReference<Model> _sphereModel;
AssetReference<Texture> _preIntegratedGF;
public:
/// <summary>
/// Init
/// </summary>
ReflectionsPass();
public:
/// <summary>
/// Perform reflections pass rendering for the input task.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="lightBuffer">The light buffer.</param>
void Render(RenderContext& renderContext, GPUTextureView* lightBuffer);
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psProbeNormal->ReleaseGPU();
_psProbeInverted->ReleaseGPU();
_psCombinePass->ReleaseGPU();
invalidateResources();
}
#endif
protected:
// [RendererPass]
bool setupResources() override;
};