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o3de/Gems/Atom/Feature/Common/Code/Source/ScreenSpace/DeferredFogPass.h

87 lines
3.4 KiB
C++

/*
* 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 <AzCore/Memory/SystemAllocator.h>
#include <Atom/RHI/CommandList.h>
#include <Atom/RHI/DrawItem.h>
#include <Atom/RHI/ScopeProducer.h>
#include <Atom/RHI.Reflect/ShaderResourceGroupLayoutDescriptor.h>
#include <Atom/RPI.Public/Pass/FullscreenTrianglePass.h>
#include <Atom/RPI.Public/Shader/Shader.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <ScreenSpace/DeferredFogSettings.h>
namespace AZ
{
namespace Render
{
static const char* const DeferredFogPassTemplateName = "DeferredFogPassTemplate";
// Deferred screen space fog pass class. The fog is calculated post
// the main render using the linear depth and turbulence texture with two blended
// octaves that emulate the fog thickness and fog animation along the view ray direction.
// The fog can be a full screen fog or a thin 3D layer fog representing mountains morning mist.
// The pass also exposes the fog settings to be used by an editor component node that will
// control the visual properties of the fog.
// Enhancements of this fog can contain more advanced noise handling (real volumetric), areal
// mask, blending between areal fog nodes and other enhancements required for production.
class DeferredFogPass final
: public RPI::FullscreenTrianglePass
{
AZ_RPI_PASS(DeferredFogPass);
public:
AZ_RTTI(DeferredFogPass, "{0406C8AB-E95D-43A7-AF53-BDEE22D36746}", RPI::FullscreenTrianglePass);
AZ_CLASS_ALLOCATOR(DeferredFogPass, SystemAllocator, 0);
~DeferredFogPass() = default;
void Init() override;
static RPI::Ptr<DeferredFogPass> Create(const RPI::PassDescriptor& descriptor);
DeferredFogSettings* GetPassFogSettings();
virtual bool IsEnabled() const override;
void SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) override;
void CompileResources(const RHI::FrameGraphCompileContext& context) override;
protected:
DeferredFogPass(const RPI::PassDescriptor& descriptor);
//! Set the binding indices of all members of the SRG
void SetSrgBindIndices();
//! Bind SRG constants - done via macro reflection
void SetSrgConstants();
//! Check if the pass should be enabled or disabled
void UpdateEnable(DeferredFogSettings* fogSettings);
void UpdateShaderOptions();
private:
// When a component is not present we want to fall back to the default settings and
// actively pass them to the shader.
DeferredFogSettings m_fallbackSettings;
// Shader options for variant generation (texture and layer activation in this case)
AZ::RPI::ShaderVariantKey m_ShaderOptions;
};
} // namespace Render
} // namespace AZ