// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
///
/// Post-processing rendering service.
///
class PostProcessingPass : public RendererPass
{
private:
AssetReference _shader;
GPUPipelineState* _psBloomBrightPass = nullptr;
GPUPipelineState* _psBloomDownsample = nullptr;
GPUPipelineState* _psBloomDualFilterUpsample = nullptr;
GPUPipelineState* _psBlurH = nullptr;
GPUPipelineState* _psBlurV = nullptr;
GPUPipelineState* _psGenGhosts = nullptr;
GPUPipelineStatePermutationsPs<3> _psComposite;
AssetReference _defaultLensColor;
AssetReference _defaultLensStar;
AssetReference _defaultLensDirt;
public:
///
/// Perform postFx rendering for the input task
///
/// The rendering context.
/// Target with rendered HDR frame to post process
/// Output frame
/// The prebaked LUT for color grading and tonemapping.
void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psBloomBrightPass->ReleaseGPU();
_psBloomDownsample->ReleaseGPU();
_psBloomDualFilterUpsample->ReleaseGPU();
_psBlurH->ReleaseGPU();
_psBlurV->ReleaseGPU();
_psGenGhosts->ReleaseGPU();
_psComposite.Release();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};