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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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2019-10-01 13:03:04 -04:00
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#include "OverridePassSequence.h"
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// Returns whether the gbuffer visualization pass needs to render on screen.
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bool IsVisualizeGBufferOverviewEnabled(const FViewInfo& View);
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// Returns whether the gubffer visualization pass needs to dump targets to files.
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bool IsVisualizeGBufferDumpToFileEnabled(const FViewInfo& View);
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// Returns whether the gbuffer visualization pass needs to dump to a pipe.
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bool IsVisualizeGBufferDumpToPipeEnabled(const FViewInfo& View);
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// Returns whether the gbuffer visualization pass should output in floating point format.
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bool IsVisualizeGBufferInFloatFormat();
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struct FVisualizeGBufferOverviewInputs
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{
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FScreenPassRenderTarget OverrideOutput;
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// The current scene color being processed.
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FScreenPassTexture SceneColor;
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// The HDR scene color immediately before tonemapping is applied.
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FScreenPassTexture SceneColorBeforeTonemap;
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// The scene color immediately after tonemapping is applied.
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FScreenPassTexture SceneColorAfterTonemap;
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// The separate translucency texture to composite.
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FScreenPassTexture SeparateTranslucency;
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// The original scene velocity texture to composite.
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FScreenPassTexture Velocity;
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2020-09-24 00:43:27 -04:00
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/** The uniform buffer containing all scene textures. */
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FSceneTextureShaderParameters SceneTextures;
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// Dump targets to files on disk.
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bool bDumpToFile = false;
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// Render an overview of the GBuffer targets.
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bool bOverview = false;
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// Whether to emit outputs in HDR.
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bool bOutputInHDR = false;
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};
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FScreenPassTexture AddVisualizeGBufferOverviewPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FVisualizeGBufferOverviewInputs& Inputs);
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