Reorganize code
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Content/Shaders/PostProcessing.flax
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BIN
Content/Shaders/PostProcessing.flax
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@@ -9,19 +9,61 @@
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#include "Engine/Graphics/RenderTargetPool.h"
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#include "Engine/Engine/Time.h"
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PostProcessingPass::PostProcessingPass()
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: _shader(nullptr)
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, _psBloomBrightPass(nullptr)
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, _psBloomDownsample(nullptr)
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, _psBloomDualFilterUpsample(nullptr)
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, _psBlurH(nullptr)
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, _psBlurV(nullptr)
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, _psGenGhosts(nullptr)
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, _defaultLensColor(nullptr)
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, _defaultLensStar(nullptr)
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, _defaultLensDirt(nullptr)
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{
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}
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#define GB_RADIUS 6
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#define GB_KERNEL_SIZE (GB_RADIUS * 2 + 1)
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GPU_CB_STRUCT(Data{
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float BloomIntensity; // Overall bloom strength multiplier
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float BloomClamp; // Maximum brightness limit for bloom
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float BloomThreshold; // Luminance threshold where bloom begins
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float BloomThresholdKnee; // Controls the threshold rolloff curve
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float BloomBaseMix; // Base mip contribution
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float BloomHighMix; // High mip contribution
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float BloomMipCount;
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float BloomLayer;
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Float3 VignetteColor;
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float VignetteShapeFactor;
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Float2 InputSize;
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float InputAspect;
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float GrainAmount;
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float GrainTime;
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float GrainParticleSize;
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int32 Ghosts;
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float HaloWidth;
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float HaloIntensity;
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float Distortion;
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float GhostDispersal;
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float LensFlareIntensity;
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Float2 LensInputDistortion;
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float LensScale;
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float LensBias;
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Float2 InvInputSize;
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float ChromaticDistortion;
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float Time;
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float Dummy1;
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float PostExposure;
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float VignetteIntensity;
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float LensDirtIntensity;
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Color ScreenFadeColor;
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Matrix LensFlareStarMat;
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});
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GPU_CB_STRUCT(GaussianBlurData{
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Float2 Size;
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float Dummy3;
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float Dummy4;
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Float4 GaussianBlurCache[GB_KERNEL_SIZE]; // x-weight, y-offset
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});
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String PostProcessingPass::ToString() const
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{
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@@ -116,7 +158,7 @@ bool PostProcessingPass::setupResources()
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return false;
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}
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GPUTexture* PostProcessingPass::getCustomOrDefault(Texture* customTexture, AssetReference<Texture>& defaultTexture, const Char* defaultName)
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GPUTexture* GetCustomOrDefault(Texture* customTexture, AssetReference<Texture>& defaultTexture, const Char* defaultName)
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{
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// Check if use custom texture
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if (customTexture)
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@@ -133,7 +175,15 @@ GPUTexture* PostProcessingPass::getCustomOrDefault(Texture* customTexture, Asset
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return defaultTexture ? defaultTexture->GetTexture() : nullptr;
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}
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void PostProcessingPass::GB_ComputeKernel(float sigma, float width, float height)
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/// <summary>
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/// Calculates the Gaussian blur filter kernel. This implementation is
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/// ported from the original Java code appearing in chapter 16 of
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/// "Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java".
