2014-12-07 19:09:38 -05:00
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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/*=============================================================================
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PostProcessVisualizeBuffer.h: Post processing buffer visualization
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=============================================================================*/
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#pragma once
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#include "RenderingCompositionGraph.h"
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: SceneColor
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// ePId_Input1: SeparateTranslucency
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class FRCPassPostProcessVisualizeBuffer : public TRenderingCompositePassBase<2, 1>
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{
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public:
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/** Data for a single buffer overview tile **/
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struct TileData
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{
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FRenderingCompositeOutputRef Source;
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FString Name;
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TileData(FRenderingCompositeOutputRef InSource, const FString& InName)
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: Source (InSource)
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, Name (InName)
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{
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}
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};
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// constructor
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void AddVisualizationBuffer(FRenderingCompositeOutputRef InSource, const FString& InName);
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// interface FRenderingCompositePass ---------
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2015-04-01 07:20:55 -04:00
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virtual void Process(FRenderingCompositePassContext& Context) override;
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2014-06-13 06:14:46 -04:00
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virtual void Release() override { delete this; }
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2015-04-01 07:20:55 -04:00
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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2014-03-14 14:13:41 -04:00
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private:
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2014-04-24 14:59:04 -04:00
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// @return VertexShader
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2014-03-14 14:13:41 -04:00
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template <bool bDrawTileTemplate>
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2014-06-12 07:13:34 -04:00
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FShader* SetShaderTempl(const FRenderingCompositePassContext& Context);
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2014-03-14 14:13:41 -04:00
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TArray<TileData> Tiles;
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};
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