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

76 lines
3.2 KiB
C++

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