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/// </summary>
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/// <param name="sigma">Gaussian Blur sigma parameter</param>
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/// <param name="width">Texture to blur width in pixels</param>
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/// <param name="height">Texture to blur height in pixels</param>
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void GB_ComputeKernel(float sigma, float width, float height, Float4 gaussianBlurCacheH[GB_KERNEL_SIZE], Float4 gaussianBlurCacheV[GB_KERNEL_SIZE])
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{
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float total = 0.0f;
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float twoSigmaSquare = 2.0f * sigma * sigma;
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@@ -154,19 +204,16 @@ void PostProcessingPass::GB_ComputeKernel(float sigma, float width, float height
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// Calculate total weights sum
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total += weight;
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GaussianBlurCacheH[index] = Float4(weight, i * xOffset, 0, 0);
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GaussianBlurCacheV[index] = Float4(weight, i * yOffset, 0, 0);
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gaussianBlurCacheH[index] = Float4(weight, i * xOffset, 0, 0);
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gaussianBlurCacheV[index] = Float4(weight, i * yOffset, 0, 0);
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}
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// Normalize weights
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for (int32 i = 0; i < GB_KERNEL_SIZE; i++)
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{
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GaussianBlurCacheH[i].X /= total;
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GaussianBlurCacheV[i].X /= total;
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gaussianBlurCacheH[i].X /= total;
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gaussianBlurCacheV[i].X /= total;
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}
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// Assign size
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_gbData.Size = Float2(width, height);
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}
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void PostProcessingPass::Dispose()
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@@ -405,8 +452,8 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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if (useLensFlares)
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{
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// Prepare lens flares helper textures
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context->BindSR(5, getCustomOrDefault(settings.LensFlares.LensStar, _defaultLensStar, TEXT("Engine/Textures/DefaultLensStarburst")));
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context->BindSR(6, getCustomOrDefault(settings.LensFlares.LensColor, _defaultLensColor, TEXT("Engine/Textures/DefaultLensColor")));
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context->BindSR(5, GetCustomOrDefault(settings.LensFlares.LensStar, _defaultLensStar, TEXT("Engine/Textures/DefaultLensStarburst")));
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context->BindSR(6, GetCustomOrDefault(settings.LensFlares.LensColor, _defaultLensColor, TEXT("Engine/Textures/DefaultLensColor")));
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// Render lens flares
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context->SetRenderTarget(bloomBuffer2->View(0, 1));
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@@ -418,11 +465,15 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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context->UnBindSR(3);
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// Gaussian blur kernel
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GB_ComputeKernel(2.0f, static_cast<float>(w4), static_cast<float>(h4));
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GaussianBlurData gbData;
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Float4 GaussianBlurCacheH[GB_KERNEL_SIZE];
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Float4 GaussianBlurCacheV[GB_KERNEL_SIZE];
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gbData.Size = Float2(static_cast<float>(w4), static_cast<float>(h4));
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GB_ComputeKernel(2.0f, gbData.Size.X, gbData.Size.Y, GaussianBlurCacheH, GaussianBlurCacheV);
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// Gaussian blur H
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Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
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context->UpdateCB(cb1, &_gbData);
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Platform::MemoryCopy(gbData.GaussianBlurCache, GaussianBlurCacheH, sizeof(GaussianBlurCacheH));
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context->UpdateCB(cb1, &gbData);
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context->BindCB(1, cb1);
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context->SetRenderTarget(bloomBuffer1->View(0, 1));
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context->BindSR(0, bloomBuffer2->View(0, 1));
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@@ -431,8 +482,8 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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context->ResetRenderTarget();
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// Gaussian blur V
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Platform::MemoryCopy(_gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
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context->UpdateCB(cb1, &_gbData);
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Platform::MemoryCopy(gbData.GaussianBlurCache, GaussianBlurCacheV, sizeof(GaussianBlurCacheV));
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context->UpdateCB(cb1, &gbData);
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context->BindCB(1, cb1);
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context->SetRenderTarget(bloomBuffer2->View(0, 1));
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context->BindSR(0, bloomBuffer1->View(0, 1));
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@@ -481,7 +532,7 @@ void PostProcessingPass::Render(RenderContext& renderContext, GPUTexture* input,
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// - 5 - LensStar - lens star texture
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// - 7 - ColorGradingLUT
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context->BindSR(0, input->View());
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context->BindSR(4, getCustomOrDefault(settings.LensFlares.LensDirt, _defaultLensDirt, TEXT("Engine/Textures/DefaultLensDirt")));
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context->BindSR(4, GetCustomOrDefault(settings.LensFlares.LensDirt, _defaultLensDirt, TEXT("Engine/Textures/DefaultLensDirt")));
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context->BindSR(7, colorGradingLutView);
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// Composite final frame during single pass (done in full resolution)
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@@ -5,96 +5,25 @@
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#include "RendererPass.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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#define GB_RADIUS 6
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#define GB_KERNEL_SIZE (GB_RADIUS * 2 + 1)
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/// <summary>
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/// Post processing rendering service
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/// Post-processing rendering service.
