VisuTwin Canvas
C++ 3D Engine — Metal Backend
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renderPassDepthAwareBlur.h
Go to the documentation of this file.
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// SPDX-License-Identifier: Apache-2.0
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// Copyright 2025-2026 Arnis Lektauers
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//
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//
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#pragma once
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#include <memory>
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#include "
renderPassShaderQuad.h
"
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namespace
visutwin::canvas
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{
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class
CameraComponent
;
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class
RenderPassDepthAwareBlur
:
public
RenderPassShaderQuad
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{
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public
:
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RenderPassDepthAwareBlur
(
const
std::shared_ptr<GraphicsDevice>&
device
,
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Texture
* sourceTexture,
CameraComponent
* cameraComponent,
bool
horizontal);
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void
execute
()
override
;
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private
:
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Texture
* _sourceTexture =
nullptr
;
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CameraComponent
* _cameraComponent =
nullptr
;
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bool
_horizontal =
true
;
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};
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}
visutwin::canvas::CameraComponent
Definition
cameraComponent.h:86
visutwin::canvas::RenderPassDepthAwareBlur::execute
void execute() override
Definition
renderPassDepthAwareBlur.cpp:20
visutwin::canvas::RenderPassDepthAwareBlur::RenderPassDepthAwareBlur
RenderPassDepthAwareBlur(const std::shared_ptr< GraphicsDevice > &device, Texture *sourceTexture, CameraComponent *cameraComponent, bool horizontal)
Definition
renderPassDepthAwareBlur.cpp:13
visutwin::canvas::RenderPass::device
std::shared_ptr< GraphicsDevice > device() const
Definition
renderPass.h:124
visutwin::canvas::RenderPassShaderQuad::RenderPassShaderQuad
RenderPassShaderQuad(const std::shared_ptr< GraphicsDevice > &device)
Definition
renderPassShaderQuad.h:30
visutwin::canvas::Texture
GPU texture resource supporting 2D, cubemap, volume, and array formats with mipmap management.
Definition
texture.h:57
visutwin::canvas
Definition
eventHandler.cpp:9
renderPassShaderQuad.h
scene
graphics
renderPassDepthAwareBlur.h
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