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

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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
*
*/
#include <Atom/RPI.Public/Image/ImageSystemInterface.h>
#include <Atom/RPI.Public/Pass/PassUtils.h>
#include <Atom/RPI.Public/Pass/PassFactory.h>
#include <Atom/RPI.Public/Pass/FullscreenTrianglePass.h>
#include <Atom/RPI.Public/RenderPipeline.h>
#include <Atom/RPI.Public/RPIUtils.h>
#include <Atom/RPI.Public/View.h>
#include <Atom/RPI.Public/Shader/ShaderVariant.h>
#include <Atom/RPI.Reflect/Pass/PassTemplate.h>
#include <Atom/RPI.Reflect/Shader/ShaderAsset.h>
#include <Atom/RHI/Factory.h>
#include <Atom/RHI/FrameScheduler.h>
#include <Atom/RHI/PipelineState.h>
#include <AzCore/Asset/AssetCommon.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <PostProcessing/SMAACommon.h>
#include <PostProcessing/SMAANeighborhoodBlendingPass.h>
namespace AZ
{
namespace Render
{
RPI::Ptr<SMAANeighborhoodBlendingPass> SMAANeighborhoodBlendingPass::Create(const RPI::PassDescriptor& descriptor)
{
return aznew SMAANeighborhoodBlendingPass(descriptor);
}
SMAANeighborhoodBlendingPass::SMAANeighborhoodBlendingPass(const RPI::PassDescriptor& descriptor)
: SMAABasePass(descriptor)
, m_blendingOutputModeOptionName(BlendingOutputModeOptionName)
{
}
void SMAANeighborhoodBlendingPass::InitializeInternal()
{
SMAABasePass::InitializeInternal();
m_renderTargetMetricsShaderInputIndex.Reset();
}
void SMAANeighborhoodBlendingPass::UpdateSRG()
{
m_shaderResourceGroup->SetConstant(m_renderTargetMetricsShaderInputIndex, m_renderTargetMetrics);
}
void SMAANeighborhoodBlendingPass::GetCurrentShaderOption(AZ::RPI::ShaderOptionGroup& shaderOption) const
{
switch (m_outputMode)
{
case SMAAOutputMode::BlendResult:
shaderOption.SetValue(m_blendingOutputModeOptionName, AZ::Name("BlendingOutputMode::BlendResult"));
break;
case SMAAOutputMode::PassThrough:
shaderOption.SetValue(m_blendingOutputModeOptionName, AZ::Name("BlendingOutputMode::PassThrough"));
break;
case SMAAOutputMode::EdgeTexture:
shaderOption.SetValue(m_blendingOutputModeOptionName, AZ::Name("BlendingOutputMode::EdgeTexture"));
break;
case SMAAOutputMode::BlendWeightTexture:
shaderOption.SetValue(m_blendingOutputModeOptionName, AZ::Name("BlendingOutputMode::BlendWeightTexture"));
break;
case SMAAOutputMode::BlendResultWithProvisionalTonemap:
default:
shaderOption.SetValue(m_blendingOutputModeOptionName, AZ::Name("BlendingOutputMode::BlendResultWithProvisionalTonemap"));
break;
}
}
void SMAANeighborhoodBlendingPass::SetOutputMode(SMAAOutputMode mode)
{
if (m_outputMode != mode)
{
m_outputMode = mode;
InvalidateShaderVariant();
}
}
} // namespace Render
} // namespace AZ