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

62 lines
2.5 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>
namespace AZ
{
namespace Render
{
//! Pass used to prevent the foreground color to smear into the background blur.
class DepthOfFieldMaskPass final
: public RPI::FullscreenTrianglePass
{
AZ_RPI_PASS(DepthOfFieldMaskPass);
public:
AZ_RTTI(AZ::Render::DepthOfFieldMaskPass, "{37025565-2187-4841-8F17-FE90600BA884}", AZ::RPI::FullscreenTrianglePass);
AZ_CLASS_ALLOCATOR(DepthOfFieldMaskPass, SystemAllocator, 0);
virtual ~DepthOfFieldMaskPass() = default;
//! Creates a DepthOfFieldMaskPass
static RPI::Ptr<DepthOfFieldMaskPass> Create(const RPI::PassDescriptor& descriptor);
// Set pass parameter interfaces...
void SetBlendFactor(const AZStd::array<float, 2>& blendFactor);
void SetRadiusMinMax(float min, float max);
protected:
// Pass behavior overrides...
void InitializeInternal() override;
void FrameBeginInternal(FramePrepareParams params) override;
private:
DepthOfFieldMaskPass(const RPI::PassDescriptor& descriptor);
// SRG binding indices...
RHI::ShaderInputNameIndex m_blendFactorIndex = "m_blendFactor";
RHI::ShaderInputNameIndex m_inputResolutionInverseIndex = "m_inputResolutionInverse";
RHI::ShaderInputNameIndex m_radiusMinIndex = "m_radiusMin";
RHI::ShaderInputNameIndex m_radiusMaxIndex = "m_radiusMax";
AZStd::array<float, 2> m_blendFactor = {{0.0f, 0.0f}};
AZStd::array<float, 2> m_inputResolutionInverse = {{0.0f, 0.0f}};
float m_radiusMin = 0.0f;
float m_radiusMax = 0.0f;
// Scope producer functions...
void CompileResources(const RHI::FrameGraphCompileContext& context) override;
};
} // namespace Render
} // namespace AZ