Files
FlaxEngine/Source/Engine/Renderer/HistogramPass.h
2023-01-10 15:29:37 +01:00

60 lines
1.5 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
/// <summary>
/// Luminance histogram rendering pass. Uses compute shaders.
/// </summary>
class HistogramPass : public RendererPass<HistogramPass>
{
private:
AssetReference<Shader> _shader;
GPUShaderProgramCS* _csClearHistogram;
GPUShaderProgramCS* _csGenerateHistogram;
GPUBuffer* _histogramBuffer = nullptr;
bool _isSupported;
public:
/// <summary>
/// Performs the histogram rendering.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="colorBuffer">The input color buffer to use as a luminance source.</param>
/// <returns>The created histogram, or null if failed or not supported.</param>
GPUBuffer* Render(RenderContext& renderContext, GPUTexture* colorBuffer);
/// <summary>
/// Gets the multiply and add value to pack or unpack data for histogram buffer.
/// </summary>
/// <param name="multiply">The multiply factor.</param>
/// <param name="add">The add factor.</param>
void GetHistogramMad(float& multiply, float& add);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_csClearHistogram = nullptr;
_csGenerateHistogram = nullptr;
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};