Files
FlaxEngine/Source/Engine/Graphics/RenderBuffers.h
2025-10-07 18:07:23 +02:00

247 lines
7.9 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Viewport.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Scripting/ScriptingObject.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
// GBuffer render targets formats
#define GBUFFER0_FORMAT PixelFormat::R8G8B8A8_UNorm
#define GBUFFER1_FORMAT PixelFormat::R10G10B10A2_UNorm
#define GBUFFER2_FORMAT PixelFormat::R8G8B8A8_UNorm
#define GBUFFER3_FORMAT PixelFormat::R8G8B8A8_UNorm
// Stencil bits usage (must match GBuffer.hlsl)
// [0] | Object Layer
// [1] | Object Layer
// [2] | Object Layer
// [3] | Object Layer
// [4] | Object Layer
// [5] | <unsued>
// [6] | <unsued>
// [7] | <unsued>
#define STENCIL_BUFFER_OBJECT_LAYER(value) uint8(value & 0x1f)
/// <summary>
/// The scene rendering buffers container.
/// </summary>
API_CLASS() class FLAXENGINE_API RenderBuffers : public ScriptingObject
{
DECLARE_SCRIPTING_TYPE(RenderBuffers);
/// <summary>
/// The custom rendering state.
/// </summary>
class FLAXENGINE_API CustomBuffer : public Object
{
public:
String Name;
uint64 LastFrameUsed = 0;
String ToString() const override;
};
protected:
int32 _width = 0;
int32 _height = 0;
float _aspectRatio = 0.0f;
bool _useAlpha = false;
Viewport _viewport;
Array<GPUTexture*, FixedAllocation<32>> _resources;
public:
union
{
struct
{
/// <summary>Gets the GBuffer texture 0. RGB: Color, A: AO</summary>
API_FIELD(ReadOnly) GPUTexture* GBuffer0;
/// <summary>Gets the GBuffer texture 1. RGB: Normal, A: ShadingModel</summary>
API_FIELD(ReadOnly) GPUTexture* GBuffer1;
/// <summary>Gets the GBuffer texture 2. R: Roughness, G: Metalness, B:Specular</summary>
API_FIELD(ReadOnly) GPUTexture* GBuffer2;
/// <summary>Gets the GBuffer texture 3. RGBA: Custom Data</summary>
API_FIELD(ReadOnly) GPUTexture* GBuffer3;
};
GPUTexture* GBuffer[4];
};
// Helper target for the eye adaptation
float LastEyeAdaptationTime = 0.0f;
GPUTexture* LuminanceMap = nullptr;
uint64 LastFrameLuminanceMap = 0;
// Helper target for volumetric fog rendering (used for the temporal filter and apply via fog shader)
GPUTexture* VolumetricFogHistory = nullptr;
GPUTexture* VolumetricFog = nullptr;
GPUTexture* LocalShadowedLightScattering = nullptr;
uint64 LastFrameVolumetricFog = 0;
struct
{
float MaxDistance;
} VolumetricFogData;
// Helper buffer with half-resolution depth buffer shared by effects (eg. SSR, Motion Blur). Valid only during frame rendering and on request (see RequestHalfResDepth).
// Should be released if not used for a few frames.
GPUTexture* HalfResDepth = nullptr;
uint64 LastFrameHalfResDepth = 0;
// Helper target for the temporal SSR.
// Should be released if not used for a few frames.
GPUTexture* TemporalSSR = nullptr;
uint64 LastFrameTemporalSSR = 0;
// Helper target for the temporal AA.
// Should be released if not used for a few frames.
GPUTexture* TemporalAA = nullptr;
uint64 LastFrameTemporalAA = 0;
// Maps the custom buffer type into the object that holds the state.
Array<CustomBuffer*, HeapAllocation> CustomBuffers;
public:
/// <summary>
/// Finalizes an instance of the <see cref="RenderBuffers"/> class.
/// </summary>
~RenderBuffers();
public:
/// <summary>
/// Frees unused buffers to reduce memory usage for certain drawing effects that are state-dependant but unused for multiple frames.
