// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
///
/// Color Grading and Tone Mapping rendering service. Generates HDR LUT for PostFx pass.
///
class ColorGradingPass : public RendererPass
{
private:
bool _useVolumeTexture;
PixelFormat _lutFormat;
AssetReference _shader;
GPUPipelineStatePermutationsPs<3> _psLut;
public:
///
/// Init
///
ColorGradingPass();
public:
///
/// Performs Look Up Table rendering for the input task.
///
/// The rendering context.
/// Allocated temp render target with a rendered LUT. Can be 2d or 3d based on current graphics hardware caps. Release after usage.
GPUTexture* RenderLUT(RenderContext& renderContext);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psLut.Release();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};