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o3de/Code/CryEngine/RenderDll/XRenderD3D9/GraphicsPipeline/ScreenSpaceReflections.h

49 lines
1.6 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.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#pragma once
#include "Common/GraphicsPipelinePass.h"
#include "Common/FullscreenPass.h"
#include "Common/UtilityPasses.h"
class CScreenSpaceReflectionsPass
: public GraphicsPipelinePass
{
public:
virtual ~CScreenSpaceReflectionsPass() {}
void Init() override;
void Shutdown() override;
void Reset() override;
void Execute();
private:
CFullscreenPass m_passRaytracing;
CFullscreenPass m_passComposition;
CStretchRectPass m_passCopy;
CStretchRectPass m_passDownsample0;
CStretchRectPass m_passDownsample1;
CStretchRectPass m_passDownsample2;
CGaussianBlurPass m_passBlur0;
CGaussianBlurPass m_passBlur1;
CGaussianBlurPass m_passBlur2;
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
// render to texture supports multiple cameras
AZStd::unordered_map<AZ::EntityId, Matrix44> m_prevViewProj[MAX_GPU_NUM];
#else
Matrix44 m_prevViewProj[MAX_GPU_NUM];
#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
};