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- 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]
23 lines
844 B
C
23 lines
844 B
C
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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Functionality for capturing the scene into reflection capture cubemaps, and prefiltering
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "Math/SHMath.h"
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#include "RHI.h"
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#include "GlobalShader.h"
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#include "RenderGraphDefinitions.h"
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extern void ComputeDiffuseIrradiance(FRDGBuilder& GraphBuilder, FGlobalShaderMap* ShaderMap, FRDGTexture* LightingSource, FSHVectorRGB3* OutIrradianceEnvironmentMap);
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FMatrix CalcCubeFaceViewRotationMatrix(ECubeFace Face);
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FMatrix GetCubeProjectionMatrix(float HalfFovDeg, float CubeMapSize, float NearPlane);
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inline uint32 GetNumMips(uint32 MipSize)
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{
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return FMath::CeilLogTwo(MipSize) + 1;
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} |