/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once #include #include #include #include #include #include #include #include #include namespace AZ { namespace Render { //! Ray tracing shader that generates probe radiance values. class DiffuseProbeGridRayTracingPass final : public RPI::RenderPass { public: AZ_RPI_PASS(DiffuseProbeGridRayTracingPass); AZ_RTTI(DiffuseProbeGridRayTracingPass, "{CB0DF817-3D07-4AC7-8574-F5EE529B8DCA}", RPI::RenderPass); AZ_CLASS_ALLOCATOR(DiffuseProbeGridRayTracingPass, SystemAllocator, 0); virtual ~DiffuseProbeGridRayTracingPass() override; //! Creates a DiffuseProbeGridRayTracingPass static RPI::Ptr Create(const RPI::PassDescriptor& descriptor); private: explicit DiffuseProbeGridRayTracingPass(const RPI::PassDescriptor& descriptor); void CreateRayTracingPipelineState(); void CreateShaderTableScope(); // Scope producer functions void SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) override; void CompileResources(const RHI::FrameGraphCompileContext& context) override; void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override; // Pass overrides void FrameBeginInternal(FramePrepareParams params) override; // revision number of the ray tracing TLAS when the shader table was built uint32_t m_rayTracingRevision = 0; // ray tracing shader and pipeline state Data::Instance m_rayTracingShader; Data::Instance m_missShader; Data::Instance m_closestHitShader; RHI::Ptr m_rayTracingPipelineState; // ray tracing shader table RHI::Ptr m_rayTracingShaderTable; RHI::ScopeProducer* m_rayTracingScopeProducerShaderTable = nullptr; // ray tracing global shader resource group asset and pipeline state Data::Asset m_globalSrgAsset; RHI::ConstPtr m_globalPipelineState; struct ClosestHitData { uint32_t m_indexOffset = 0; uint32_t m_positionOffset = 0; uint32_t m_normalOffset = 0; uint32_t m_padding = 0; AZ::Vector4 m_materialColor = AZ::Vector4(0.0f); AZ::Matrix3x3 m_worldInvTranspose = AZ::Matrix3x3::CreateIdentity(); }; // [GFX TODO][ATOM-14780] SRG support for unbounded arrays // we are limited to 512 meshes until unbounded array support is implemented AZStd::array m_closestHitData; AZStd::vector m_meshVertexPositionBuffer; AZStd::vector m_meshVertexNormalBuffer; AZStd::vector m_meshIndexBuffer; uint32_t m_meshCount = 0; bool m_initialized = false; }; } // namespace RPI } // namespace AZ