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skydomerendermodule.h
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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2023 Advanced Micro Devices, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the “Software”), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "render/rendermodule.h"
#include "shaders/skydomecommon.h"
#include "core/components/lightcomponent.h"
#include <memory>
#include <vector>
namespace cauldron
{
// forward declaration
class ParameterSet;
class PipelineObject;
class RasterView;
class RenderTarget;
class ResourceView;
class RootSignature;
class Texture;
} // namespace cauldron
/**
* @class SkyDomeRenderModule
*
* The sky dome render module is responsible for rendering the set ibl map to background or to generate a procedural sky.
*
* @ingroup CauldronRender
*/
class SkyDomeRenderModule : public cauldron::RenderModule
{
public:
/**
* @brief Construction.
*/
SkyDomeRenderModule() : RenderModule(L"SkyDomeRenderModule") {}
/**
* @brief Destruction.
*/
virtual ~SkyDomeRenderModule();
/**
* @brief Initialization function. Sets up resource pointers, pipeline objects, root signatures, and parameter sets.
*/
void Init(const json& initData) override;
/**
* @brief Renders the corresponding skydome (lookup or generated) if enabled.
*/
void Execute(double deltaTime, cauldron::CommandList* pCmdList) override;
private:
// No copy, No move
NO_COPY(SkyDomeRenderModule)
NO_MOVE(SkyDomeRenderModule)
private:
void InitSkyDome();
void InitProcedural();
void InitSunlight();
void UpdateSunDirection();
// Callback for texture loading so we can mark ourselves "ready"
void TextureLoadComplete(const std::vector<const cauldron::Texture*>& textureList, void*);
// Skydome
SkydomeCBData m_ConstantData;
const cauldron::Texture* m_pSkyTexture = nullptr;
// procedural skydome
ProceduralCBData m_ProceduralConstantData;
// sunlight
cauldron::LightComponentData m_SunlightCompData = {};
cauldron::LightComponent* m_pSunlightComponent = nullptr;
cauldron::Entity* m_pSunlight = nullptr;
// common
bool m_IsProcedural = false;
cauldron::RootSignature* m_pRootSignature = nullptr;
cauldron::PipelineObject* m_pPipelineObj = nullptr;
cauldron::ParameterSet* m_pParameters = nullptr;
const cauldron::Texture* m_pRenderTarget = nullptr;
};