50 lines
1.9 KiB
C++
50 lines
1.9 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/ComputePass.h>
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namespace AZ
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{
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namespace RPI
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{
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class ShaderResourceGroup;
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//! A SubsurfaceScatteringPass is a leaf pass (pass with no children) inherited from ComputePass used for subsurface scattering,
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//! due to the requirement of ViewSrg which not available in the original ComputePass template
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class SubsurfaceScatteringPass
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: public ComputePass
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{
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AZ_RPI_PASS(SubsurfaceScatteringPass);
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public:
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AZ_RTTI(SubsurfaceScatteringPass, "{15036827-D18C-4752-B58F-6F17D59D6D9E}", RenderPass);
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AZ_CLASS_ALLOCATOR(SubsurfaceScatteringPass, SystemAllocator, 0);
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virtual ~SubsurfaceScatteringPass() = default;
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//! Creates a SubsurfaceScatteringPass
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static Ptr<SubsurfaceScatteringPass> Create(const PassDescriptor& descriptor);
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protected:
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SubsurfaceScatteringPass(const PassDescriptor& descriptor);
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void FrameBeginInternal(FramePrepareParams params) override;
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bool FindShaderInputConstantIndexByName(AZ::RHI::ShaderInputConstantIndex& index, AZ::Name name);
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// output texture vertical dimension required by compute shader
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AZ::RHI::ShaderInputConstantIndex m_screenSizeInputIndex;
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};
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} // namespace RPI
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} // namespace AZ
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