Plasma Engine  2.0
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BloomPass.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 plBloomPass : public plRenderPipelinePass
9{
10 PL_ADD_DYNAMIC_REFLECTION(plBloomPass, plRenderPipelinePass);
11
12public:
15
17
18 virtual void Execute(const plRenderViewContext& renderViewContext, const plArrayPtr<plRenderPipelinePassConnection* const> inputs, const plArrayPtr<plRenderPipelinePassConnection* const> outputs) override;
19 virtual void ExecuteInactive(const plRenderViewContext& renderViewContext, const plArrayPtr<plRenderPipelinePassConnection* const> inputs, const plArrayPtr<plRenderPipelinePassConnection* const> outputs) override;
20 virtual plResult Serialize(plStreamWriter& inout_stream) const override;
21 virtual plResult Deserialize(plStreamReader& inout_stream) override;
22
23protected:
24 void UpdateConstantBuffer(plVec2 pixelSize, const plColor& tintColor);
25
28
29 float m_fRadius = 0.2f;
30 float m_fThreshold = 1.0f;
31 float m_fIntensity = 0.3f;
32 plColorGammaUB m_InnerTintColor = plColor::White;
33 plColorGammaUB m_MidTintColor = plColor::White;
34 plColorGammaUB m_OuterTintColor = plColor::White;
35 plConstantBufferStorageHandle m_hConstantBuffer;
36 plShaderResourceHandle m_hShader;
37};
This class encapsulates an array and it's size. It is recommended to use this class instead of plain ...
Definition ArrayPtr.h:37
Definition BloomPass.h:9
A 8bit per channel unsigned normalized (values interpreted as 0-1) color storage format that represen...
Definition Color8UNorm.h:99
plColor represents an RGBA color in linear color space. Values are stored as float,...
Definition Color.h:44
static const plColor White
#FFFFFF
Definition Color.h:194
Definition ConstantBufferStorage.h:54
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....
Interface for binary in (read) streams.
Definition Stream.h:22
Interface for binary out (write) streams.
Definition Stream.h:107
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
Default enum for returning failure or success, instead of using a bool.
Definition Types.h:54