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- /*
- * 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);
- 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
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