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o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/NewDepthOfFieldPasses.h

120 lines
4.8 KiB
C++

/*
* 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 <Atom/RPI.Public/Pass/ComputePass.h>
#include <Atom/RPI.Public/Pass/FullscreenTrianglePass.h>
#include <Atom/RPI.Public/Pass/ParentPass.h>
#include <PostProcessing/PostProcessingShaderOptionBase.h>
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<NewDepthOfFieldParentPass> 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<NewDepthOfFieldTileReducePass> 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<NewDepthOfFieldFilterPass> 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