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

96 lines
3.4 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessSubsurface.h: Screenspace subsurface scattering implementation
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "RendererInterface.h"
#include "PostProcess/RenderingCompositionGraph.h"
class FViewInfo;
// ePId_Input0: SceneColor
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// uses some GBuffer attributes
// alpha is unused
class FRCPassPostProcessSubsurfaceVisualize : public TRenderingCompositePassBase<1, 1>
{
public:
FRCPassPostProcessSubsurfaceVisualize(FRHICommandList& RHICmdList);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
virtual void Release() override { delete this; }
};
// ePId_Input0: SceneColor
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// uses some GBuffer attributes
// alpha is unused
class FRCPassPostProcessSubsurfaceSetup : public TRenderingCompositePassBase<1, 1>
{
public:
// constructor
FRCPassPostProcessSubsurfaceSetup(FViewInfo& View, bool bInHalfRes);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
virtual void Release() override { delete this; }
FIntRect ViewRect;
bool bHalfRes;
};
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: SceneColor (horizontal blur) or the pass before (vertical blur)
// ePId_Input1: optional Setup pass (only for InDirection==1)
// modifies SceneColor, uses some GBuffer attributes
class FRCPassPostProcessSubsurface : public TRenderingCompositePassBase<2, 1>
{
public:
// constructor
// @param InDirection 0:horizontal/1:vertical
FRCPassPostProcessSubsurface(uint32 InDirection, bool bInHalfRes);
static const bool RequiresCheckerboardSubsurfaceRendering(EPixelFormat SceneColorFormat);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
// 0:horizontal/1:vertical
uint32 Direction;
bool bHalfRes;
};
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: SceneColor before Screen Space Subsurface input
// ePId_Input1: optional output from FRCPassPostProcessSubsurface (if not present we do cheap reconstruction for Scalability)
// ePId_Input2: optional SubsurfaceSetup, can be half res
// modifies SceneColor, uses some GBuffer attributes
class FRCPassPostProcessSubsurfaceRecombine : public TRenderingCompositePassBase<3, 1>
{
public:
// constructor
FRCPassPostProcessSubsurfaceRecombine(bool bInHalfRes, bool bInSingleViewportMode);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
bool bHalfRes;
bool bSingleViewportMode;
};