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o3de/Gems/Atom/Feature/Common/Code/Source/PostProcessing/SsaoPasses.h

75 lines
2.5 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/Pass/ComputePass.h>
#include <Atom/RPI.Public/Pass/ParentPass.h>
namespace AZ
{
namespace Render
{
// Parent pass for SSAO that contains the SSAO compute pass
class SsaoParentPass final
: public RPI::ParentPass
{
AZ_RPI_PASS(SsaoParentPass);
public:
AZ_RTTI(AZ::Render::SsaoParentPass, "{A03B5913-B201-4146-AF0A-999E6BF31A1A}", AZ::RPI::ParentPass);
AZ_CLASS_ALLOCATOR(SsaoParentPass, SystemAllocator, 0);
virtual ~SsaoParentPass() = default;
//! Creates an SsaoParentPass
static RPI::Ptr<SsaoParentPass> Create(const RPI::PassDescriptor& descriptor);
bool IsEnabled() const override;
protected:
// Behavior functions override...
void InitializeInternal() override;
void FrameBeginInternal(FramePrepareParams params) override;
private:
SsaoParentPass(const RPI::PassDescriptor& descriptor);
// Direct pointers to child passes for enable/disable
ParentPass* m_blurParentPass = nullptr;
FastDepthAwareBlurHorPass* m_blurHorizontalPass = nullptr;
FastDepthAwareBlurVerPass* m_blurVerticalPass = nullptr;
Pass* m_downsamplePass = nullptr;
Pass* m_upsamplePass = nullptr;
};
// Computer shader pass that calculates SSAO from a linear depth buffer
class SsaoComputePass final
: public RPI::ComputePass
{
AZ_RPI_PASS(SsaoComputePass);
public:
AZ_RTTI(AZ::Render::SsaoComputePass, "{0BA5F6F7-15D2-490A-8254-7E61F25B62F9}", AZ::RPI::ComputePass);
AZ_CLASS_ALLOCATOR(SsaoComputePass, SystemAllocator, 0);
virtual ~SsaoComputePass() = default;
//! Creates an SsaoComputePass
static RPI::Ptr<SsaoComputePass> Create(const RPI::PassDescriptor& descriptor);
protected:
// Behavior functions override...
void FrameBeginInternal(FramePrepareParams params) override;
private:
SsaoComputePass(const RPI::PassDescriptor& descriptor);
// SRG binding indices...
AZ::RHI::ShaderInputNameIndex m_constantsIndex = "m_constants";
};
} // namespace Render
} // namespace AZ