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PBR.h
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#pragma once
#include "Pipeline.h"
#include "Quad.h"
class PBR:public Pipeline::Stage
{
__declspec(align(16))
struct Constants
{
Matrix invertViewPorj;
Matrix view;
Vector3 clustersize;
int numdirs;
Vector3 campos;
float roughness;
float metallic;
float width;
float height;
float ambient;
float nearZ;
float farZ;
};
__declspec(align(16))
struct LightVolumeConstants
{
Matrix View;
Matrix Projection;
int stride;
};
public:
PBR(
Renderer::Ptr r,
Scene::Ptr s,
Quad::Ptr q,
Setting::Ptr set,
Pipeline* p);
~PBR();
void render(Renderer::Texture2D::Ptr rt) override final;
void init(const Vector3& cluster = { 0,0,0 }, const std::vector<Renderer::Texture2D::Ptr>& shadows = {});
private:
void renderLightVolumes(Renderer::Texture2D::Ptr rt);
void renderNormal(Renderer::Texture2D::Ptr rt);
void updateLights();
private:
Renderer::ShaderResource::Ptr mAlbedo;
Renderer::ShaderResource::Ptr mNormal;
Renderer::DepthStencil::Ptr mDepth;
Renderer::Texture2D::Ptr mDepthCopy;
Renderer::ShaderResource::Ptr mLightsIndex;
std::vector<Renderer::Texture2D::Ptr> mShadowTextures;
std::vector<Renderer::PixelShader::Weak> mPSs;
Renderer::Sampler::Ptr mLinear;
Renderer::Sampler::Ptr mPoint;
Renderer::Buffer::Ptr mConstants;
Renderer::Buffer::Ptr mLightVolumesInstances[3];
Renderer::Layout::Ptr mLightVolumeLayout;
Mesh::Ptr mLightVolumes[3];
Renderer::VertexShader::Weak mLightVolumeVS;
Renderer::Buffer::Ptr mLightVolumeConstants;
Vector3 mCluster;
int mNumLights[3] = {0};
};