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85 lines
3.2 KiB
C++
85 lines
3.2 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzCore/Memory/SystemAllocator.h>
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#include <Atom/RHI/CommandList.h>
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#include <Atom/RHI/DrawItem.h>
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#include <Atom/RHI/ScopeProducer.h>
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#include <Atom/RHI.Reflect/ShaderResourceGroupLayoutDescriptor.h>
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#include <Atom/RPI.Public/Pass/FullscreenTrianglePass.h>
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#include <Atom/RPI.Public/Shader/Shader.h>
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#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
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#include <ScreenSpace/DeferredFogSettings.h>
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namespace AZ
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{
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namespace Render
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{
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static const char* const DeferredFogPassTemplateName = "DeferredFogPassTemplate";
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// Deferred screen space fog pass class. The fog is calculated post
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// the main render using the linear depth and turbulence texture with two blended
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// octaves that emulate the fog thickness and fog animation along the view ray direction.
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// The fog can be a full screen fog or a thin 3D layer fog representing mountains morning mist.
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// The pass also exposes the fog settings to be used by an editor component node that will
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// control the visual properties of the fog.
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// Enhancements of this fog can contain more advanced noise handling (real volumetric), areal
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// mask, blending between areal fog nodes and other enhancements required for production.
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class DeferredFogPass final
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: public RPI::FullscreenTrianglePass
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{
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AZ_RPI_PASS(DeferredFogPass);
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public:
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AZ_RTTI(DeferredFogPass, "{0406C8AB-E95D-43A7-AF53-BDEE22D36746}", RPI::FullscreenTrianglePass);
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AZ_CLASS_ALLOCATOR(DeferredFogPass, SystemAllocator, 0);
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~DeferredFogPass() = default;
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static RPI::Ptr<DeferredFogPass> Create(const RPI::PassDescriptor& descriptor);
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DeferredFogSettings* GetPassFogSettings();
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virtual bool IsEnabled() const override;
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protected:
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DeferredFogPass(const RPI::PassDescriptor& descriptor);
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// Pass behavior overrides...
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void InitializeInternal() override;
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// Scope producer functions...
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void SetupFrameGraphDependencies(RHI::FrameGraphInterface frameGraph) override;
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void CompileResources(const RHI::FrameGraphCompileContext& context) override;
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//! Set the binding indices of all members of the SRG
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void SetSrgBindIndices();
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//! Bind SRG constants - done via macro reflection
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void SetSrgConstants();
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//! Check if the pass should be enabled or disabled
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void UpdateEnable(DeferredFogSettings* fogSettings);
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void UpdateShaderOptions();
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private:
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// When a component is not present we want to fall back to the default settings and
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// actively pass them to the shader.
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DeferredFogSettings m_fallbackSettings;
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// Shader options for variant generation (texture and layer activation in this case)
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AZ::RPI::ShaderVariantKey m_ShaderOptions;
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};
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} // namespace Render
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} // namespace AZ
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