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Voxelize.h
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#pragma once
#include "Pipeline.h"
#include "GPUComputer.h"
class Voxelize :public Pipeline::Stage
{
ALIGN16
struct Constants
{
Matrix invertViewProj;
Vector3 offset;
float scaling;
Vector3 campos;
int numMips;
float range;
float aointensity;
};
public:
using Pipeline::Stage::Stage;
void init(int size);
void render(Renderer::Texture2D::Ptr rt) override final;
private:
Renderer::Effect::Ptr getEffect(Material::Ptr mat);
void voxelize();
void voxelLighting();
void genMipmap();
void visualize();
void gi(Renderer::Texture2D::Ptr rt);
std::unique_ptr<std::vector<char>> readTexture3D(Renderer::Texture3D::Ptr tex);
private:
int mSize;
std::unordered_map<size_t, Renderer::Effect::Ptr> mEffect;
Renderer::Rasterizer::Ptr mRasterizer;
Renderer::ComputeShader::Weak mVoxelIllumination;
std::function<void(void)> mInitialize;
Vector3 mOffset;
float mScale;
Renderer::Texture3D::Ptr mColor;
Renderer::Sampler::Ptr mSampler;
Renderer::Buffer::Ptr mVoxelLighting;
Renderer::BlendState::Weak mBlend;
GPUComputer::Ptr mGpuComputer;
Renderer::PixelShader::Weak mVoxelGI;
Renderer::Buffer::Ptr mVoxelGIConstants;
Renderer::ComputeShader::Weak mVoxelIllumCS;
};