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o3de/Gems/Atom/Feature/Common/Code/Source/RenderCommon.h

49 lines
2.1 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 <AzCore/base.h>
namespace AZ
{
namespace Render
{
namespace StencilRefs
{
const uint32_t None = 0x00;
// UseIBLSpecularPass
//
// The MeshFeatureProcessor sets the UseIBLSpecularPass stencil value on any geometry that should receive IBL Specular
// in the Reflections pass, otherwise IBL specular is rendered in the Forward pass. The Reflections pass only renders
// to areas with these stencil bits set.
//
// Used in pass range: Forward -> Reflections
//
// Notes:
// - Two bits are needed here (0x3) so that the ReflectionProbeStencilPass can use "Less" on its stencil test to
// properly handle the DecrSat on the FrontFace stencil operation depth-fail.
// - The ReflectionProbeStencilPass pass may overwrite other bits in the stencil buffer, depending on the amount of
// reflection probe volume nesting in the content.
// - New stencil bits for other purposes should be added to the most signficant bits and masked out of the Reflection passes.
// This is necessary to allow the most amount of bits to be used by the ReflectionProbeStencilPass for nested probe volumes.
// - The Reflection passes currently use 0x7F for the ReadMask and WriteMask to exclude the UseDiffuseGIPass stencil bit (see below).
// If other stencil bits are added then these masks will need to be updated.
const uint32_t UseIBLSpecularPass = 0x3;
// UseDiffuseGIPass
//
// The MeshFeatureProcessor sets this stencil bit on any geometry that should receive Diffuse GI in the DiffuseGlobalIllumination pass.
//
// Used in pass range: Forward -> DiffuseGlobalIllumination
const uint32_t UseDiffuseGIPass = 0x80;
}
}
}