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o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/SMAABlendingWeightCalculati...

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3.9 KiB
C++

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