80 lines
2.7 KiB
C++
80 lines
2.7 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Graphics/RenderView.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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#include "RendererPass.h"
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#include "Engine/Content/Assets/Shader.h"
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#include "Engine/Content/Assets/Model.h"
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/// <summary>
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/// Lighting rendering service. Handles dynamic lights diffuse and specular color calculations.
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/// </summary>
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class LightPass : public RendererPass<LightPass>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutationsPs<2> _psLightDir;
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GPUPipelineStatePermutationsPs<4> _psLightLocal;
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GPUPipelineStatePermutationsPs<4> _psLightLocalInside;
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GPUPipelineState* _psLightSky = nullptr;
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GPUPipelineState* _psLightSkyInside = nullptr;
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GPUPipelineState* _psClearDiffuse = nullptr;
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GPUPipelineState* _psComplexity = nullptr;
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GPUPipelineState* _psLightOverlap[2] = {};
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AssetReference<Model> _sphereModel;
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PixelFormat _shadowMaskFormat;
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bool _depthBounds = false;
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public:
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/// <summary>
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/// Setups the lights rendering for batched scene drawing.
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/// </summary>
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void SetupLights(RenderContext& renderContext, RenderContextBatch& renderContextBatch);
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/// <summary>
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/// Performs the lighting rendering for the input task.
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/// </summary>
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/// <param name="renderContextBatch">The rendering context batch.</param>
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/// <param name="lightBuffer">The light accumulation buffer (input and output).</param>
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void RenderLights(RenderContextBatch& renderContextBatch, GPUTextureView* lightBuffer);
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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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private:
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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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_psLightDir.Release();
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_psLightLocal.Release();
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_psLightLocalInside.Release();
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_psLightSky->ReleaseGPU();
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_psLightSkyInside->ReleaseGPU();
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if (_psClearDiffuse)
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_psClearDiffuse->ReleaseGPU();
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SAFE_DELETE_GPU_RESOURCE(_psComplexity);
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SAFE_DELETE_GPU_RESOURCE(_psLightOverlap[0]);
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SAFE_DELETE_GPU_RESOURCE(_psLightOverlap[1]);
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invalidateResources();
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}
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#endif
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void RenderDebugSphere(RenderContext& renderContext, GPUContext* context, const struct RenderLightData& light, float radius) const;
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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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