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76 lines
3.9 KiB
C++
76 lines
3.9 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <Atom/RPI.Public/Image/StreamingImage.h>
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#include <PostProcessing/SMAABasePass.h>
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namespace AZ
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{
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namespace Render
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{
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static const char* const SMAABlendingWeightCalculationPassTemplateName = "SMAABlendingWeightCalculationTemplate";
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//! SMAA blending weight calculation pass implementation. The second pass of the SMAA uses the edge information generated by
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//! the first pass to determine the contribution of corresponding edge pixels to the edge geometry and thus to calculate
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//! their blending weight with neighbour pixels to generate a blending weight texture as output.
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class SMAABlendingWeightCalculationPass final
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: public SMAABasePass
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{
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public:
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AZ_RTTI(SMAABlendingWeightCalculationPass, "{989CD6FD-41E4-4F2A-99D0-40A4BA74FE95}", SMAABasePass);
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AZ_CLASS_ALLOCATOR(SMAABlendingWeightCalculationPass, SystemAllocator, 0);
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virtual ~SMAABlendingWeightCalculationPass() = default;
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//! Creates a SMAABlendingWeightCalculationPass
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static RPI::Ptr<SMAABlendingWeightCalculationPass> Create(const RPI::PassDescriptor& descriptor);
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void SetMaxSearchSteps(int steps);
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void SetMaxSearchStepsDiagonal(int steps);
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void SetCornerRounding(int cornerRounding);
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void SetDiagonalDetectionEnable(bool enable);
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void SetCornerDetectionEnable(bool enable);
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private:
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SMAABlendingWeightCalculationPass(const RPI::PassDescriptor& descriptor);
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// Pass behavior overrides...
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void InitializeInternal() override;
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// SMAABasePass functions...
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void UpdateSRG() override;
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void GetCurrentShaderOption(AZ::RPI::ShaderOptionGroup& shaderOption) const override;
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AZ::Data::Instance<AZ::RPI::StreamingImage> m_areaTexture;
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AZ::Data::Instance<AZ::RPI::StreamingImage> m_searchTexture;
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RHI::ShaderInputNameIndex m_areaTextureShaderInputIndex = "m_areaTexture";
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RHI::ShaderInputNameIndex m_searchTextureShaderInputIndex = "m_searchTexture";
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RHI::ShaderInputNameIndex m_renderTargetMetricsShaderInputIndex = "m_renderTargetMetrics";
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RHI::ShaderInputNameIndex m_maxSearchStepsShaderInputIndex = "m_maxSearchSteps";
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RHI::ShaderInputNameIndex m_maxSearchStepsDiagonalShaderInputIndex = "m_maxSearchStepsDiagonal";
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RHI::ShaderInputNameIndex m_cornerRoundingShaderInputIndex = "m_cornerRounding";
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const AZ::Name m_enableDiagonalDetectionFeatureOptionName;
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const AZ::Name m_enableCornerDetectionFeatureOptionName;
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// How many steps to be used in horizontal/vertical search process. For details please check comment related to SMAA_MAX_SEARCH_STEPS in SMAA.azsli.
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int m_maxSearchSteps = 32;
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// How many steps to be used in diagonal search process. For details please check comment related to SMAA_MAX_SEARCH_STEPS_DIAG in SMAA.azsli.
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int m_maxSearchStepsDiagonal = 16;
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// This is a tweak value for the sharp corner feature. For details please check comment related to SMAA_CORNER_ROUNDING in SMAA.azsli.
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int m_cornerRounding = 25;
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// Diagonal edge detection feature flag. For details please check comment related to SMAA_DISABLE_DIAG_DETECTION in SMAA.azsli.
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bool m_enableDiagonalDetection = true;
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// Corner detection feature flag. For details please check comment related to SMAA_DISABLE_CORNER_DETECTION in SMAA.azsli.
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bool m_enableCornerDetection = true;
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};
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} // namespace Render
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} // namespace AZ
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