You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/SMAAEdgeDetectionPass.h

86 lines
4.8 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/Feature/PostProcessing/SMAAFeatureProcessorInterface.h>
#include <PostProcessing/SMAABasePass.h>
namespace AZ
{
namespace Render
{
static const char* const SMAAEdgeDetectionPassTemplateName = "SMAAEdgeDetectionTemplate";
//! There are three methods for edge detection. The first one uses depth information, second one uses luma information which is calculated
//! from color value and the third one uses color information. Also, a predication option can be used when using the second and
//! the third method are used. Detected edges information will be output as an edge texture.
class SMAAEdgeDetectionPass final
: public SMAABasePass
{
public:
AZ_RTTI(SMAAEdgeDetectionPass, "{26D07086-9938-4FAB-A212-BB3CB4166641}", SMAABasePass);
AZ_CLASS_ALLOCATOR(SMAAEdgeDetectionPass, SystemAllocator, 0);
virtual ~SMAAEdgeDetectionPass() = default;
//! Creates a SMAAEdgeDetectionPass
static RPI::Ptr<SMAAEdgeDetectionPass> Create(const RPI::PassDescriptor& descriptor);
void SetEdgeDetectionMode(SMAAEdgeDetectionMode mode);
void SetChromaThreshold(float threshold);
void SetDepthThreshold(float threshold);
void SetLocalContrastAdaptationFactor(float factor);
void SetPredicationEnable(bool enable);
void SetPredicationThreshold(float threshold);
void SetPredicationScale(float scale);
void SetPredicationStrength(float strength);
private:
SMAAEdgeDetectionPass(const RPI::PassDescriptor& descriptor);
// Pass behavior overrides
void InitializeInternal() override;
// SMAABasePass functions...
void UpdateSRG() override;
void GetCurrentShaderOption(AZ::RPI::ShaderOptionGroup& shaderOption) const override;
RHI::ShaderInputNameIndex m_renderTargetMetricsShaderInputIndex = "m_renderTargetMetrics";
RHI::ShaderInputNameIndex m_chromaThresholdShaderInputIndex = "m_chromaThreshold";
RHI::ShaderInputNameIndex m_depthThresholdShaderInputIndex = "m_depthThreshold";
RHI::ShaderInputNameIndex m_localContrastAdaptationFactorShaderInputIndex = "m_localContrastAdaptationFactor";
RHI::ShaderInputNameIndex m_predicationThresholdShaderInputIndex = "m_predicationThreshold";
RHI::ShaderInputNameIndex m_predicationScaleShaderInputIndex = "m_predicationScale";
RHI::ShaderInputNameIndex m_predicationStrengthShaderInputIndex = "m_predicationStrength";
const AZ::Name m_enablePredicationFeatureOptionName;
const AZ::Name m_edgeDetectionModeOptionName;
// This is a threshold value for edge detection sensitivity. For details please check comment related to SMAA_THRESHOLD in SMAA.azsli.
float m_chromaThreshold = 0.1f;
// This is a threshold value for depth edge detection sensitivity. For details please check comment related to SMAA_DEPTH_THRESHOLD in SMAA.azsli.
float m_depthThreshold = 0.01f;
// This is a tweak value for the local contrast adaptation feature. For details please check comment related to SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR in SMAA.azsli.
float m_localContrastAdaptationFactor = 2.0f;
// This is a threshold value for predication feature. For details please check comment related to SMAA_PREDICATION_THRESHOLD in SMAA.azsli.
float m_predicationThreshold = 0.01f;
// This is a tweak value for predication feature. For details please check comment related to SMAA_PREDICATION_SCALE in SMAA.azsli.
float m_predicationScale = 2.0f;
// This is a tweak value for predication feature. For details please check comment related to SMAA_PREDICATION_STRENGTH in SMAA.azsli.
float m_predicationStrength = 0.4f;
// This is a edge detection mode variable.
SMAAEdgeDetectionMode m_edgeDetectionMode = SMAAEdgeDetectionMode::Color;
// A flag for predication feature. For details please check comment related to SMAA_PREDICATION in SMAA.azsli.
bool m_predicationEnable = false;
};
} // namespace Render
} // namespace AZ