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

35 lines
1.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessMaterial.h: Post processing Material
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: former pass
// ePId_Input1: optional, depends on EBlendableLocation
// ePId_Input2: optional, depends on EBlendableLocation
class FRCPassPostProcessMaterial : public TRenderingCompositePassBase<3,1>
{
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;
};