/// </summary>
void ReleaseUnusedMemory();
/// <summary>
/// Requests the half-resolution depth to be prepared for the current frame.
/// </summary>
/// <param name="context">The context.</param>
/// <returns>The half-res depth buffer.</returns>
GPUTexture* RequestHalfResDepth(GPUContext* context);
public:
/// <summary>
/// Gets the buffers width (in pixels).
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetWidth() const
{
return _width;
}
/// <summary>
/// Gets the buffers height (in pixels).
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetHeight() const
{
return _height;
}
/// <summary>
/// Gets the buffers width and height (in pixels).
/// </summary>
API_PROPERTY() FORCE_INLINE Float2 GetSize() const
{
return Float2((float)_width, (float)_height);
}
/// <summary>
/// Gets the buffers aspect ratio.
/// </summary>
API_PROPERTY() FORCE_INLINE float GetAspectRatio() const
{
return _aspectRatio;
}
/// <summary>
/// Gets the buffers rendering viewport.
/// </summary>
API_PROPERTY() FORCE_INLINE Viewport GetViewport() const
{
return _viewport;
}
/// <summary>
/// Gets the output buffers format (R11G11B10 or R16G16B16A16 depending on UseAlpha property).
/// </summary>
API_PROPERTY() PixelFormat GetOutputFormat() const;
/// <summary>
/// True if support alpha output in the rendering buffers and pass-though alpha mask of the scene during rendering (at cost of reduced performance).
/// </summary>
API_PROPERTY() bool GetUseAlpha() const;
/// <summary>
/// True if support alpha output in the rendering buffers and pass-though alpha mask of the scene during rendering (at cost of reduced performance).
/// </summary>
API_PROPERTY() void SetUseAlpha(bool value);
const CustomBuffer* FindCustomBuffer(const StringView& name, bool withLinked = true) const;
template<class T>
const T* FindCustomBuffer(const StringView& name, bool withLinked = true) const
{
return (const T*)FindCustomBuffer(name, withLinked);
}
template<class T>
const T* FindLinkedBuffer(const StringView& name) const
{
return LinkedCustomBuffers ? (const T*)LinkedCustomBuffers->FindCustomBuffer(name, true) : nullptr;
}
template<class T>
T* GetCustomBuffer(const StringView& name, bool withLinked = true)
{
if (LinkedCustomBuffers && withLinked)
return LinkedCustomBuffers->GetCustomBuffer<T>(name, withLinked);
CustomBuffer* result = (CustomBuffer*)FindCustomBuffer(name, withLinked);
if (!result)
{
result = New<T>();
result->Name = name;
CustomBuffers.Add(result);
}
return (T*)result;
}
/// <summary>
/// Gets the current GPU memory usage by all the buffers (in bytes).
/// </summary>
uint64 GetMemoryUsage() const;
/// <summary>
/// Gets the depth buffer render target allocated within this render buffers collection (read only).
/// </summary>
API_FIELD(ReadOnly) GPUTexture* DepthBuffer;
/// <summary>
/// Gets the motion vectors render target allocated within this render buffers collection (read only).
/// </summary>
/// <remarks>
/// Texture ca be null or not initialized if motion blur is disabled or not yet rendered.
/// </remarks>
API_FIELD(ReadOnly) GPUTexture* MotionVectors;
/// <summary>
/// External Render Buffers used to redirect FindCustomBuffer/GetCustomBuffer calls. Can be linked to other rendering task (eg. main game viewport) to reuse graphics effect state from it (eg. use GI from main game view in in-game camera renderer).
/// </summary>
API_FIELD() RenderBuffers* LinkedCustomBuffers = nullptr;
public:
/// <summary>
/// Allocates the buffers.
/// </summary>
/// <param name="width">The surface width (in pixels).</param>
/// <param name="height">The surface height (in pixels).</param>
/// <returns>True if cannot allocate buffers, otherwise false.</returns>
API_FUNCTION() bool Init(int32 width, int32 height);
/// <summary>
/// Release the buffers data.
/// </summary>
API_FUNCTION() void Release();
};