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BloomPass.h
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include <donut/engine/BindingCache.h>
#include <nvrhi/nvrhi.h>
#include <memory>
#include <unordered_map>
namespace donut::engine
{
class ShaderFactory;
class ShadowMap;
class CommonRenderPasses;
class FramebufferFactory;
class ICompositeView;
}
namespace donut::render
{
class BloomPass
{
private:
std::shared_ptr<engine::CommonRenderPasses> m_CommonPasses;
std::shared_ptr<engine::FramebufferFactory> m_FramebufferFactory;
nvrhi::DeviceHandle m_Device;
struct PerViewData
{
nvrhi::GraphicsPipelineHandle bloomBlurPso;
nvrhi::TextureHandle textureDownscale1;
nvrhi::FramebufferHandle framebufferDownscale1;
nvrhi::TextureHandle textureDownscale2;
nvrhi::FramebufferHandle framebufferDownscale2;
nvrhi::TextureHandle texturePass1Blur;
nvrhi::FramebufferHandle framebufferPass1Blur;
nvrhi::TextureHandle texturePass2Blur;
nvrhi::FramebufferHandle framebufferPass2Blur;
nvrhi::BindingSetHandle bloomBlurBindingSetPass1;
nvrhi::BindingSetHandle bloomBlurBindingSetPass2;
nvrhi::BindingSetHandle bloomBlurBindingSetPass3;
nvrhi::BindingSetHandle blitFromDownscale1BindingSet;
nvrhi::BindingSetHandle compositeBlitBindingSet;
};
std::vector<PerViewData> m_PerViewData;
nvrhi::BufferHandle m_BloomHBlurCB;
nvrhi::BufferHandle m_BloomVBlurCB;
nvrhi::ShaderHandle m_BloomBlurPixelShader;
nvrhi::BindingLayoutHandle m_BloomBlurBindingLayout;
nvrhi::BindingLayoutHandle m_BloomApplyBindingLayout;
engine::BindingCache m_BindingCache;
public:
BloomPass(
nvrhi::IDevice* device,
const std::shared_ptr<engine::ShaderFactory>& shaderFactory,
std::shared_ptr<engine::CommonRenderPasses> commonPasses,
std::shared_ptr<engine::FramebufferFactory> framebufferFactory,
const engine::ICompositeView& compositeView);
void Render(
nvrhi::ICommandList* commandList,
const std::shared_ptr<engine::FramebufferFactory>& framebufferFactory,
const engine::ICompositeView& compositeView,
nvrhi::ITexture* sourceDestTexture,
float sigmaInPixels,
float blendFactor);
};
}