Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessBloomSetup.h
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

46 lines
1.8 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessBloomSetup.h: Post processing bloom threshold pass implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// ePId_Input0: Half res HDR scene color
// ePId_Input1: EyeAdaptation
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessBloomSetup : public TRenderingCompositePassBase<2, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
virtual void Release() override { delete this; }
};
// ePId_Input0: HDR SceneColor
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessVisualizeBloomSetup : public TRenderingCompositePassBase<1, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
virtual void Release() override { delete this; }
};
// ePId_Input0: LDR SceneColor
// ePId_Input1: HDR SceneColor
// ePId_Input2: BloomOutputCombined
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessVisualizeBloomOverlay : public TRenderingCompositePassBase<3, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
virtual void Release() override { delete this; }
};