Plasma Engine  2.0
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DOFPass.h
1#pragma once
2
3#include <RendererCore/Declarations.h>
4#include <RendererCore/Pipeline/RenderPipelinePass.h>
5#include <RendererCore/Shader/ConstantBufferStorage.h>
6#include <RendererCore/Shader/ShaderResource.h>
7
8class PL_RENDERERCORE_DLL plDOFPass : public plRenderPipelinePass
9{
10 PL_ADD_DYNAMIC_REFLECTION(plDOFPass, plRenderPipelinePass);
11
12public:
13 plDOFPass();
14 ~plDOFPass() override;
15
18 void ExecuteInactive(const plRenderViewContext& renderViewContext, const plArrayPtr<plRenderPipelinePassConnection* const> inputs, const plArrayPtr<plRenderPipelinePassConnection* const> outputs) override;
19
20protected:
21 void UpdateConstantBuffer();
22
26
27 plShaderResourceHandle m_hShader;
28 plConstantBufferStorageHandle m_hConstantBuffer;
29
30 plGALTextureHandle m_hBokehTexture1;
31 plGALTextureHandle m_hBokehTexture2;
32
33 float m_fRadius;
34};
This class encapsulates an array and it's size. It is recommended to use this class instead of plain ...
Definition ArrayPtr.h:37
Definition ConstantBufferStorage.h:54
Definition DOFPass.h:9
Definition RendererFoundationDLL.h:411
Definition RenderPipelinePass.h:26
virtual void Execute(const plRenderViewContext &renderViewContext, const plArrayPtr< plRenderPipelinePassConnection *const > inputs, const plArrayPtr< plRenderPipelinePassConnection *const > outputs)=0
Render into outputs. Both inputs and outputs are passed in with actual texture handles....
virtual bool GetRenderTargetDescriptions(const plView &view, const plArrayPtr< plGALTextureCreationDescription *const > inputs, plArrayPtr< plGALTextureCreationDescription > outputs)=0
For a given input pin configuration, provide the output configuration of this node....
Encapsulates a view on the given world through the given camera and rendered with the specified Rende...
Definition View.h:21
Definition RenderPipelineNode.h:44
Definition RenderPipelineNode.h:51
Definition Declarations.h:51