/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #pragma once #include "Common/GraphicsPipelinePass.h" #include "Common/FullscreenPass.h" #include "Common/UtilityPasses.h" class CScreenSpaceReflectionsPass : public GraphicsPipelinePass { public: virtual ~CScreenSpaceReflectionsPass() {} void Init() override; void Shutdown() override; void Reset() override; void Execute(); private: CFullscreenPass m_passRaytracing; CFullscreenPass m_passComposition; CStretchRectPass m_passCopy; CStretchRectPass m_passDownsample0; CStretchRectPass m_passDownsample1; CStretchRectPass m_passDownsample2; CGaussianBlurPass m_passBlur0; CGaussianBlurPass m_passBlur1; CGaussianBlurPass m_passBlur2; #if AZ_RENDER_TO_TEXTURE_GEM_ENABLED // render to texture supports multiple cameras AZStd::unordered_map m_prevViewProj[MAX_GPU_NUM]; #else Matrix44 m_prevViewProj[MAX_GPU_NUM]; #endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED };