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o3de/Gems/Atom/Feature/Common/Code/Source/PostProcess/DepthOfField/DepthOfFieldSettings.h

155 lines
6.4 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 <AzCore/RTTI/ReflectContext.h>
#include <Atom/RHI.Reflect/ShaderResourceGroupLayoutDescriptor.h>
#include <Atom/Feature/PostProcess/DepthOfField/DepthOfFieldSettingsInterface.h>
#include <Atom/RPI.Public/Image/StreamingImage.h>
#include <PostProcess/PostProcessBase.h>
#include <Atom/RPI.Public/View.h>
namespace AZ
{
namespace Render
{
class PostProcessSettings;
struct DepthOfFieldViewSRG
{
// x : viewFar, y : viewNear, z : focusDistance
AZStd::array<float, 3> m_cameraParameters = { { 0.0f, 0.0f, 0.0f } };
// scale / offset to convert DofFactor to blend ratio for back buffer.
AZStd::array<float, 2> m_backBlendFactorDivision2 = { { 0.0f, 0.0f } };
AZStd::array<float, 2> m_backBlendFactorDivision4 = { { 0.0f, 0.0f } };
AZStd::array<float, 2> m_backBlendFactorDivision8 = { { 0.0f, 0.0f } };
// scale / offset to convert DofFactor to blend ratio for front buffer.
AZStd::array<float, 2> m_frontBlendFactorDivision2 = { { 0.0f, 0.0f } };
AZStd::array<float, 2> m_frontBlendFactorDivision4 = { { 0.0f, 0.0f } };
AZStd::array<float, 2> m_frontBlendFactorDivision8 = { { 0.0f, 0.0f } };
// Used to determine the pencilMap texture coordinates from depth.
float m_pencilMapTexcoordToCocRadius = 0.0f;
float m_pencilMapFocusPointTexcoordU = 0.0f;
// circle of confusion to screen ratio.
float m_cocToScreenRatio = 0.0f;
};
// The post process sub-settings class for the Depth of Field feature
class DepthOfFieldSettings final
: public DepthOfFieldSettingsInterface
, public PostProcessBase
{
friend class PostProcessSettings;
friend class PostProcessFeatureProcessor;
friend class DepthOfFieldBokehBlurPass;
friend class DepthOfFieldMaskPass;
friend class DepthOfFieldReadBackFocusDepthPass;
friend class DepthOfFieldCompositePass;
public:
AZ_RTTI(AZ::Render::DepthOfFieldSettings, "{64782D63-80E0-4935-9E26-47EFC735305D}",
AZ::Render::DepthOfFieldSettingsInterface, AZ::Render::PostProcessBase);
AZ_CLASS_ALLOCATOR(DepthOfFieldSettings, SystemAllocator, 0);
DepthOfFieldSettings(PostProcessFeatureProcessor* featureProcessor);
~DepthOfFieldSettings() = default;
// DepthOfFieldSettingsInterface overrides...
void OnConfigChanged() override;
// Applies settings from this onto target using override settings and passed alpha value for blending
void ApplySettingsTo(DepthOfFieldSettings* target, float alpha) const;
AZ::RHI::Handle<uint32_t> GetSplitSizeForPass(const Name& passName) const;
// Set dof related settings to the viewSrg
void SetValuesToViewSrg(AZ::Data::Instance<RPI::ShaderResourceGroup> viewSrg);
// Generate all getters and override setters.
// Declare non-override setters, which will be defined in the .cpp
#define AZ_GFX_COMMON_PARAM(ValueType, Name, MemberName, DefaultValue) \
ValueType Get##Name() const override { return MemberName; } \
void Set##Name(ValueType val) override; \
#define AZ_GFX_COMMON_OVERRIDE(ValueType, Name, MemberName, OverrideValueType) \
OverrideValueType Get##Name##Override() const override { return MemberName##Override; } \
void Set##Name##Override(OverrideValueType val) override { MemberName##Override = val; } \
#include <Atom/Feature/ParamMacros/MapAllCommon.inl>
#include <Atom/Feature/PostProcess/DepthOfField/DepthOfFieldParams.inl>
#include <Atom/Feature/ParamMacros/EndParams.inl>
private:
// Generate members...
#include <Atom/Feature/ParamMacros/StartParamMembers.inl>
#include <Atom/Feature/PostProcess/DepthOfField/DepthOfFieldParams.inl>
#include <Atom/Feature/ParamMacros/EndParams.inl>
void Simulate(float deltaTime);
void UpdateFNumber();
PostProcessSettings* m_parentSettings = nullptr;
// From DepthOfFieldFeatureProcessor...
void LoadPencilMap();
void UpdatePencilMapTexture() const;
AZ::Data::Instance<AZ::RPI::StreamingImage> m_pencilMap;
RHI::ShaderInputImageIndex m_pencilMapIndex;
// From DepthOfFieldRenderProxy...
void UpdateCameraParameters();
void UpdateBlendFactor();
void UpdateAutoFocusDepth(bool enabled);
AZ::RHI::ShaderInputNameIndex m_cameraParametersIndex = "m_dof.m_cameraParameters";
AZ::RHI::ShaderInputNameIndex m_pencilMapTexcoordToCocRadiusIndex = "m_dof.m_pencilMapTexcoordToCocRadius";
AZ::RHI::ShaderInputNameIndex m_pencilMapFocusPointTexcoordUIndex = "m_dof.m_pencilMapFocusPointTexcoordU";
AZ::RHI::ShaderInputNameIndex m_cocToScreenRatioIndex = "m_dof.m_cocToScreenRatio";
AZ::RHI::NameIdReflectionMap<AZ::RHI::Handle<uint32_t>> m_passListWithHashOfDivisionNumber;
DepthOfFieldViewSRG m_configurationToViewSRG;
float m_viewAspectRatio = 0.0f;
float m_maxBokehRadiusDivision2 = 0.0f;
float m_minBokehRadiusDivision2 = 0.0f;
float m_maxBokehRadiusDivision4 = 0.0f;
float m_minBokehRadiusDivision4 = 0.0f;
float m_maxBokehRadiusDivision8 = 0.0f;
float m_minBokehRadiusDivision8 = 0.0f;
// Radial division count of bokeh blur kernel.
uint32_t m_sampleRadialDivision2 = 0;
uint32_t m_sampleRadialDivision4 = 0;
uint32_t m_sampleRadialDivision8 = 0;
// camera parameters
float m_viewFovRadian = 0.0f;
float m_viewWidth = 0.0f;
float m_viewHeight = 0.0f;
float m_viewNear = 0.0f;
float m_viewFar = 0.0f;
float m_normalizedFocusDistanceForAutoFocus = 0.0f;
float m_deltaTime = 0.0f;
};
}
}