60 lines
1.5 KiB
C++
60 lines
1.5 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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/// Luminance histogram rendering pass. Uses compute shaders.
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/// </summary>
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class HistogramPass : public RendererPass<HistogramPass>
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{
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private:
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AssetReference<Shader> _shader;
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GPUShaderProgramCS* _csClearHistogram;
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GPUShaderProgramCS* _csGenerateHistogram;
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GPUBuffer* _histogramBuffer = nullptr;
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bool _isSupported;
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public:
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/// <summary>
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/// Performs the histogram rendering.
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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 color buffer to use as a luminance source.</param>
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/// <returns>The created histogram, or null if failed or not supported.</param>
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GPUBuffer* Render(RenderContext& renderContext, GPUTexture* colorBuffer);
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/// <summary>
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/// Gets the multiply and add value to pack or unpack data for histogram buffer.
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/// </summary>
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/// <param name="multiply">The multiply factor.</param>
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/// <param name="add">The add factor.</param>
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void GetHistogramMad(float& multiply, float& add);
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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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_csClearHistogram = nullptr;
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_csGenerateHistogram = nullptr;
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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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