# Conflicts: # Content/Shaders/GI/DDGI.flax # Content/Shaders/GI/GlobalSurfaceAtlas.flax # Content/Shaders/TAA.flax # Content/Shaders/VolumetricFog.flax # Source/Editor/CustomEditors/Editors/ActorTagEditor.cs # Source/Engine/Core/Config/GraphicsSettings.cpp # Source/Engine/Engine/PostProcessEffect.cs # Source/Engine/Graphics/GPUResourcesCollection.cpp # Source/Engine/Graphics/GPUResourcesCollection.h # Source/Engine/Graphics/PostProcessBase.h # Source/FlaxEngine.Gen.cs
107 lines
3.8 KiB
C++
107 lines
3.8 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "RendererPass.h"
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#include "Engine/Core/Math/Vector3.h"
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/// <summary>
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/// Global Sign Distance Field (SDF) rendering pass. Composites scene geometry into series of 3D volume textures that cover the world around the camera for global distance field sampling.
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/// </summary>
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class FLAXENGINE_API GlobalSignDistanceFieldPass : public RendererPass<GlobalSignDistanceFieldPass>
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{
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public:
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// Constant buffer data for Global SDF access on a GPU.
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PACK_STRUCT(struct ConstantsData
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{
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Float4 CascadePosDistance[4];
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Float4 CascadeVoxelSize;
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Float2 Padding;
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uint32 CascadesCount;
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float Resolution;
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});
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// Binding data for the GPU.
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struct BindingData
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{
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GPUTexture* Texture;
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GPUTexture* TextureMip;
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ConstantsData Constants;
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};
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private:
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bool _supported = false;
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AssetReference<Shader> _shader;
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GPUPipelineState* _psDebug = nullptr;
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GPUShaderProgramCS* _csRasterizeModel0 = nullptr;
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GPUShaderProgramCS* _csRasterizeModel1 = nullptr;
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GPUShaderProgramCS* _csRasterizeHeightfield = nullptr;
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GPUShaderProgramCS* _csClearChunk = nullptr;
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GPUShaderProgramCS* _csGenerateMip = nullptr;
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GPUConstantBuffer* _cb0 = nullptr;
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GPUConstantBuffer* _cb1 = nullptr;
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// Rasterization cache
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class DynamicStructuredBuffer* _objectsBuffer = nullptr;
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Array<GPUTextureView*> _objectsTextures;
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uint16 _objectsBufferCount;
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int32 _cascadeIndex;
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float _voxelSize, _chunkSize;
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BoundingBox _cascadeBounds;
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BoundingBox _cascadeCullingBounds;
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class GlobalSignDistanceFieldCustomBuffer* _sdfData;
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Vector3 _sdfDataOriginMin;
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Vector3 _sdfDataOriginMax;
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public:
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/// <summary>
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/// Gets the Global SDF (only if enabled in Graphics Settings).
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/// </summary>
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/// <param name="buffers">The rendering context buffers.</param>
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/// <param name="result">The result Global SDF data for binding to the shaders.</param>
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/// <returns>True if there is no valid Global SDF rendered during this frame, otherwise false.</returns>
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bool Get(const RenderBuffers* buffers, BindingData& result);
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/// <summary>
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/// Renders the Global SDF.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="context">The GPU context.</param>
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/// <param name="result">The result Global SDF data for binding to the shaders.</param>
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/// <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>
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bool Render(RenderContext& renderContext, GPUContext* context, BindingData& result);
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/// <summary>
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/// Renders the debug view.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="context">The GPU context.</param>
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/// <param name="output">The output buffer.</param>
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void RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output);
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void GetCullingData(BoundingBox& bounds) const
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{
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bounds = _cascadeCullingBounds;
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}
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// Rasterize Model SDF into the Global SDF. Call it from actor Draw() method during DrawPass::GlobalSDF.
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void RasterizeModelSDF(Actor* actor, const ModelBase::SDFData& sdf, const Transform& localToWorld, const BoundingBox& objectBounds);
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void RasterizeHeightfield(Actor* actor, GPUTexture* heightfield, const Transform& localToWorld, const BoundingBox& objectBounds, const Float4& localToUV);
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private:
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj);
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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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