80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
// Copyright (c) 2012-2024 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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PixelFormat _motionVectorsFormat;
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AssetReference<Shader> _shader;
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GPUPipelineState* _psCameraMotionVectors = nullptr;
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GPUPipelineState* _psMotionVectorsDebug = nullptr;
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GPUPipelineState* _psTileMax = nullptr;
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GPUPipelineState* _psTileMaxVariable = nullptr;
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GPUPipelineState* _psNeighborMax = nullptr;
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GPUPipelineState* _psMotionBlur = nullptr;
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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="frame">Input and output frame (leave unchanged when not using this effect).</param>
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/// <param name="tmp">Temporary frame (the same format as frame)</param>
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void Render(RenderContext& renderContext, GPUTexture*& frame, GPUTexture*& tmp);
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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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_psTileMax->ReleaseGPU();
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_psTileMaxVariable->ReleaseGPU();
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_psNeighborMax->ReleaseGPU();
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_psMotionBlur->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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