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

34 lines
1.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessStreamingAccuracyLegend.h: PP to apply the streaming accuracy legend
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "CompositionLighting/PostProcessPassThrough.h"
class FCanvas;
class FRCPassPostProcessStreamingAccuracyLegend : public FRCPassPostProcessPassThrough
{
public:
FRCPassPostProcessStreamingAccuracyLegend(const TArray<FLinearColor>& InColors)
: FRCPassPostProcessPassThrough(nullptr), Colors(InColors)
{}
protected:
virtual void DrawCustom(FRenderingCompositePassContext& Context) override;
void DrawDesc(FCanvas& Canvas, float PosX, float PosY, const FText& Text);
void DrawBox(FCanvas& Canvas, float PosX, float PosY, const FLinearColor& Color, const FText& Text);
void DrawCheckerBoard(FCanvas& Canvas, float PosX, float PosY, const FLinearColor& Color0, const FLinearColor& Color1, const FText& Text);
private:
TArray<FLinearColor> Colors;
};