61 lines
1.9 KiB
C++
61 lines
1.9 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#include "RendererPass.h"
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#include "Engine/Graphics/GPUPipelineStatePermutations.h"
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/// <summary>
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/// Post-processing rendering service.
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/// </summary>
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class PostProcessingPass : public RendererPass<PostProcessingPass>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psBloomBrightPass = nullptr;
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GPUPipelineState* _psBloomDownsample = nullptr;
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GPUPipelineState* _psBloomDualFilterUpsample = nullptr;
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GPUPipelineState* _psBlurH = nullptr;
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GPUPipelineState* _psBlurV = nullptr;
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GPUPipelineState* _psGenGhosts = nullptr;
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GPUPipelineStatePermutationsPs<3> _psComposite;
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AssetReference<Texture> _defaultLensColor;
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AssetReference<Texture> _defaultLensStar;
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AssetReference<Texture> _defaultLensDirt;
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public:
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/// <summary>
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/// Perform postFx rendering for the input task
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="input">Target with rendered HDR frame to post process</param>
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/// <param name="output">Output frame</param>
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/// <param name="colorGradingLUT">The prebaked LUT for color grading and tonemapping.</param>
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void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT);
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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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_psBloomBrightPass->ReleaseGPU();
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_psBloomDownsample->ReleaseGPU();
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_psBloomDualFilterUpsample->ReleaseGPU();
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_psBlurH->ReleaseGPU();
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_psBlurV->ReleaseGPU();
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_psGenGhosts->ReleaseGPU();
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_psComposite.Release();
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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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