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

40 lines
1.4 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessMaterial.h: Post processing Material
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RendererInterface.h"
#include "PostProcess/RenderingCompositionGraph.h"
class UMaterialInterface;
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: former pass
// ePId_Input1: optional, depends on EBlendableLocation
// ePId_Input2: optional, depends on EBlendableLocation
// ePId_Input3: optional, depends on EBlendableLocation
class FRCPassPostProcessMaterial : public TRenderingCompositePassBase<4,1>
{
public:
// constructor
FRCPassPostProcessMaterial(UMaterialInterface* InMaterialInterface, ERHIFeatureLevel::Type InFeatureLevel, EPixelFormat OutputFormatIN = PF_Unknown);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
void SetShader(const FRenderingCompositePassContext& Context);
UMaterialInterface* MaterialInterface;
// PF_Unknown for default behavior.
EPixelFormat OutputFormat;
};