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50 lines
1.7 KiB
C++
50 lines
1.7 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessDOF.h: Post process Depth of Field implementation.
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=============================================================================*/
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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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// down sample and setup DOF input
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// ePId_Input0: SceneColor
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// ePId_Input1: SceneDepth
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessDOFSetup : public TRenderingCompositePassBase<2, 2>
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{
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public:
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FRCPassPostProcessDOFSetup(bool bInFarBlur, bool bInNearBlur)
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: bFarBlur(bInFarBlur)
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, bNearBlur(bInNearBlur)
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{}
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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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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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private:
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bool bFarBlur;
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bool bNearBlur;
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};
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: Full res scene color
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// ePId_Input1: FarBlur from the DOFSetup (possibly further blurred)
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// ePId_Input2: NearBlur from the DOFSetup (possibly further blurred)
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// ePId_Input3: optional SeparateTransluceny
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class FRCPassPostProcessDOFRecombine : public TRenderingCompositePassBase<4, 1>
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{
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public:
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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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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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};
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