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Code/Engine/RendererCore/Pipeline/Passes/BlurPass.h
34 строки
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Sanakan8472
Render Graph (#1948)
03 июн 2026, 10:19
Не верифицирован
03 июн 2026, 10:19
60bb12c
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#pragma once #include <RendererCore/Declarations.h> #include <RendererCore/Pipeline/RenderPipelinePass.h> #include <RendererCore/Shader/ConstantBufferStorage.h> #include <RendererCore/Shader/ShaderResource.h> /// Render pass that applies a gaussian blur to an input texture. /// /// Performs a two-pass separable gaussian blur with configurable radius. /// Output has the same format as the input. class EZ_RENDERERCORE_DLL ezBlurPass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezBlurPass, ezRenderPipelinePass); public: ezBlurPass(); ~ezBlurPass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; virtual ezResult Serialize(ezStreamWriter& inout_stream) const override; virtual ezResult Deserialize(ezStreamReader& inout_stream) override; void SetRadius(ezInt32 iRadius); ///< Sets the blur radius in pixels. ezInt32 GetRadius() const; ///< Returns the current blur radius. protected: ezRenderPipelineNodeInputPin m_PinInput; ///< Input texture to blur. ezRenderPipelineNodeOutputPin m_PinOutput; ///< Blurred output texture. ezInt32 m_iRadius = 15; ///< Blur radius in pixels. ezConstantBufferStorageHandle m_hBlurCB; ///< Constant buffer for blur parameters. ezShaderResourceHandle m_hShader; ///< Blur shader. };