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