Files
FlaxEngine/Source/Engine/Renderer/ColorGradingPass.h

42 lines
1.1 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
/// <summary>
/// Color Grading and Tone Mapping rendering service. Generates HDR LUT for PostFx pass.
/// </summary>
class ColorGradingPass : public RendererPass<ColorGradingPass>
{
private:
int32 _use3D = -1;
AssetReference<Shader> _shader;
GPUPipelineStatePermutationsPs<4> _psLut;
public:
/// <summary>
/// Renders Look Up table with color grading parameters mixed in.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <returns>Allocated temp render target with a rendered LUT - cached within Render Buffers, released automatically.</returns>
GPUTexture* RenderLUT(RenderContext& renderContext);
private:
#if COMPILE_WITH_DEV_ENV
uint64 _reloadedFrame = 0;
void OnShaderReloading(Asset* obj);
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};