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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Renderer/RendererObject.h>
- #include <AnKi/Resource/ImageResource.h>
- namespace anki {
- /// @addtogroup renderer
- /// @{
- ANKI_CVAR(NumericCVar<F32>, Render, FilmGrain, 16.0f, 0.0f, 250.0f, "Film grain strength")
- ANKI_CVAR(NumericCVar<F32>, Render, Sharpness, (ANKI_PLATFORM_MOBILE) ? 0.0f : 1.0f, 0.0f, 1.0f, "Sharpen the image. It's a factor")
- /// Post-processing stage.
- class FinalComposite : public RendererObject
- {
- public:
- FinalComposite() = default;
- ~FinalComposite() = default;
- Error init();
- /// Populate the rendergraph.
- void populateRenderGraph(RenderingContext& ctx);
- RenderTargetHandle getRenderTarget() const
- {
- return m_runCtx.m_rt;
- }
- private:
- ShaderProgramResourcePtr m_prog;
- Array<ShaderProgramPtr, 2> m_grProgs; ///< [Debug on or off]
- ShaderProgramResourcePtr m_visualizeRenderTargetProg;
- ShaderProgramPtr m_visualizeRenderTargetGrProg;
- RenderTargetDesc m_rtDesc;
- class
- {
- public:
- RenderTargetHandle m_rt;
- } m_runCtx;
- Error initInternal();
- void run(RenderPassWorkContext& rgraphCtx);
- };
- /// @}
- } // end namespace anki
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