58 lines
1.3 KiB
C++
58 lines
1.3 KiB
C++
// Copyright (c) 2012-2021 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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/// Color Grading and Tone Mapping rendering service. Generates HDR LUT for PostFx pass.
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/// </summary>
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class ColorGradingPass : public RendererPass<ColorGradingPass>
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{
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private:
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bool _useVolumeTexture;
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PixelFormat _lutFormat;
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutationsPs<3> _psLut;
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public:
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/// <summary>
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/// Init
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/// </summary>
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ColorGradingPass();
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public:
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/// <summary>
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/// Performs Look Up Table 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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/// <returns>Allocated temp render target with a rendered LUT. Can be 2d or 3d based on current graphics hardware caps. Release after usage.</returns>
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GPUTexture* RenderLUT(RenderContext& renderContext);
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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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_psLut.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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