// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
///
/// Anti aliasing rendering service
///
class MotionBlurPass : public RendererPass
{
private:
PixelFormat _motionVectorsFormat;
AssetReference _shader;
GPUPipelineState* _psCameraMotionVectors = nullptr;
GPUPipelineState* _psMotionVectorsDebug = nullptr;
GPUPipelineState* _psTileMax = nullptr;
GPUPipelineState* _psTileMaxVariable = nullptr;
GPUPipelineState* _psNeighborMax = nullptr;
GPUPipelineState* _psMotionBlur = nullptr;
public:
///
/// Init
///
MotionBlurPass();
public:
///
/// Renders the motion vectors texture for the current task. Skips if motion blur is disabled or no need to render motion vectors.
///
/// The rendering context.
void RenderMotionVectors(RenderContext& renderContext);
///
/// Renders the motion vectors debug view.
///
/// The rendering context.
/// The source frame.
void RenderDebug(RenderContext& renderContext, GPUTextureView* frame);
///
/// Renders the motion blur. Swaps the input with output if rendering is performed. Does nothing if rendering is not performed.
///
/// The rendering context.
/// Input and output frame (leave unchanged when not using this effect).
/// Temporary frame (the same format as frame)
void Render(RenderContext& renderContext, GPUTexture*& frame, GPUTexture*& tmp);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psCameraMotionVectors->ReleaseGPU();
_psMotionVectorsDebug->ReleaseGPU();
_psTileMax->ReleaseGPU();
_psTileMaxVariable->ReleaseGPU();
_psNeighborMax->ReleaseGPU();
_psMotionBlur->ReleaseGPU();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};