From 415b5f4468db84f06ea05e8ad91c29655d5db10d Mon Sep 17 00:00:00 2001 From: assiduous Date: Tue, 24 Dec 2019 13:39:03 -0800 Subject: Updated light scattering postfx to take destination color and depth buffers as parameters --- .../interface/EpipolarLightScattering.h | 21 ++++++++++++++++++--- 1 file changed, 18 insertions(+), 3 deletions(-) (limited to 'PostProcess/EpipolarLightScattering/interface') 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); -- cgit v1.2.3