Polyphase Game Engine
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PostProcessChain.h
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1#pragma once
2
6#include "VulkanTypes.h"
7#include "Renderer.h"
8
10{
11public:
12
14
15 void Create();
16 void Destroy();
17 void Resize();
18 void Render();
19
20 void GatherProperties(std::vector<Property>& props);
21
22protected:
23
24 // Passes
28
30
31 // Second scene color image to ping-pong between
32 Image* mAuxSceneColor = nullptr;
33};
Definition BlurPass.h:23
Definition FxaaPass.h:14
Definition PostProcessChain.h:10
void Resize()
Definition PostProcessChain.cpp:47
void GatherProperties(std::vector< Property > &props)
Definition PostProcessChain.cpp:83
BlurPass mBlurPass
Definition PostProcessChain.h:25
FxaaPass mFxaaPass
Definition PostProcessChain.h:26
PostProcessChain()
Definition PostProcessChain.cpp:6
TonemapPass mTonemapPass
Definition PostProcessChain.h:27
PostProcessPass * mPasses[(uint32_t) PostProcessPassId::Count]
Definition PostProcessChain.h:29
void Destroy()
Definition PostProcessChain.cpp:37
void Render()
Definition PostProcessChain.cpp:53
void Create()
Definition PostProcessChain.cpp:13
Image * mAuxSceneColor
Definition PostProcessChain.h:32
Definition PostProcessPass.h:9
Definition TonemapPass.h:14