104 lines
2.7 KiB
C++
104 lines
2.7 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/PostProcessSettings.h"
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#define DOF_DEPTH_BLUR_FORMAT PixelFormat::R16G16_Float
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#define DOF_RT_FORMAT PixelFormat::R11G11B10_Float
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/// <summary>
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/// Depth of Field rendering
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/// </summary>
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class DepthOfFieldPass : public RendererPass<DepthOfFieldPass>
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{
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private:
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PACK_STRUCT(struct Data {
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Vector2 ProjectionAB;
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float BokehDepthCullThreshold;
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float BokehDepthCutoff;
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Vector4 DOFDepths;
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float MaxBokehSize;
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float BokehBrightnessThreshold;
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float BokehBlurThreshold;
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float BokehFalloff;
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Vector2 BokehTargetSize;
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Vector2 DOFTargetSize;
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Vector2 InputSize;
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float DepthLimit;
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float BlurStrength;
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Vector3 Dummy;
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float BokehBrightness;
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});
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// Structure used for outputting bokeh points to an AppendStructuredBuffer
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struct BokehPoint
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{
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Vector3 Position;
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float Blur;
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Vector3 Color;
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};
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bool _platformSupportsDoF = false;
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bool _platformSupportsBokeh = false;
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GPUBuffer* _bokehBuffer = nullptr;
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GPUBuffer* _bokehIndirectArgsBuffer = nullptr;
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AssetReference<Shader> _shader;
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GPUPipelineState* _psDofDepthBlurGeneration = nullptr;
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GPUPipelineState* _psBokehGeneration = nullptr;
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GPUPipelineState* _psDoNotGenerateBokeh = nullptr;
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GPUPipelineState* _psBokeh = nullptr;
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GPUPipelineState* _psBokehComposite = nullptr;
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AssetReference<Texture> _defaultBokehHexagon;
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AssetReference<Texture> _defaultBokehOctagon;
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AssetReference<Texture> _defaultBokehCircle;
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AssetReference<Texture> _defaultBokehCross;
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public:
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DepthOfFieldPass();
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public:
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/// <summary>
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/// Perform Depth Of Field 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</param>
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/// <returns>Allocated temporary render target, should be released by the called. Can be null if pass skipped.</returns>
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GPUTexture* Render(RenderContext& renderContext, GPUTexture* input);
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private:
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GPUTexture* getDofBokehShape(DepthOfFieldSettings& dofSettings);
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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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_psDofDepthBlurGeneration->ReleaseGPU();
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_psBokehGeneration->ReleaseGPU();
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_psBokeh->ReleaseGPU();
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_psBokehComposite->ReleaseGPU();
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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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