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40 lines
1.4 KiB
C++
40 lines
1.4 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessMaterial.h: Post processing Material
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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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class UMaterialInterface;
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: former pass
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// ePId_Input1: optional, depends on EBlendableLocation
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// ePId_Input2: optional, depends on EBlendableLocation
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// ePId_Input3: optional, depends on EBlendableLocation
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class FRCPassPostProcessMaterial : public TRenderingCompositePassBase<4,1>
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{
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public:
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// constructor
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FRCPassPostProcessMaterial(UMaterialInterface* InMaterialInterface, ERHIFeatureLevel::Type InFeatureLevel, EPixelFormat OutputFormatIN = PF_Unknown);
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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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void SetShader(const FRenderingCompositePassContext& Context);
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UMaterialInterface* MaterialInterface;
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// PF_Unknown for default behavior.
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EPixelFormat OutputFormat;
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};
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