Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessCircleDOF.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

95 lines
3.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessDOF.h: Post process Depth of Field implementation.
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RendererInterface.h"
#include "PostProcess/RenderingCompositionGraph.h"
// down sample and setup DOF input
// ePId_Input0: SceneColor
// ePId_Input1: SceneDepth
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessCircleDOFSetup : public TRenderingCompositePassBase<2, 2>
{
public:
FRCPassPostProcessCircleDOFSetup(void) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: DOFInput or DOFInputTemporalAA
class FRCPassPostProcessCircleDOFDilate : public TRenderingCompositePassBase<1, 1>
{
public:
FRCPassPostProcessCircleDOFDilate(void) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: setup results for far
// ePId_Input1: setup results for near, might have been processed by the dilate pass
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessCircleDOF : public TRenderingCompositePassBase<3, 2>
{
public:
FRCPassPostProcessCircleDOF(void) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
template <uint32 Quality>
FShader* SetShaderTempl(const FRenderingCompositePassContext& Context);
};
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: Full res scene color
// ePId_Input1: output 0 from the DOFSetup (possibly further blurred)
// ePId_Input2: output 1 from the DOFSetup (possibly further blurred)
class FRCPassPostProcessCircleDOFRecombine : public TRenderingCompositePassBase<3, 1>
{
public:
FRCPassPostProcessCircleDOFRecombine() {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
template <uint32 Quality>
FShader* SetShaderTempl(const FRenderingCompositePassContext& Context);
};
// to verify this can be used: http://www.radical.org/aov
// @return in mm, assuming the sensor in the DepthOfField settings
float ComputeFocalLengthFromFov(const FSceneView& View);
FVector4 CircleDofHalfCoc(const FSceneView& View);