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Source/Engine/Renderer/MotionBlurPass.h
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111
Source/Engine/Renderer/MotionBlurPass.h
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#include "RendererPass.h"
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/// <summary>
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/// Anti aliasing rendering service
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/// </summary>
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class MotionBlurPass : public RendererPass<MotionBlurPass>
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{
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private:
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PACK_STRUCT(struct Data {
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GBufferData GBuffer;
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Matrix CurrentVP;
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Matrix PreviousVP;
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Vector4 TemporalAAJitter;
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Vector2 TileMaxOffs;
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float VelocityScale;
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int32 TileMaxLoop;
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float MaxBlurRadius;
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float RcpMaxBlurRadius;
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Vector2 TexelSize1;
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Vector2 TexelSize2;
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Vector2 TexelSize4;
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Vector2 TexelSizeV;
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Vector2 TexelSizeNM;
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float LoopCount;
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float Dummy0;
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Vector2 MotionVectorsTexelSize;
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float DebugBlend;
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float DebugAmplitude;
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int32 DebugColumnCount;
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int32 DebugRowCount;
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});
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PixelFormat _motionVectorsFormat;
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PixelFormat _velocityFormat;
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AssetReference<Shader> _shader;
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GPUPipelineState* _psCameraMotionVectors;
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GPUPipelineState* _psMotionVectorsDebug;
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GPUPipelineState* _psMotionVectorsDebugArrow;
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GPUPipelineState* _psVelocitySetup;
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GPUPipelineState* _psTileMax1;
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GPUPipelineState* _psTileMax2;
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GPUPipelineState* _psTileMax4;
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GPUPipelineState* _psTileMaxV;
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GPUPipelineState* _psNeighborMax;
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GPUPipelineState* _psReconstruction;
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public:
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/// <summary>
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/// Init
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/// </summary>
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MotionBlurPass();
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public:
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/// <summary>
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/// Renders the motion vectors texture for the current task. Skips if motion blur is disabled or no need to render motion vectors.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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void RenderMotionVectors(RenderContext& renderContext);
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/// <summary>
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/// Renders the motion vectors debug view.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="frame">The source frame.</param>
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void RenderDebug(RenderContext& renderContext, GPUTextureView* frame);
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/// <summary>
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/// Renders the motion blur. Swaps the input with output if rendering is performed. Does nothing if rendering is not performed.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="input">The input frame.</param>
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/// <param name="output">The output frame.</param>
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void Render(RenderContext& renderContext, GPUTexture*& input, GPUTexture*& output);
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private:
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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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_psCameraMotionVectors->ReleaseGPU();
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_psMotionVectorsDebug->ReleaseGPU();
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_psMotionVectorsDebugArrow->ReleaseGPU();
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_psVelocitySetup->ReleaseGPU();
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_psTileMax1->ReleaseGPU();
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_psTileMax2->ReleaseGPU();
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_psTileMax4->ReleaseGPU();
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_psTileMaxV->ReleaseGPU();
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_psNeighborMax->ReleaseGPU();
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_psReconstruction->ReleaseGPU();
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invalidateResources();
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}
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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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