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o3de/Code/CryEngine/RenderDll/XRenderD3D9/GraphicsPipeline/Common/UtilityPasses.h
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2021-03-08 14:30:57 -08:00

57 lines
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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 "FullscreenPass.h"
class CStretchRectPass
{
public:
void Execute(CTexture* pSrcTex, CTexture* pDestTex);
void Reset();
protected:
CFullscreenPass m_pass;
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class CGaussianBlurPass
{
public:
CGaussianBlurPass()
: m_scale(FLT_MIN)
, m_distribution(FLT_MIN)
{
}
void Execute(CTexture* pTex, CTexture* pTempTex, float scale, float distribution);
void Reset();
protected:
float GaussianDistribution1D(float x, float rho);
void ComputeParams(int texWidth, int texHeight, int numSamples, float scale, float distribution);
protected:
float m_scale;
float m_distribution;
Vec4 m_paramsH[16];
Vec4 m_paramsV[16];
Vec4 m_weights[16];
CFullscreenPass m_passH;
CFullscreenPass m_passV;
};