Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VirtualShadowMaps/VirtualShadowMapProjection.h
Arciel Rekman 700c39e0e7 Fix VSM debug view being the same for the right eye.
#rb Andrew.Lauritzen
#review @Andrew.Lauritzen, @Robert.Srinivasiah, @Jules.Blok
#jira none
#preflight 625642c45f20a0a34d8fbaf7

[CL 19734289 by Arciel Rekman in ue5-main branch]
2022-04-12 23:44:41 -04:00

55 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VirtualShadowMapProjection.h
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RenderGraphResources.h"
#include "ScreenSpaceDenoise.h"
class FVirtualShadowMapClipmap;
enum class EVirtualShadowMapProjectionInputType
{
GBuffer = 0,
HairStrands = 1
};
const TCHAR* ToString(EVirtualShadowMapProjectionInputType In);
void RenderVirtualShadowMapProjection(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FViewInfo& View, int32 ViewIndex,
FVirtualShadowMapArray& VirtualShadowMapArray,
const FIntRect ScissorRect,
EVirtualShadowMapProjectionInputType InputType,
const TSharedPtr<FVirtualShadowMapClipmap>& Clipmap,
FRDGTextureRef OutputShadowMaskTexture);
void RenderVirtualShadowMapProjection(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FViewInfo& View, int32 ViewIndex,
FVirtualShadowMapArray& VirtualShadowMapArray,
const FIntRect ScissorRect,
EVirtualShadowMapProjectionInputType InputType,
FProjectedShadowInfo* ShadowInfo,
FRDGTextureRef OutputShadowMaskTexture);
FRDGTextureRef RenderVirtualShadowMapProjectionOnePass(
FRDGBuilder& GraphBuilder,
const FMinimalSceneTextures& SceneTextures,
const FViewInfo& View, int32 ViewIndex,
FVirtualShadowMapArray& VirtualShadowMapArray,
EVirtualShadowMapProjectionInputType InputType);
void CompositeVirtualShadowMapMask(
FRDGBuilder& GraphBuilder,
const FIntRect ScissorRect,
const FRDGTextureRef Input,
bool bDirectionalLight,
FRDGTextureRef OutputShadowMaskTexture);