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GBufferPass.h
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GBufferPass.h
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/***************************************************************************
# Copyright (c) 2020-2023, NVIDIA CORPORATION. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
**************************************************************************/
#pragma once
#include "RayTracingPass.h"
#include <donut/core/math/math.h>
#include <nvrhi/nvrhi.h>
#include <memory>
namespace donut::engine
{
class Scene;
class CommonRenderPasses;
class IView;
class ShaderFactory;
}
class RenderTargets;
class Profiler;
class SampleScene;
typedef int ibool;
struct GBufferSettings
{
float roughnessOverride = 0.5f;
float metalnessOverride = 0.5f;
bool enableRoughnessOverride = false;
bool enableMetalnessOverride = false;
float normalMapScale = 1.f;
ibool enableAlphaTestedGeometry = true;
ibool enableTransparentGeometry = true;
float textureLodBias = -1.f;
bool enableMaterialReadback = false;
dm::int2 materialReadbackPosition = 0;
};
class RaytracedGBufferPass
{
private:
nvrhi::DeviceHandle m_Device;
RayTracingPass m_Pass;
nvrhi::BindingLayoutHandle m_BindingLayout;
nvrhi::BindingLayoutHandle m_BindlessLayout;
nvrhi::BindingSetHandle m_BindingSet;
nvrhi::BindingSetHandle m_PrevBindingSet;
nvrhi::BufferHandle m_ConstantBuffer;
std::shared_ptr<donut::engine::ShaderFactory> m_ShaderFactory;
std::shared_ptr<donut::engine::CommonRenderPasses> m_CommonPasses;
std::shared_ptr<donut::engine::Scene> m_Scene;
std::shared_ptr<Profiler> m_Profiler;
public:
RaytracedGBufferPass(
nvrhi::IDevice* device,
std::shared_ptr<donut::engine::ShaderFactory> shaderFactory,
std::shared_ptr<donut::engine::CommonRenderPasses> commonPasses,
std::shared_ptr<donut::engine::Scene> scene,
std::shared_ptr<Profiler> profiler,
nvrhi::IBindingLayout* bindlessLayout);
void CreatePipeline(bool useRayQuery);
void CreateBindingSet(
nvrhi::rt::IAccelStruct* topLevelAS,
nvrhi::rt::IAccelStruct* prevTopLevelAS,
const RenderTargets& renderTargets);
void Render(
nvrhi::ICommandList* commandList,
const donut::engine::IView& view,
const donut::engine::IView& viewPrev,
const GBufferSettings& settings);
void NextFrame();
};
class RasterizedGBufferPass
{
private:
nvrhi::DeviceHandle m_Device;
nvrhi::GraphicsPipelineHandle m_OpaquePipeline;
nvrhi::GraphicsPipelineHandle m_AlphaTestedPipeline;
nvrhi::BindingLayoutHandle m_BindingLayout;
nvrhi::BindingLayoutHandle m_BindlessLayout;
nvrhi::BindingSetHandle m_BindingSet;
nvrhi::BufferHandle m_ConstantBuffer;
std::shared_ptr<donut::engine::ShaderFactory> m_ShaderFactory;
std::shared_ptr<donut::engine::CommonRenderPasses> m_CommonPasses;
std::shared_ptr<donut::engine::Scene> m_Scene;
std::shared_ptr<Profiler> m_Profiler;
public:
RasterizedGBufferPass(
nvrhi::IDevice* device,
std::shared_ptr<donut::engine::ShaderFactory> shaderFactory,
std::shared_ptr<donut::engine::CommonRenderPasses> commonPasses,
std::shared_ptr<donut::engine::Scene> scene,
std::shared_ptr<Profiler> profiler,
nvrhi::IBindingLayout* bindlessLayout);
void CreatePipeline(const RenderTargets& renderTargets);
void CreateBindingSet();
void Render(
nvrhi::ICommandList* commandList,
const donut::engine::IView& view,
const donut::engine::IView& viewPrev,
const RenderTargets& renderTargets,
const GBufferSettings& settings);
};
class PostprocessGBufferPass
{
private:
nvrhi::DeviceHandle m_Device;
nvrhi::ShaderHandle m_ComputeShader;
nvrhi::ComputePipelineHandle m_ComputePipeline;
nvrhi::BindingLayoutHandle m_BindingLayout;
nvrhi::BindingLayoutHandle m_BindlessLayout;
nvrhi::BindingSetHandle m_BindingSet;
nvrhi::BindingSetHandle m_PrevBindingSet;
std::shared_ptr<donut::engine::ShaderFactory> m_ShaderFactory;
public:
PostprocessGBufferPass(
nvrhi::IDevice* device,
std::shared_ptr<donut::engine::ShaderFactory> shaderFactory);
void CreatePipeline();
void CreateBindingSet(
const RenderTargets& renderTargets);
void Render(
nvrhi::ICommandList* commandList,
const donut::engine::IView& view);
void NextFrame();
};