54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "RendererPass.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Content/Assets/Shader.h"
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#define GENERATE_GF_CACHE 0
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#define PRE_INTEGRATED_GF_ASSET_NAME TEXT("Engine/Textures/PreIntegratedGF")
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/// <summary>
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/// Reflections rendering service
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/// </summary>
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class ReflectionsPass : public RendererPass<ReflectionsPass>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psProbe = nullptr;
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GPUPipelineState* _psProbeInside = nullptr;
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GPUPipelineState* _psCombinePass = nullptr;
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AssetReference<Model> _sphereModel;
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AssetReference<Texture> _preIntegratedGF;
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public:
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/// <summary>
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/// Perform reflections pass rendering for the input task.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="lightBuffer">The light buffer.</param>
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void Render(RenderContext& renderContext, GPUTextureView* lightBuffer);
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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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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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_psProbe->ReleaseGPU();
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_psProbeInside->ReleaseGPU();
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_psCombinePass->ReleaseGPU();
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invalidateResources();
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}
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#endif
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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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