Files
FlaxEngine/Source/Engine/Renderer/MotionBlurPass.h
2024-02-26 19:00:48 +01:00

80 lines
2.3 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
/// <summary>
/// Anti aliasing rendering service
/// </summary>
class MotionBlurPass : public RendererPass<MotionBlurPass>
{
private:
PixelFormat _motionVectorsFormat;
AssetReference<Shader> _shader;
GPUPipelineState* _psCameraMotionVectors = nullptr;
GPUPipelineState* _psMotionVectorsDebug = nullptr;
GPUPipelineState* _psTileMax = nullptr;
GPUPipelineState* _psTileMaxVariable = nullptr;
GPUPipelineState* _psNeighborMax = nullptr;
GPUPipelineState* _psMotionBlur = nullptr;
public:
/// <summary>
/// Init
/// </summary>
MotionBlurPass();
public:
/// <summary>
/// Renders the motion vectors texture for the current task. Skips if motion blur is disabled or no need to render motion vectors.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
void RenderMotionVectors(RenderContext& renderContext);
/// <summary>
/// Renders the motion vectors debug view.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="frame">The source frame.</param>
void RenderDebug(RenderContext& renderContext, GPUTextureView* frame);
/// <summary>
/// Renders the motion blur. Swaps the input with output if rendering is performed. Does nothing if rendering is not performed.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="frame">Input and output frame (leave unchanged when not using this effect).</param>
/// <param name="tmp">Temporary frame (the same format as frame)</param>
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;
};