Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/MobileReflectionEnvironmentCapture.h
zach bethel 51d195d21f Major refactor of reflection capture code.
- Converted to RDG.
 - Converted mobile to use subresource transitions instead of awkward ping-ponging between render targets.
 - Merged duplicate code paths between mobile / desktop.
 - Eliminated FReflectionScratchCubemaps singleton in favor of explicit resource marshalling.

#preflight 623cdecc573f51b292c9c84a
#rb christopher.waters

[CL 19513281 by zach bethel in ue5-main branch]
2022-03-25 11:17:23 -04:00

20 lines
812 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RHI.h"
#include "Math/SHMath.h"
#include "ScenePrivate.h"
namespace MobileReflectionEnvironmentCapture
{
void ComputeAverageBrightness(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, float* OutAverageBrightness);
FRDGTexture* FilterReflectionEnvironment(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* CubemapTexture, FSHVectorRGB3* OutIrradianceEnvironmentMap);
void CopyToSkyTexture(FRDGBuilder& GraphBuilder, FScene* Scene, FRDGTexture* CubemapTexture, FTexture* ProcessedTexture);
}