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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/Pass/ComputePass.h>
- #include <Atom/RPI.Public/Pass/FullscreenTrianglePass.h>
- #include <Atom/RPI.Public/Pass/ParentPass.h>
- #include <PostProcessing/PostProcessingShaderOptionBase.h>
- namespace AZ
- {
- namespace Render
- {
- // Technique
- //
- // 1. This Depth of Field technique starts by downsampling the lighting buffer and calculating
- // the circle of confusion (CoC) for each downsampled pixel.
- //
- // 2. It then computes the min and max CoC for tiles of 16x16 pixels
- //
- // 3. It expands the min and max in a 3x3 region (twice, so 5x5 at the end) so that each tile
- // tile pixel has the min and max CoCs of the 5x5 tile region around it
- //
- // 4. We perform a 48 tap scatter-as-gather blur around each pixel
- //
- // 5. We perform a follow up 8 tap scatter-as-gather blur to fill the holes from the first blur
- //
- // 6. We composite the blurred half resolution image onto the full resolution lighting buffer
- //
- // See http://advances.realtimerendering.com/s2013/Sousa_Graphics_Gems_CryENGINE3.pptx
- // for a more detailed explanation.
- //
- // Notes: The name NewDepthOfField is in contrast to the previously implemented depth of field method
- // That method will be removed in a follow up change and at that point NewDepthOfField will be renamed
- // to simple DepthOfField.
- //! Parent pass for the new depth of field technique
- //! Main updates the view srg via the depth of field settings
- //! And enables/disables all depth of field passes based on component activation
- class NewDepthOfFieldParentPass final
- : public RPI::ParentPass
- {
- AZ_RPI_PASS(NewDepthOfFieldParentPass);
- public:
- AZ_RTTI(AZ::Render::NewDepthOfFieldParentPass, "{71F4998B-447C-4BAC-A5BE-2D2850FABB57}", AZ::RPI::ParentPass);
- AZ_CLASS_ALLOCATOR(NewDepthOfFieldParentPass, SystemAllocator);
- virtual ~NewDepthOfFieldParentPass() = default;
- static RPI::Ptr<NewDepthOfFieldParentPass> Create(const RPI::PassDescriptor& descriptor);
- bool IsEnabled() const override;
- protected:
- // Behavior functions override...
- void FrameBeginInternal(FramePrepareParams params) override;
- private:
- NewDepthOfFieldParentPass(const RPI::PassDescriptor& descriptor);
- };
- //! Need a class for the tile reduce pass because it dispatches a non-trivial number of threads
- class NewDepthOfFieldTileReducePass final
- : public RPI::ComputePass
- {
- AZ_RPI_PASS(NewDepthOfFieldTileReducePass);
- public:
- AZ_RTTI(AZ::Render::NewDepthOfFieldTileReducePass, "{2E072695-0847-43A6-9BE4-D6D85CFFBA41}", AZ::RPI::ComputePass);
- AZ_CLASS_ALLOCATOR(NewDepthOfFieldTileReducePass, SystemAllocator);
- virtual ~NewDepthOfFieldTileReducePass() = default;
- static RPI::Ptr<NewDepthOfFieldTileReducePass> Create(const RPI::PassDescriptor& descriptor);
- protected:
- // Behavior functions override...
- void FrameBeginInternal(FramePrepareParams params) override;
- private:
- NewDepthOfFieldTileReducePass(const RPI::PassDescriptor& descriptor);
- };
- //! Filter pass used to render the bokeh blur effect on downsampled image buffer
- //! This class is used for both the large filter and the small filter
- //! It's main purpose is calculating the sample positions and setting srg constants
- class NewDepthOfFieldFilterPass final
- : public RPI::FullscreenTrianglePass
- {
- AZ_RPI_PASS(NewDepthOfFieldFilterPass);
- public:
- AZ_RTTI(AZ::Render::NewDepthOfFieldFilterPass, "{F8A98E53-1A50-4178-A6EB-2BD0148C038B}", AZ::RPI::FullscreenTrianglePass);
- AZ_CLASS_ALLOCATOR(NewDepthOfFieldFilterPass, SystemAllocator);
- virtual ~NewDepthOfFieldFilterPass() = default;
- static RPI::Ptr<NewDepthOfFieldFilterPass> Create(const RPI::PassDescriptor& descriptor);
- protected:
- // Behavior functions override...
- void FrameBeginInternal(FramePrepareParams params) override;
- private:
- NewDepthOfFieldFilterPass(const RPI::PassDescriptor& descriptor);
- // SRG binding indices...
- AZ::RHI::ShaderInputNameIndex m_constantsIndex = "m_dofConstants";
- };
- } // namespace Render
- } // namespace AZ
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