Files
FlaxEngine/Source/Engine/Renderer/GI/GlobalSurfaceAtlasPass.h
2024-08-05 20:00:39 +02:00

122 lines
4.4 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "../RendererPass.h"
/// <summary>
/// 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.
/// </summary>
class FLAXENGINE_API GlobalSurfaceAtlasPass : public RendererPass<GlobalSurfaceAtlasPass>
{
public:
// Constant buffer data for Global Surface Atlas access on a GPU.
GPU_CB_STRUCT(ConstantsData {
Float3 ViewPos;
float Padding0;
float Padding1;
float Resolution;
float ChunkSize;
uint32 ObjectsCount;
});
// Binding data for the GPU.
struct BindingData
{
union
{
struct
{
GPUTexture* AtlasDepth;
GPUTexture* AtlasGBuffer0;
GPUTexture* AtlasGBuffer1;
GPUTexture* AtlasLighting;
};
GPUTexture* Atlas[4];
};
GPUBuffer* Chunks;
GPUBuffer* CulledObjects;
GPUBuffer* Objects;
ConstantsData Constants;
};
private:
bool _supported = false;
AssetReference<Shader> _shader;
GPUPipelineState* _psClear = nullptr;
GPUPipelineState* _psClearLighting = nullptr;
GPUPipelineState* _psDirectLighting0 = nullptr;
GPUPipelineState* _psDirectLighting1 = nullptr;
GPUPipelineState* _psIndirectLighting = nullptr;
GPUPipelineState* _psDebug0 = nullptr;
GPUPipelineState* _psDebug1 = nullptr;
GPUConstantBuffer* _cb0 = nullptr;
GPUShaderProgramCS* _csCullObjects;
// Cache
class GPUBuffer* _culledObjectsSizeBuffer = nullptr;
class DynamicVertexBuffer* _vertexBuffer = nullptr;
class GlobalSurfaceAtlasCustomBuffer* _surfaceAtlasData;
uint64 _culledObjectsSizeFrames[8];
void* _currentActorObject;
public:
/// <summary>
/// Gets the Global Surface Atlas (only if enabled in Graphics Settings).
/// </summary>
/// <param name="buffers">The rendering context buffers.</param>
/// <param name="result">The result Global Surface Atlas data for binding to the shaders.</param>
/// <returns>True if there is no valid Global Surface Atlas rendered during this frame, otherwise false.</returns>
bool Get(const RenderBuffers* buffers, BindingData& result);
/// <summary>
/// Calls drawing scene objects in async early in the frame.
/// </summary>
/// <param name="renderContextBatch">The rendering context batch.</param>
void OnCollectDrawCalls(RenderContextBatch& renderContextBatch);
/// <summary>
/// Renders the Global Surface Atlas.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="context">The GPU context.</param>
/// <param name="result">The result Global Surface Atlas data for binding to the shaders.</param>
/// <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>
bool Render(RenderContext& renderContext, GPUContext* context, BindingData& result);
/// <summary>
/// Renders the debug view.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="context">The GPU context.</param>
/// <param name="output">The output buffer.</param>
void RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output);
// Gets the culling view position (xyz) and view distance (w)
void GetCullingData(Vector4& cullingPosDistance) const;
// Gets the current object of the actor that is drawn into atlas.
void* GetCurrentActorObject() const
{
return _currentActorObject;
}
// Rasterize actor into the Global Surface Atlas. Call it from actor Draw() method during DrawPass::GlobalSurfaceAtlas.
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);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj);
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};