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