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