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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/DistanceFieldLightingPost.h
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

38 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
DistanceFieldLightingPost.h
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "SceneRendering.h"
class FDistanceFieldAOParameters;
extern void AllocateOrReuseAORenderTarget(FRDGBuilder& GraphBuilder, FRDGTextureRef& Target, const TCHAR* Name, EPixelFormat Format, ETextureCreateFlags Flags = TexCreate_None);
extern void UpdateHistory(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const TCHAR* BentNormalHistoryRTName,
TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTexturesUniformBuffer,
FRDGTextureRef VelocityTexture,
FRDGTextureRef BentNormalInterpolation,
FRDGTextureRef DistanceFieldNormal,
/** Contains last frame's history, if non-NULL. This will be updated with the new frame's history. */
FIntRect* DistanceFieldAOHistoryViewRect,
TRefCountPtr<IPooledRenderTarget>* BentNormalHistoryState,
/** Output of Temporal Reprojection for the next step in the pipeline. */
FRDGTextureRef& BentNormalHistoryOutput,
const FDistanceFieldAOParameters& Parameters);
extern void UpsampleBentNormalAO(
FRDGBuilder& GraphBuilder,
const TArray<FViewInfo>& Views,
TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTexturesUniformBuffer,
FRDGTextureRef SceneColorTexture,
FRDGTextureRef DistanceFieldAOBentNormal,
bool bModulateSceneColor);