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o3de/Gems/Atom/Feature/Common/Code/Source/DiffuseGlobalIllumination/DiffuseProbeGridRayTracingP...

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2.7 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Atom/RHI/ScopeProducer.h>
#include <Atom/RPI.Public/Pass/RenderPass.h>
#include <Atom/RPI.Public/Buffer/Buffer.h>
#include <Atom/RHI/RayTracingBufferPools.h>
#include <Atom/RHI/RayTracingPipelineState.h>
#include <Atom/RHI/RayTracingShaderTable.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/Shader/ShaderResourceGroup.h>
#include <DiffuseGlobalIllumination/DiffuseProbeGrid.h>
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);
//! Creates a DiffuseProbeGridRayTracingPass
static RPI::Ptr<DiffuseProbeGridRayTracingPass> Create(const RPI::PassDescriptor& descriptor);
private:
explicit DiffuseProbeGridRayTracingPass(const RPI::PassDescriptor& descriptor);
void CreateRayTracingPipelineState();
// 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
bool IsEnabled() const override;
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<RPI::Shader> m_rayTracingShader;
Data::Instance<RPI::Shader> m_missShader;
Data::Instance<RPI::Shader> m_closestHitShader;
RHI::Ptr<RHI::RayTracingPipelineState> m_rayTracingPipelineState;
// ray tracing shader table
RHI::Ptr<RHI::RayTracingShaderTable> m_rayTracingShaderTable;
// ray tracing global shader resource group layout and pipeline state
RHI::Ptr<RHI::ShaderResourceGroupLayout> m_globalSrgLayout;
RHI::ConstPtr<RHI::PipelineState> m_globalPipelineState;
bool m_initialized = false;
};
} // namespace RPI
} // namespace AZ