// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. /*============================================================================= PostProcessBloomSetup.h: Post processing bloom threshold pass implementation. =============================================================================*/ #pragma once #include "RenderingCompositionGraph.h" // ePId_Input0: Half res HDR scene color // ePId_Input1: EyeAdaptation // derives from TRenderingCompositePassBase class FRCPassPostProcessBloomSetup : public TRenderingCompositePassBase<2, 1> { public: // interface FRenderingCompositePass --------- virtual void Process(FRenderingCompositePassContext& Context) override; virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override; virtual void Release() override { delete this; } }; // ePId_Input0: HDR SceneColor // derives from TRenderingCompositePassBase class FRCPassPostProcessVisualizeBloomSetup : public TRenderingCompositePassBase<1, 1> { public: // interface FRenderingCompositePass --------- virtual void Process(FRenderingCompositePassContext& Context) override; virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override; virtual void Release() override { delete this; } }; // ePId_Input0: LDR SceneColor // ePId_Input1: HDR SceneColor // ePId_Input2: BloomOutputCombined // derives from TRenderingCompositePassBase class FRCPassPostProcessVisualizeBloomOverlay : public TRenderingCompositePassBase<3, 1> { public: // interface FRenderingCompositePass --------- virtual void Process(FRenderingCompositePassContext& Context) override; virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override; virtual void Release() override { delete this; } };