42 lines
1.1 KiB
C++
42 lines
1.1 KiB
C++
// Copyright (c) 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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int32 _use3D = -1;
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AssetReference<Shader> _shader;
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GPUPipelineStatePermutationsPs<4> _psLut;
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public:
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/// <summary>
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/// Renders Look Up table with color grading parameters mixed in.
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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 - cached within Render Buffers, released automatically.</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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uint64 _reloadedFrame = 0;
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void OnShaderReloading(Asset* obj);
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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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