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40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "RendererInterface.h"
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#include "PostProcess/RenderingCompositionGraph.h"
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class FViewInfo;
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struct FDrawingPolicyRenderState;
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#if WITH_EDITOR
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: SceneColor
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class FRCPassPostProcessCompositeEditorPrimitives : public TRenderingCompositePassBase<1, 1>
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{
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public:
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FRCPassPostProcessCompositeEditorPrimitives(bool bInDeferredBasePass) : bDeferredBasePass(bInDeferredBasePass) {}
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual void Release() override { delete this; }
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FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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private:
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/**
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* Draws primitives that need to be composited
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*
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* @param View The view to draw in
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*/
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template <typename TBasePass>
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void RenderPrimitivesToComposite(FRHICommandListImmediate& RHICmdList, const FViewInfo& View, FDrawingPolicyRenderState& DrawRenderState);
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bool bDeferredBasePass;
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};
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#endif
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