140 lines
3.7 KiB
C++
140 lines
3.7 KiB
C++
// Copyright (c) 2012-2024 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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#define GB_RADIUS 6
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#define GB_KERNEL_SIZE (GB_RADIUS * 2 + 1)
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/// <summary>
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/// Post processing rendering service
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/// </summary>
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class PostProcessingPass : public RendererPass<PostProcessingPass>
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{
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private:
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PACK_STRUCT(struct Data {
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float BloomLimit;
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float BloomThreshold;
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float BloomMagnitude;
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float BloomBlurSigma;
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Float3 VignetteColor;
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float VignetteShapeFactor;
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Float2 InputSize;
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float InputAspect;
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float GrainAmount;
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float GrainTime;
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float GrainParticleSize;
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int32 Ghosts;
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float HaloWidth;
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float HaloIntensity;
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float Distortion;
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float GhostDispersal;
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float LensFlareIntensity;
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Float2 LensInputDistortion;
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float LensScale;
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float LensBias;
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Float2 InvInputSize;
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float ChromaticDistortion;
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float Time;
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float Dummy1;
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float PostExposure;
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float VignetteIntensity;
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float LensDirtIntensity;
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Color ScreenFadeColor;
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Matrix LensFlareStarMat;
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});
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PACK_STRUCT(struct GaussianBlurData {
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Float2 Size;
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float Dummy3;
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float Dummy4;
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Float4 GaussianBlurCache[GB_KERNEL_SIZE]; // x-weight, y-offset
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});
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// Post Processing
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AssetReference<Shader> _shader;
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GPUPipelineState* _psThreshold;
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GPUPipelineState* _psScale;
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GPUPipelineState* _psBlurH;
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GPUPipelineState* _psBlurV;
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GPUPipelineState* _psGenGhosts;
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GPUPipelineStatePermutationsPs<3> _psComposite;
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GaussianBlurData _gbData;
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Float4 GaussianBlurCacheH[GB_KERNEL_SIZE];
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Float4 GaussianBlurCacheV[GB_KERNEL_SIZE];
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AssetReference<Texture> _defaultLensColor;
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AssetReference<Texture> _defaultLensStar;
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AssetReference<Texture> _defaultLensDirt;
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public:
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/// <summary>
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/// Init
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/// </summary>
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PostProcessingPass();
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public:
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/// <summary>
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/// Perform postFx 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 to post process</param>
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/// <param name="output">Output frame</param>
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/// <param name="colorGradingLUT">The prebaked LUT for color grading and tonemapping.</param>
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void Render(RenderContext& renderContext, GPUTexture* input, GPUTexture* output, GPUTexture* colorGradingLUT);
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private:
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GPUTexture* getCustomOrDefault(Texture* customTexture, AssetReference<Texture>& defaultTexture, const Char* defaultName);
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/// <summary>
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/// Calculates the Gaussian blur filter kernel. This implementation is
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/// ported from the original Java code appearing in chapter 16 of
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/// "Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java".
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/// </summary>
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/// <param name="sigma">Gaussian Blur sigma parameter</param>
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/// <param name="width">Texture to blur width in pixels</param>
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/// <param name="height">Texture to blur height in pixels</param>
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void GB_ComputeKernel(float sigma, float width, float height);
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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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_psThreshold->ReleaseGPU();
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_psScale->ReleaseGPU();
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_psBlurH->ReleaseGPU();
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_psBlurV->ReleaseGPU();
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_psGenGhosts->ReleaseGPU();
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_psComposite.Release();
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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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