123 lines
4.4 KiB
C++
123 lines
4.4 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "../RendererPass.h"
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/// <summary>
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/// Global Surface Atlas rendering pass. Captures scene geometry into a single atlas texture which contains surface diffuse color, normal vector, emission light, and calculates direct+indirect lighting. Used by Global Illumination and Reflections.
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/// </summary>
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class FLAXENGINE_API GlobalSurfaceAtlasPass : public RendererPass<GlobalSurfaceAtlasPass>
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{
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public:
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// Constant buffer data for Global Surface Atlas access on a GPU.
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PACK_STRUCT(struct ConstantsData
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{
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Float3 ViewPos;
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float Padding0;
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float Padding1;
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float Resolution;
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float ChunkSize;
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uint32 ObjectsCount;
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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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union
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{
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struct
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{
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GPUTexture* AtlasDepth;
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GPUTexture* AtlasGBuffer0;
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GPUTexture* AtlasGBuffer1;
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GPUTexture* AtlasGBuffer2;
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GPUTexture* AtlasLighting;
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};
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GPUTexture* Atlas[5];
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};
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GPUBuffer* Chunks;
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GPUBuffer* CulledObjects;
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GPUBuffer* Objects;
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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* _psClear = nullptr;
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GPUPipelineState* _psClearLighting = nullptr;
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GPUPipelineState* _psDirectLighting0 = nullptr;
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GPUPipelineState* _psDirectLighting1 = nullptr;
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GPUPipelineState* _psIndirectLighting = nullptr;
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GPUPipelineState* _psDebug0 = nullptr;
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GPUPipelineState* _psDebug1 = nullptr;
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GPUConstantBuffer* _cb0 = nullptr;
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GPUShaderProgramCS* _csCullObjects;
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// Cache
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class GPUBuffer* _culledObjectsSizeBuffer = nullptr;
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class DynamicVertexBuffer* _vertexBuffer = nullptr;
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class GlobalSurfaceAtlasCustomBuffer* _surfaceAtlasData;
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Array<void*> _dirtyObjectsBuffer;
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uint64 _culledObjectsSizeFrames[8];
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Vector4 _cullingPosDistance;
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void* _currentActorObject;
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public:
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/// <summary>
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/// Gets the Global Surface Atlas (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 Surface Atlas data for binding to the shaders.</param>
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/// <returns>True if there is no valid Global Surface Atlas 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 Surface Atlas.
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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 Surface Atlas 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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// Gets the culling view position (xyz) and view distance (w)
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void GetCullingData(Vector4& cullingPosDistance) const
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{
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cullingPosDistance = _cullingPosDistance;
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}
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// Gets the current object of the actor that is drawn into atlas.
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void* GetCurrentActorObject() const
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{
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return _currentActorObject;
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}
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// Rasterize actor into the Global Surface Atlas. Call it from actor Draw() method during DrawPass::GlobalSurfaceAtlas.
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void RasterizeActor(Actor* actor, void* actorObject, const BoundingSphere& actorObjectBounds, const Transform& localToWorld, const BoundingBox& localBounds, uint32 tilesMask = MAX_uint32, bool useVisibility = true, float qualityScale = 1.0f);
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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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