82 lines
3.6 KiB
C++
82 lines
3.6 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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#include "RenderList.h"
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#include "RendererPass.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Graphics/RenderTask.h"
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/// <summary>
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/// Shadows rendering service.
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/// </summary>
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class ShadowsPass : public RendererPass<ShadowsPass>
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{
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private:
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AssetReference<Shader> _shader;
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AssetReference<Model> _sphereModel;
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GPUPipelineState* _psDepthClear = nullptr;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowDir;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowPoint;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowSpot;
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PixelFormat _shadowMapFormat; // Cached on initialization
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int32 _maxShadowsQuality = 0; // Cached state for the current frame rendering (setup via Prepare)
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public:
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/// <summary>
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/// Setups the shadows rendering for batched scene drawing. Checks which lights will cast a shadow.
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/// </summary>
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void SetupShadows(RenderContext& renderContext, RenderContextBatch& renderContextBatch);
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/// <summary>
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/// Renders the shadow maps for all lights (into atlas).
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/// </summary>
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void RenderShadowMaps(RenderContextBatch& renderContextBatch);
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/// <summary>
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/// Renders the shadow mask for the given light.
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/// </summary>
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/// <param name="renderContextBatch">The rendering context batch.</param>
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/// <param name="light">The light.</param>
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/// <param name="shadowMask">The shadow mask (output).</param>
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void RenderShadowMask(RenderContextBatch& renderContextBatch, RenderLightData& light, GPUTextureView* shadowMask);
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/// <summary>
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/// Gets the shadow atlas texture and shadows buffer for shadow projection in shaders.
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/// </summary>
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/// <param name="renderBuffers">The render buffers that store frame context.</param>
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/// <param name="shadowMapAtlas">The output shadow map atlas texture or null if unused.</param>
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/// <param name="shadowsBuffer">The output shadows buffer or null if unused.</param>
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static void GetShadowAtlas(const RenderBuffers* renderBuffers, GPUTexture*& shadowMapAtlas, GPUBufferView*& shadowsBuffer);
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private:
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static void SetupRenderContext(RenderContext& renderContext, RenderContext& shadowContext);
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static void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLightData& light, struct ShadowAtlasLight& atlasLight);
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static bool SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderLocalLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderPointLightData& light, ShadowAtlasLight& atlasLight);
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static void SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderSpotLightData& light, ShadowAtlasLight& atlasLight);
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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_psShadowDir.Release();
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_psShadowPoint.Release();
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_psShadowSpot.Release();
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invalidateResources();
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}
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#endif
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public:
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// [RendererPass]
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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