Files
FlaxEngine/Source/Engine/Renderer/PostProcessingPass.h
2025-03-08 20:25:03 +01:00

61 lines
1.9 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "RendererPass.h"
#include "Engine/Graphics/GPUPipelineStatePermutations.h"
/// <summary>
/// Post-processing rendering service.
/// </summary>
class PostProcessingPass : public RendererPass<PostProcessingPass>
{
private:
AssetReference<Shader> _shader;
GPUPipelineState* _psBloomBrightPass = nullptr;
GPUPipelineState* _psBloomDownsample = nullptr;
GPUPipelineState* _psBloomDualFilterUpsample = nullptr;
GPUPipelineState* _psBlurH = nullptr;
GPUPipelineState* _psBlurV = nullptr;
GPUPipelineState* _psGenGhosts = nullptr;
GPUPipelineStatePermutationsPs<3> _psComposite;
AssetReference<Texture> _defaultLensColor;
AssetReference<Texture> _defaultLensStar;
AssetReference<Texture> _defaultLensDirt;
public:
/// <summary>
/// Perform postFx rendering for the input task
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="input">Target with rendered HDR frame to post process</param>
/// <param name="output">Output frame</param>
/// <param name="colorGradingLUT">The prebaked LUT for color grading and tonemapping.</param>
void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT);
private:
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_psBloomBrightPass->ReleaseGPU();
_psBloomDownsample->ReleaseGPU();
_psBloomDualFilterUpsample->ReleaseGPU();
_psBlurH->ReleaseGPU();
_psBlurV->ReleaseGPU();
_psGenGhosts->ReleaseGPU();
_psComposite.Release();
invalidateResources();
}
#endif
public:
// [RendererPass]
String ToString() const override;
bool Init() override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};