Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/ReflectionEnvironment.h
2025-05-18 13:04:45 +08:00

43 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Reflection Environment common declarations
=============================================================================*/
#pragma once
#include "CoreTypes.h"
#include "Math/Vector4.h"
#include "RenderGraphFwd.h"
#include "RHIFwd.h"
#include "ShaderParameterMacros.h"
class FSkyLightSceneProxy;
class FViewInfo;
struct FEngineShowFlags;
template<int32 MaxSHOrder> class TSHVectorRGB;
typedef TSHVectorRGB<3> FSHVectorRGB3;
extern bool IsReflectionEnvironmentAvailable(ERHIFeatureLevel::Type InFeatureLevel);
extern bool IsReflectionCaptureAvailable();
BEGIN_GLOBAL_SHADER_PARAMETER_STRUCT(FReflectionUniformParameters,)
SHADER_PARAMETER(FVector4f, SkyLightParameters)
SHADER_PARAMETER_RDG_TEXTURE(TextureCube, SkyLightCubemap)
SHADER_PARAMETER_SAMPLER(SamplerState, SkyLightCubemapSampler)
SHADER_PARAMETER_TEXTURE(TextureCube, SkyLightBlendDestinationCubemap)
SHADER_PARAMETER_SAMPLER(SamplerState, SkyLightBlendDestinationCubemapSampler)
SHADER_PARAMETER_TEXTURE(TextureCubeArray, ReflectionCubemap)
SHADER_PARAMETER_SAMPLER(SamplerState, ReflectionCubemapSampler)
SHADER_PARAMETER_TEXTURE(Texture2D, PreIntegratedGF)
SHADER_PARAMETER_SAMPLER(SamplerState, PreIntegratedGFSampler)
END_GLOBAL_SHADER_PARAMETER_STRUCT()
extern void SetupReflectionUniformParameters(FRDGBuilder& GraphBuilder, const FViewInfo& View, FReflectionUniformParameters& OutParameters);
TRDGUniformBufferRef<FReflectionUniformParameters> CreateReflectionUniformBuffer(FRDGBuilder& GraphBuilder, const FViewInfo& View);
RENDERER_API void SetupSkyIrradianceEnvironmentMapConstantsFromSkyIrradiance(FVector4f* OutSkyIrradianceEnvironmentMap, const FSHVectorRGB3 SkyIrradiance);
extern void UpdateSkyIrradianceGpuBuffer(FRDGBuilder& GraphBuilder, const FEngineShowFlags& EngineShowFlags, const FSkyLightSceneProxy* SkyLight, TRefCountPtr<FRDGPooledBuffer>& Buffer);