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76 lines
3.2 KiB
C++
76 lines
3.2 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <Atom/RPI.Public/Pass/FullscreenTrianglePass.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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//! Pass used to apply Bokeh Depth of Field blur onto a lighting buffer.
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class DepthOfFieldBokehBlurPass final
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: public RPI::FullscreenTrianglePass
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, public PostProcessingShaderOptionBase
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{
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AZ_RPI_PASS(DepthOfFieldBokehBlurPass);
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public:
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AZ_RTTI(AZ::Render::DepthOfFieldBokehBlurPass, "{B6C292B1-0360-4472-9955-E74CBD5EFC25}", AZ::RPI::FullscreenTrianglePass);
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AZ_CLASS_ALLOCATOR(DepthOfFieldBokehBlurPass, SystemAllocator, 0);
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virtual ~DepthOfFieldBokehBlurPass() = default;
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//! Creates a DepthOfFieldBokehBlurPass
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static RPI::Ptr<DepthOfFieldBokehBlurPass> Create(const RPI::PassDescriptor& descriptor);
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// Set pass parameter interfaces...
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void SetRadiusMinMax(float min, float max);
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void UpdateSampleTexcoords(uint32_t divisionNumber, float viewAspectRatio);
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protected:
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// Behaviour functions override...
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void InitializeInternal() override;
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void FrameBeginInternal(FramePrepareParams params) override;
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private:
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DepthOfFieldBokehBlurPass(const RPI::PassDescriptor& descriptor);
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void InitializeShaderVariant();
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void UpdateCurrentShaderVariant();
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// SRG binding indices...
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RHI::ShaderInputNameIndex m_sampleNumberIndex = "m_sampleNumber";
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RHI::ShaderInputNameIndex m_radiusMinIndex = "m_radiusMin";
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RHI::ShaderInputNameIndex m_radiusMaxIndex = "m_radiusMax";
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RHI::ShaderInputNameIndex m_sampleTexcoordsRadiusIndex = "m_sampleTexcoordsRadius";
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// maximum number of samples.
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// Sampled in the order of 6, 12, 18, 24 from the center to the periphery.
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// The maximum number od samplingd at this time is 6 + 12 + 18 + 24.
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static constexpr int SampleMax = 60;
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uint32_t m_sampleNumber = 6;
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float m_radiusMin = 0.0f;
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float m_radiusMax = 0.0f;
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AZStd::array<AZStd::array<float, 4>, SampleMax> m_sampleTexcoords;
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// Scope producer functions...
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void CompileResources(const RHI::FrameGraphCompileContext& context) override;
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void BuildCommandListInternal(const RHI::FrameGraphExecuteContext& context) override;
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bool m_needToUpdateShaderVariant = true;
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const AZ::Name m_optionName;
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const AZStd::vector<AZ::Name> m_optionValues;
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};
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} // namespace Render
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} // namespace AZ
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