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Seele/src/Engine/Graphics/RenderPass/ToneMappingPass.h
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2025-03-10 18:35:35 +01:00
#pragma once
#include "RenderPass.h"
#include "Graphics/Shader.h"
namespace Seele
{
class ToneMappingPass : public RenderPass {
public:
ToneMappingPass(Gfx::PGraphics graphics);
ToneMappingPass(ToneMappingPass&&) = default;
ToneMappingPass& operator=(ToneMappingPass&&) = default;
virtual ~ToneMappingPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
// non-hdr swapchain output
Gfx::RenderTargetAttachment colorAttachment;
Gfx::RenderTargetAttachment hdrInputTexture;
Gfx::OSampler sampler;
Gfx::ODescriptorLayout layout;
Gfx::PDescriptorSet set;
Gfx::OPipelineLayout pipelineLayout;
Gfx::OVertexShader vert;
Gfx::OFragmentShader frag;
Gfx::PGraphicsPipeline pipeline;
};
}