57 lines
1.4 KiB
C++
57 lines
1.4 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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/// <summary>
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/// Eye adaptation effect based on color buffer luminance.
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/// </summary>
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class EyeAdaptationPass : public RendererPass<EyeAdaptationPass>
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{
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private:
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AssetReference<Shader> _shader;
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GPUPipelineState* _psManual = nullptr;
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GPUPipelineState* _psLuminanceMap = nullptr;
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GPUPipelineState* _psBlendLuminance = nullptr;
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GPUPipelineState* _psApplyLuminance = nullptr;
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GPUPipelineState* _psHistogram = nullptr;
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bool _canUseHistogram;
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public:
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/// <summary>
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/// Performs the eye adaptation effect.
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/// </summary>
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/// <param name="renderContext">The rendering context.</param>
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/// <param name="colorBuffer">The input and output color buffer to apply eye adaptation effect to it.</param>
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void Render(RenderContext& renderContext, GPUTexture* colorBuffer);
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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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_psManual->ReleaseGPU();
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_psLuminanceMap->ReleaseGPU();
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_psBlendLuminance->ReleaseGPU();
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_psApplyLuminance->ReleaseGPU();
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_psHistogram->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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