Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessBloomSetup.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

49 lines
978 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
class FSceneDownsampleChain;
enum class EBloomQuality : uint32
{
Disabled,
Q1,
Q2,
Q3,
Q4,
Q5,
MAX
};
EBloomQuality GetBloomQuality();
struct FBloomInputs
{
FScreenPassTexture SceneColor;
const FSceneDownsampleChain* SceneDownsampleChain = nullptr;
};
struct FBloomOutputs
{
FScreenPassTexture SceneColor;
FScreenPassTexture Bloom;
};
FBloomOutputs AddBloomPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FBloomInputs& Inputs);
struct FBloomSetupInputs
{
// [Required]: The intermediate scene color being processed.
FScreenPassTexture SceneColor;
// [Required]: The scene eye adaptation texture.
FRDGTextureRef EyeAdaptationTexture = nullptr;
// [Required]: The bloom threshold to apply. Must be >0.
float Threshold = 0.0f;
};
FScreenPassTexture AddBloomSetupPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FBloomSetupInputs& Inputs);