Polyphase Game Engine
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TonemapPass.h
Go to the documentation of this file.
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#pragma once
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#include "
Graphics/Vulkan/PostProcess/PostProcessPass.h
"
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struct
TonemapUniforms
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{
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int32_t
mPathTracingEnabled
= 0;
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int32_t
mPad0
= 1337;
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int32_t
mPad1
= 1337;
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int32_t
mPad2
= 1337;
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};
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class
TonemapPass
:
public
PostProcessPass
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{
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public
:
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virtual
void
Create
()
override
;
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virtual
void
Destroy
()
override
;
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virtual
void
Render
(Image* input, Image* output)
override
;
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virtual
bool
IsEnabled
()
const
;
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virtual
void
GatherProperties
(std::vector<Property>& props)
override
;
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protected
:
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TonemapUniforms
mUniforms
;
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};
PostProcessPass.h
PostProcessPass
Definition
PostProcessPass.h:9
TonemapPass
Definition
TonemapPass.h:14
TonemapPass::Render
virtual void Render(Image *input, Image *output) override
Definition
TonemapPass.cpp:17
TonemapPass::Create
virtual void Create() override
Definition
TonemapPass.cpp:7
TonemapPass::GatherProperties
virtual void GatherProperties(std::vector< Property > &props) override
Definition
TonemapPass.cpp:76
TonemapPass::mUniforms
TonemapUniforms mUniforms
Definition
TonemapPass.h:28
TonemapPass::IsEnabled
virtual bool IsEnabled() const
Definition
TonemapPass.cpp:70
TonemapPass::Destroy
virtual void Destroy() override
Definition
TonemapPass.cpp:12
TonemapUniforms
Definition
TonemapPass.h:6
TonemapUniforms::mPad1
int32_t mPad1
Definition
TonemapPass.h:9
TonemapUniforms::mPad0
int32_t mPad0
Definition
TonemapPass.h:8
TonemapUniforms::mPad2
int32_t mPad2
Definition
TonemapPass.h:10
TonemapUniforms::mPathTracingEnabled
int32_t mPathTracingEnabled
Definition
TonemapPass.h:7
Engine
Source
Graphics
Vulkan
PostProcess
TonemapPass.h
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