Skylicht Engine
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CDeferredLightmapRP.h
1/*
2!@
3MIT License
4
5Copyright (c) 2023 Skylicht Technology CO., LTD
6
7Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
8(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
9merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
10subject to the following conditions:
11
12The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
15INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
16IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
17WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
19
20This file is part of the "Skylicht Engine".
21https://github.com/skylicht-lab/skylicht-engine
22!#
23*/
24
25#pragma once
26
27#include "CBaseRP.h"
28#include "CPostProcessorRP.h"
29
30namespace Skylicht
31{
32 class SKYLICHT_API CDeferredLightmapRP : public CBaseRP
33 {
34 protected:
35 static bool s_enableRenderTestIndirect;
36
37 protected:
38 ITexture* m_target;
39
40 ITexture* m_albedo;
41 ITexture* m_position;
42 ITexture* m_normal;
43 ITexture* m_data;
44
45 ITexture* m_indirect;
46 ITexture* m_lightBuffer;
47
48 core::dimension2du m_size;
49
51
52 core::matrix4 m_viewMatrix;
53 core::matrix4 m_projectionMatrix;
54
55 bool m_isIndirectPass;
56 bool m_isDirectionalPass;
57
58 int m_vertexColorShader;
59 int m_textureColorShader;
60 int m_textureLinearRGBShader;
61
62 int m_lightmapIndirectShader;
63 int m_lightmapDirectionalShader;
64 int m_lightmapIndirectTestShader;
65
66 int m_lightDirection;
67
68 SMaterial m_directionalLightPass;
69 SMaterial m_finalPass;
70
71 int m_pointLightShader;
72 int m_pointLightShadowShader;
73
74 int m_spotLightShader;
75
76 float m_indirectMultipler;
77 float m_directMultipler;
78 float m_lightMultipler;
79
80 IPostProcessor* m_postProcessor;
81
82 protected:
83
84 void initDefferredMaterial();
85
86 public:
87 CDeferredLightmapRP();
88
89 virtual ~CDeferredLightmapRP();
90
91 virtual bool canRenderMaterial(CMaterial* material);
92
93 virtual bool canRenderShader(CShader* shader);
94
95 virtual void initRender(int w, int h);
96
97 virtual void resize(int w, int h);
98
99 virtual void render(ITexture* target, CCamera* camera, CEntityManager* entityManager, const core::recti& viewport, int cubeFaceId = -1, IRenderPipeline* lastRP = NULL);
100
101 virtual void drawMeshBuffer(CMesh* mesh, int bufferID, CEntityManager* entity, int entityID, bool skinnedMesh);
102
103 virtual void drawInstancingMeshBuffer(CMesh* mesh, int bufferID, CShader* instancingShader, CEntityManager* entityMgr, int entityID, bool skinnedMesh);
104
105 inline void setPostProcessor(IPostProcessor* pp)
106 {
107 m_postProcessor = pp;
108 }
109
110 inline void setIndirectMultipler(float f)
111 {
112 m_indirectMultipler = f;
113 }
114
115 inline void setDirectMultipler(float f)
116 {
117 m_directMultipler = f;
118 }
119
120 inline void setLightMultipler(float f)
121 {
122 m_lightMultipler = f;
123 }
124
125 static void enableTestIndirect(bool b);
126
127 protected:
128
129 void initRTT(int w, int h);
130
131 void releaseRTT();
132
133 };
134}
This is an object class used to set up the camera, including its position, viewing angle,...
Definition CCamera.h:70
This object class manages all entities within a scene.
Definition CEntityManager.h:89
The object class describes material information such as which shader it's associated with,...
Definition CMaterial.h:84
Definition CMesh.h:75
Represents a programmable shader, including uniforms, UI, resources, instancing and platform-specific...
Definition CShader.h:198
Definition IPostProcessor.h:32
Definition IRenderPipeline.h:37
Self reallocating template array (like stl vector) with additional features.
Definition irrArray.h:23
Interface of a Video Driver dependent Texture.
Definition ITexture.h:119
Struct for holding parameters for a material renderer.
Definition SMaterial.h:255
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition AudioDebugLog.h:29
rect< s32 > recti
Rectangle with int values.
Definition rect.h:273
CMatrix4< f32 > matrix4
Typedef for f32 matrix.
Definition matrix4.h:2241
dimension2d< u32 > dimension2du
Typedef for an unsigned integer dimension.
Definition dimension2d.h:212