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

90 lines
3.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessSubsurface.h: Screenspace subsurface scattering implementation
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// 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);
// 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;
};