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FlaxEngine/Source/Engine/Renderer/ReflectionsPass.h

54 lines
1.4 KiB
C++

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