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#rb Andrew.Lauritzen #review @Andrew.Lauritzen, @Robert.Srinivasiah, @Jules.Blok #jira none #preflight 625642c45f20a0a34d8fbaf7 [CL 19734289 by Arciel Rekman in ue5-main branch]
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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VirtualShadowMapProjection.h
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "RenderGraphResources.h"
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#include "ScreenSpaceDenoise.h"
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class FVirtualShadowMapClipmap;
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enum class EVirtualShadowMapProjectionInputType
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{
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GBuffer = 0,
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HairStrands = 1
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};
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const TCHAR* ToString(EVirtualShadowMapProjectionInputType In);
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void RenderVirtualShadowMapProjection(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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const FViewInfo& View, int32 ViewIndex,
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FVirtualShadowMapArray& VirtualShadowMapArray,
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const FIntRect ScissorRect,
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EVirtualShadowMapProjectionInputType InputType,
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const TSharedPtr<FVirtualShadowMapClipmap>& Clipmap,
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FRDGTextureRef OutputShadowMaskTexture);
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void RenderVirtualShadowMapProjection(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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const FViewInfo& View, int32 ViewIndex,
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FVirtualShadowMapArray& VirtualShadowMapArray,
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const FIntRect ScissorRect,
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EVirtualShadowMapProjectionInputType InputType,
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FProjectedShadowInfo* ShadowInfo,
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FRDGTextureRef OutputShadowMaskTexture);
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FRDGTextureRef RenderVirtualShadowMapProjectionOnePass(
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FRDGBuilder& GraphBuilder,
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const FMinimalSceneTextures& SceneTextures,
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const FViewInfo& View, int32 ViewIndex,
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FVirtualShadowMapArray& VirtualShadowMapArray,
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EVirtualShadowMapProjectionInputType InputType);
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void CompositeVirtualShadowMapMask(
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FRDGBuilder& GraphBuilder,
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const FIntRect ScissorRect,
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const FRDGTextureRef Input,
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bool bDirectionalLight,
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FRDGTextureRef OutputShadowMaskTexture);
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