/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include #include #include namespace AZ { namespace Render { // Technique // // 1. This Depth of Field technique starts by downsampling the lighting buffer and calculating // the circle of confusion (CoC) for each downsampled pixel. // // 2. It then computes the min and max CoC for tiles of 16x16 pixels // // 3. It expands the min and max in a 3x3 region (twice, so 5x5 at the end) so that each tile // tile pixel has the min and max CoCs of the 5x5 tile region around it // // 4. We perform a 48 tap scatter-as-gather blur around each pixel // // 5. We perform a follow up 8 tap scatter-as-gather blur to fill the holes from the first blur // // 6. We composite the blurred half resolution image onto the full resolution lighting buffer // // See http://advances.realtimerendering.com/s2013/Sousa_Graphics_Gems_CryENGINE3.pptx // for a more detailed explanation. // // Notes: The name NewDepthOfField is in contrast to the previously implemented depth of field method // That method will be removed in a follow up change and at that point NewDepthOfField will be renamed // to simple DepthOfField. //! Parent pass for the new depth of field technique //! Main updates the view srg via the depth of field settings //! And enables/disables all depth of field passes based on component activation class NewDepthOfFieldParentPass final : public RPI::ParentPass { AZ_RPI_PASS(NewDepthOfFieldParentPass); public: AZ_RTTI(AZ::Render::NewDepthOfFieldParentPass, "{71F4998B-447C-4BAC-A5BE-2D2850FABB57}", AZ::RPI::ParentPass); AZ_CLASS_ALLOCATOR(NewDepthOfFieldParentPass, SystemAllocator, 0); virtual ~NewDepthOfFieldParentPass() = default; static RPI::Ptr Create(const RPI::PassDescriptor& descriptor); bool IsEnabled() const override; protected: // Behavior functions override... void FrameBeginInternal(FramePrepareParams params) override; private: NewDepthOfFieldParentPass(const RPI::PassDescriptor& descriptor); }; //! Need a class for the tile reduce pass because it dispatches a non-trivial number of threads class NewDepthOfFieldTileReducePass final : public RPI::ComputePass { AZ_RPI_PASS(NewDepthOfFieldTileReducePass); public: AZ_RTTI(AZ::Render::NewDepthOfFieldTileReducePass, "{2E072695-0847-43A6-9BE4-D6D85CFFBA41}", AZ::RPI::ComputePass); AZ_CLASS_ALLOCATOR(NewDepthOfFieldTileReducePass, SystemAllocator, 0); virtual ~NewDepthOfFieldTileReducePass() = default; static RPI::Ptr Create(const RPI::PassDescriptor& descriptor); protected: // Behavior functions override... void FrameBeginInternal(FramePrepareParams params) override; private: NewDepthOfFieldTileReducePass(const RPI::PassDescriptor& descriptor); }; //! Filter pass used to render the bokeh blur effect on downsampled image buffer //! This class is used for both the large filter and the small filter //! It's main purpose is calculating the sample positions and setting srg constants class NewDepthOfFieldFilterPass final : public RPI::FullscreenTrianglePass { AZ_RPI_PASS(NewDepthOfFieldFilterPass); public: AZ_RTTI(AZ::Render::NewDepthOfFieldFilterPass, "{F8A98E53-1A50-4178-A6EB-2BD0148C038B}", AZ::RPI::FullscreenTrianglePass); AZ_CLASS_ALLOCATOR(NewDepthOfFieldFilterPass, SystemAllocator, 0); virtual ~NewDepthOfFieldFilterPass() = default; static RPI::Ptr Create(const RPI::PassDescriptor& descriptor); protected: // Behavior functions override... void FrameBeginInternal(FramePrepareParams params) override; private: NewDepthOfFieldFilterPass(const RPI::PassDescriptor& descriptor); // SRG binding indices... AZ::RHI::ShaderInputNameIndex m_constantsIndex = "m_dofConstants"; }; } // namespace Render } // namespace AZ