Files
FlaxEngine/Source/Engine/Renderer/ColorGradingPass.h
2021-01-02 14:28:49 +01:00

58 lines
1.3 KiB
C++

// Copyright (c) 2012-2021 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:
bool _useVolumeTexture;
PixelFormat _lutFormat;
AssetReference<Shader> _shader;
GPUPipelineStatePermutationsPs<3> _psLut;
public:
/// <summary>
/// Init
/// </summary>
ColorGradingPass();
public:
/// <summary>
/// Performs Look Up Table rendering for the input task.
/// </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.</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;
};