45 lines
1.2 KiB
C++
45 lines
1.2 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. Can be 2d or 3d based on current graphics hardware caps. Release after usage (via RenderTargetPool::Release).</returns>
|
|
GPUTexture* RenderLUT(RenderContext& renderContext);
|
|
|
|
private:
|
|
#if COMPILE_WITH_DEV_ENV
|
|
void OnShaderReloading(Asset* obj)
|
|
{
|
|
_psLut.Release();
|
|
invalidateResources();
|
|
}
|
|
#endif
|
|
|
|
public:
|
|
// [RendererPass]
|
|
String ToString() const override;
|
|
bool Init() override;
|
|
void Dispose() override;
|
|
|
|
protected:
|
|
// [RendererPass]
|
|
bool setupResources() override;
|
|
};
|