Files
UnrealEngineUWP/Engine/Source/Developer/ImageWrapper/ImageWrapper.Build.cs
Allan Bentham 98da78a389 Added OpenEXR library, added OpenEXR format to ImageWrapper Module, Changed highres screenshot code to save with image wrapper.
#ttp 318670 - UE4: RENDERING: FORTNITE: Write HighResScreenshots to OpenEXR (ideally PSD as well)
#proj Engine
#branch UE4
#summary Added OpenEXR library, added OpenEXR format to ImageWrapper Module, Changed highres screenshot code to save with image wrapper.
#Add OpenEXR support (for writing) to ImageWrapper module. (enabled for windows builds only)
#Add added option to highres screenshot code to choose to output as hdr / openexr
#Add 2 new visualisation modes, scene depth world units and custom depth world units.
#add cvar 'r.BufferVisualizationDumpFramesAsHDR' to enable hdr export from console.
#change FRCPassPostProcessMaterial can specify an override output texture format if required.
#add SaveImage function to FHighResScreenshotConfig

[CL 2252882 by Allan Bentham in Main branch]
2014-08-12 08:36:24 -04:00

30 lines
763 B
C#

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ImageWrapper : ModuleRules
{
public ImageWrapper(TargetInfo Target)
{
PrivateIncludePaths.Add("Developer/ImageWrapper/Private");
Definitions.Add("WITH_UNREALPNG=1");
Definitions.Add("WITH_UNREALJPEG=1");
PrivateDependencyModuleNames.Add("Core");
AddThirdPartyPrivateStaticDependencies(Target,
"zlib",
"UElibPNG",
"UElibJPG"
);
// Add openEXR lib for windows builds.
if (Target.Platform == UnrealTargetPlatform.Win64 || Target.Platform == UnrealTargetPlatform.Win32)
{
Definitions.Add("WITH_UNREALEXR=1");
AddThirdPartyPrivateStaticDependencies(Target, "UEOpenEXR");
}
}
}