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authorassiduous <assiduous@diligentgraphics.com>2019-12-24 21:39:03 +0000
committerassiduous <assiduous@diligentgraphics.com>2019-12-24 21:39:03 +0000
commit415b5f4468db84f06ea05e8ad91c29655d5db10d (patch)
tree0117ac6ded9e927e8b788769db3a2d8f225789c5 /PostProcess/EpipolarLightScattering/interface
parentFixed formatting (diff)
downloadDiligentFX-415b5f4468db84f06ea05e8ad91c29655d5db10d.tar.gz
DiligentFX-415b5f4468db84f06ea05e8ad91c29655d5db10d.zip
Updated light scattering postfx to take destination color and depth buffers as parameters
Diffstat (limited to 'PostProcess/EpipolarLightScattering/interface')
-rw-r--r--PostProcess/EpipolarLightScattering/interface/EpipolarLightScattering.h21
1 files changed, 18 insertions, 3 deletions
diff --git a/PostProcess/EpipolarLightScattering/interface/EpipolarLightScattering.h b/PostProcess/EpipolarLightScattering/interface/EpipolarLightScattering.h
index da43e91..2f9a9b8 100644
--- a/PostProcess/EpipolarLightScattering/interface/EpipolarLightScattering.h
+++ b/PostProcess/EpipolarLightScattering/interface/EpipolarLightScattering.h
@@ -58,12 +58,26 @@ public:
// If this parameter is null, the effect will use its own buffer.
IBuffer* pcbCameraAttribs = nullptr;
+ /// Shader resource view of the source color buffer.
ITextureView* ptex2DSrcColorBufferSRV = nullptr;
+
+ /// Render target view of the source color buffer. This RTV is used to render the sun.
ITextureView* ptex2DSrcColorBufferRTV = nullptr;
+
+ /// Depth-stencil view of the source depth. This DSV is used to render the sun.
ITextureView* ptex2DSrcDepthBufferDSV = nullptr;
+
+ /// Shader resource view of the source depth.
ITextureView* ptex2DSrcDepthBufferSRV = nullptr;
- ITextureView* ptex2DShadowMapSRV = nullptr;
- ITextureView* pDstRTV = nullptr;
+
+ /// Render target view of the destination color buffer where final image will be rendered.
+ ITextureView* ptex2DDstColorBufferRTV = nullptr;
+
+ /// Depth-stencil view of the destination depth buffer where.
+ ITextureView* ptex2DDstDepthBufferDSV = nullptr;
+
+ /// Shadow map shader resource view
+ ITextureView* ptex2DShadowMapSRV = nullptr;
};
EpipolarLightScattering(IRenderDevice* in_pDevice,
@@ -85,7 +99,8 @@ public:
float4& f4SunColorAtGround,
float4& f4AmbientLight);
- void RenderSun();
+ void RenderSun();
+
IBuffer* GetMediaAttribsCB() { return m_pcbMediaAttribs; }
ITextureView* GetPrecomputedNetDensitySRV() { return m_ptex2DOccludedNetDensityToAtmTopSRV; }
ITextureView* GetAmbientSkyLightSRV(IRenderDevice* pDevice, IDeviceContext* pContext);