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