Files
FlaxEngine/Source/Engine/Renderer/GBufferPass.h
2024-02-26 19:00:48 +01:00

103 lines
3.2 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
#if USE_EDITOR
#include "Engine/Core/Collections/Dictionary.h"
#endif
/// <summary>
/// Rendering scene to the GBuffer
/// </summary>
class GBufferPass : public RendererPass<GBufferPass>
{
private:
AssetReference<Shader> _gBufferShader;
GPUPipelineState* _psDebug = nullptr;
AssetReference<Model> _skyModel;
AssetReference<Model> _boxModel;
#if USE_EDITOR
class LightmapUVsDensityMaterialShader* _lightmapUVsDensity = nullptr;
class VertexColorsMaterialShader* _vertexColors = nullptr;
class LODPreviewMaterialShader* _lodPreview = nullptr;
class MaterialComplexityMaterialShader* _materialComplexity = nullptr;
#endif
public:
/// <summary>
/// Fill GBuffer
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="lightBuffer">Light buffer to output material emissive light and precomputed indirect lighting</param>
void Fill(RenderContext& renderContext, GPUTexture* lightBuffer);
/// <summary>
/// Render debug view
/// </summary>
/// <param name="renderContext">The rendering context.</param>
void RenderDebug(RenderContext& renderContext);
/// <summary>
/// Renders the sky or skybox into low-resolution cubemap. Can be used to sample realtime sky lighting in GI passes.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="context">The GPU context.</param>
/// <returns>Rendered cubemap or null if not ready or failed.</returns>
GPUTextureView* RenderSkybox(RenderContext& renderContext, GPUContext* context);
#if USE_EDITOR
// Temporary cache for faster debug previews drawing (used only during frame rendering).
static Dictionary<GPUBuffer*, const ModelLOD*> IndexBufferToModelLOD;
static CriticalSection Locker;
FORCE_INLINE static void AddIndexBufferToModelLOD(GPUBuffer* indexBuffer, const ModelLOD* modelLod)
{
Locker.Lock();
IndexBufferToModelLOD[indexBuffer] = modelLod;
Locker.Unlock();
}
void PreOverrideDrawCalls(RenderContext& renderContext);
void OverrideDrawCalls(RenderContext& renderContext);
void DrawMaterialComplexity(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer);
#endif
public:
static bool IsDebugView(ViewMode mode);
/// <summary>
/// Set GBuffer inputs structure for given render task
/// </summary>
/// <param name="view">The rendering view.</param>
/// <param name="gBuffer">GBuffer input to setup</param>
static void SetInputs(const RenderView& view, GBufferData& gBuffer);
private:
void DrawSky(RenderContext& renderContext, GPUContext* context);
void DrawDecals(RenderContext& renderContext, GPUTextureView* lightBuffer);
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psDebug->ReleaseGPU();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};