Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessDOF.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

50 lines
1.7 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 FRCPassPostProcessDOFSetup : public TRenderingCompositePassBase<2, 2>
{
public:
FRCPassPostProcessDOFSetup(bool bInFarBlur, bool bInNearBlur)
: bFarBlur(bInFarBlur)
, bNearBlur(bInNearBlur)
{}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
bool bFarBlur;
bool bNearBlur;
};
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: Full res scene color
// ePId_Input1: FarBlur from the DOFSetup (possibly further blurred)
// ePId_Input2: NearBlur from the DOFSetup (possibly further blurred)
// ePId_Input3: optional SeparateTransluceny
class FRCPassPostProcessDOFRecombine : public TRenderingCompositePassBase<4, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};