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/// </summary>
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class PostProcessingPass : public RendererPass<PostProcessingPass>
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{
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private:
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GPU_CB_STRUCT(Data{
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float BloomIntensity; // Overall bloom strength multiplier
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float BloomClamp; // Maximum brightness limit for bloom
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float BloomThreshold; // Luminance threshold where bloom begins
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float BloomThresholdKnee; // Controls the threshold rolloff curve
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float BloomBaseMix; // Base mip contribution
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float BloomHighMix; // High mip contribution
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float BloomMipCount;
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float BloomLayer;
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Float3 VignetteColor;
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float VignetteShapeFactor;
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Float2 InputSize;
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float InputAspect;
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float GrainAmount;
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float GrainTime;
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float GrainParticleSize;
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int32 Ghosts;
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float HaloWidth;
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float HaloIntensity;
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float Distortion;
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float GhostDispersal;
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float LensFlareIntensity;
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Float2 LensInputDistortion;
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float LensScale;
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float LensBias;
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Float2 InvInputSize;
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float ChromaticDistortion;
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float Time;
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float Dummy1;
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float PostExposure;
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float VignetteIntensity;
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float LensDirtIntensity;
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Color ScreenFadeColor;
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Matrix LensFlareStarMat;
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});
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GPU_CB_STRUCT(GaussianBlurData{
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Float2 Size;
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float Dummy3;
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float Dummy4;
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Float4 GaussianBlurCache[GB_KERNEL_SIZE]; // x-weight, y-offset
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});
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// Post Processing
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AssetReference<Shader> _shader;
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GPUPipelineState* _psBloomBrightPass;
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GPUPipelineState* _psBloomDownsample;
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GPUPipelineState* _psBloomDualFilterUpsample;
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GPUPipelineState* _psBlurH;
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GPUPipelineState* _psBlurV;
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GPUPipelineState* _psGenGhosts;
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GPUPipelineState* _psBloomBrightPass = nullptr;
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GPUPipelineState* _psBloomDownsample = nullptr;
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GPUPipelineState* _psBloomDualFilterUpsample = nullptr;
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GPUPipelineState* _psBlurH = nullptr;
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GPUPipelineState* _psBlurV = nullptr;
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GPUPipelineState* _psGenGhosts = nullptr;
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GPUPipelineStatePermutationsPs<3> _psComposite;
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GaussianBlurData _gbData;
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Float4 GaussianBlurCacheH[GB_KERNEL_SIZE];
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Float4 GaussianBlurCacheV[GB_KERNEL_SIZE];
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AssetReference<Texture> _defaultLensColor;
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AssetReference<Texture> _defaultLensStar;
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AssetReference<Texture> _defaultLensDirt;
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public:
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/// <summary>
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/// Init
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/// </summary>
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PostProcessingPass();
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public:
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/// <summary>
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/// Perform postFx rendering for the input task
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/// </summary>
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@@ -105,19 +34,6 @@ public:
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void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT);
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private:
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GPUTexture* getCustomOrDefault(Texture* customTexture, AssetReference<Texture>& defaultTexture, const Char* defaultName);
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/// <summary>
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/// Calculates the Gaussian blur filter kernel. This implementation is
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/// ported from the original Java code appearing in chapter 16 of
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/// "Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java".
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/// </summary>
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/// <param name="sigma">Gaussian Blur sigma parameter</param>
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/// <param name="width">Texture to blur width in pixels</param>
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/// <param name="height">Texture to blur height in pixels</param>
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void GB_ComputeKernel(float sigma, float width, float height);
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#if COMPILE_WITH_DEV_ENV
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void OnShaderReloading(Asset* obj)
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{
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@@ -133,14 +49,12 @@ private:
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#endif
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public:
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// [RendererPass]
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String ToString() const override;
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bool Init() override;
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void Dispose() override;
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protected:
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// [RendererPass]
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bool setupResources() override;
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};
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