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The refactor to get rid of the FSceneTextures and FSceneTexturesConfig global singletons has also been preserved. The FViewFamilyInfo is used to hold those structures, so client facing API functions that lack a scene renderer reference can still pull the FSceneTextures[Config] from the view family pointer. All other scene renderer state has been moved from FViewFamilyInfo back into FSceneRenderer. #jira none #rnx #rb ola.olsson krzysztof.narkowicz zach.bethel #preflight 629f770e233ae0a8f8fb7f2e [CL 20540730 by jason hoerner in ue5-main branch]
38 lines
1.5 KiB
C++
38 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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DistanceFieldLightingPost.h
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=============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "SceneRendering.h"
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class FDistanceFieldAOParameters;
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extern void AllocateOrReuseAORenderTarget(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef& Target, const TCHAR* Name, EPixelFormat Format, ETextureCreateFlags Flags = TexCreate_None);
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extern void UpdateHistory(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View,
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const TCHAR* BentNormalHistoryRTName,
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TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTexturesUniformBuffer,
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FRDGTextureRef VelocityTexture,
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FRDGTextureRef BentNormalInterpolation,
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FRDGTextureRef DistanceFieldNormal,
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/** Contains last frame's history, if non-NULL. This will be updated with the new frame's history. */
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FIntRect* DistanceFieldAOHistoryViewRect,
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TRefCountPtr<IPooledRenderTarget>* BentNormalHistoryState,
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/** Output of Temporal Reprojection for the next step in the pipeline. */
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FRDGTextureRef& BentNormalHistoryOutput,
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const FDistanceFieldAOParameters& Parameters);
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extern void UpsampleBentNormalAO(
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FRDGBuilder& GraphBuilder,
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const TArray<FViewInfo>& Views,
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TRDGUniformBufferRef<FSceneTextureUniformParameters> SceneTexturesUniformBuffer,
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FRDGTextureRef SceneColorTexture,
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FRDGTextureRef DistanceFieldAOBentNormal,
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bool bModulateSceneColor);
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