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o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/SMAAEdgeDetectionPass.cpp

168 lines
6.1 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.
*
*/
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Public/Pass/PassUtils.h>
#include <Atom/RPI.Public/Pass/PassFactory.h>
#include <Atom/RPI.Public/Pass/FullscreenTrianglePass.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/View.h>
#include <Atom/RPI.Public/Shader/ShaderVariant.h>
#include <Atom/RPI.Reflect/Pass/PassTemplate.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RHI/Factory.h>
#include <Atom/RHI/FrameScheduler.h>
#include <Atom/RHI/PipelineState.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <PostProcessing/SMAACommon.h>
#include <PostProcessing/SMAAEdgeDetectionPass.h>
namespace AZ
{
namespace Render
{
RPI::Ptr<SMAAEdgeDetectionPass> SMAAEdgeDetectionPass::Create(const RPI::PassDescriptor& descriptor)
{
return aznew SMAAEdgeDetectionPass(descriptor);
}
SMAAEdgeDetectionPass::SMAAEdgeDetectionPass(const RPI::PassDescriptor& descriptor)
: SMAABasePass(descriptor)
, m_enablePredicationFeatureOptionName(EnablePredicationFeatureOptionName)
, m_edgeDetectionModeOptionName(EdgeDetectionModeOptionName)
{
}
void SMAAEdgeDetectionPass::InitializeInternal()
{
SMAABasePass::InitializeInternal();
m_renderTargetMetricsShaderInputIndex.Reset();
m_chromaThresholdShaderInputIndex.Reset();
m_depthThresholdShaderInputIndex.Reset();
m_localContrastAdaptationFactorShaderInputIndex.Reset();
m_predicationThresholdShaderInputIndex.Reset();
m_predicationScaleShaderInputIndex.Reset();
m_predicationStrengthShaderInputIndex.Reset();
}
void SMAAEdgeDetectionPass::UpdateSRG()
{
m_shaderResourceGroup->SetConstant(m_renderTargetMetricsShaderInputIndex, m_renderTargetMetrics);
m_shaderResourceGroup->SetConstant(m_chromaThresholdShaderInputIndex, m_chromaThreshold);
m_shaderResourceGroup->SetConstant(m_depthThresholdShaderInputIndex, m_depthThreshold);
m_shaderResourceGroup->SetConstant(m_localContrastAdaptationFactorShaderInputIndex, m_localContrastAdaptationFactor);
m_shaderResourceGroup->SetConstant(m_predicationThresholdShaderInputIndex, m_predicationThreshold);
m_shaderResourceGroup->SetConstant(m_predicationScaleShaderInputIndex, m_predicationScale);
m_shaderResourceGroup->SetConstant(m_predicationStrengthShaderInputIndex, m_predicationStrength);
}
void SMAAEdgeDetectionPass::GetCurrentShaderOption(AZ::RPI::ShaderOptionGroup& shaderOption) const
{
shaderOption.SetValue(m_enablePredicationFeatureOptionName, m_predicationEnable ? AZ::Name("true") : AZ::Name("false"));
switch (m_edgeDetectionMode)
{
case SMAAEdgeDetectionMode::Depth:
shaderOption.SetValue(m_edgeDetectionModeOptionName, AZ::Name("EdgeDetectionMode::Depth"));
break;
case SMAAEdgeDetectionMode::Luma:
shaderOption.SetValue(m_edgeDetectionModeOptionName, AZ::Name("EdgeDetectionMode::Luma"));
break;
case SMAAEdgeDetectionMode::Color:
default:
shaderOption.SetValue(m_edgeDetectionModeOptionName, AZ::Name("EdgeDetectionMode::Color"));
break;
}
}
void SMAAEdgeDetectionPass::SetEdgeDetectionMode(SMAAEdgeDetectionMode mode)
{
if (m_edgeDetectionMode != mode)
{
m_edgeDetectionMode = mode;
InvalidateShaderVariant();
}
}
void SMAAEdgeDetectionPass::SetChromaThreshold(float threshold)
{
if (m_chromaThreshold != threshold)
{
m_chromaThreshold = threshold;
InvalidateSRG();
}
}
void SMAAEdgeDetectionPass::SetDepthThreshold(float threshold)
{
if (m_depthThreshold != threshold)
{
m_depthThreshold = threshold;
InvalidateSRG();
}
}
void SMAAEdgeDetectionPass::SetLocalContrastAdaptationFactor(float factor)
{
if (m_localContrastAdaptationFactor != factor)
{
m_localContrastAdaptationFactor = factor;
InvalidateSRG();
}
}
void SMAAEdgeDetectionPass::SetPredicationEnable(bool enable)
{
if (m_predicationEnable != enable)
{
m_predicationEnable = enable;
InvalidateShaderVariant();
}
}
void SMAAEdgeDetectionPass::SetPredicationThreshold(float threshold)
{
if (m_predicationThreshold != threshold)
{
m_predicationThreshold = threshold;
InvalidateSRG();
}
}
void SMAAEdgeDetectionPass::SetPredicationScale(float scale)
{
if (m_predicationScale != scale)
{
m_predicationScale = scale;
InvalidateSRG();
}
}
void SMAAEdgeDetectionPass::SetPredicationStrength(float strength)
{
if (m_predicationStrength != strength)
{
m_predicationStrength = strength;
InvalidateSRG();
}
}
} // namespace Render
} // namespace AZ