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- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch]
46 lines
1.8 KiB
C++
46 lines
1.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessBloomSetup.h: Post processing bloom threshold pass implementation.
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=============================================================================*/
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#pragma once
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#include "RenderingCompositionGraph.h"
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// ePId_Input0: Half res HDR scene color
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// ePId_Input1: EyeAdaptation
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessBloomSetup : public TRenderingCompositePassBase<2, 1>
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{
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public:
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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virtual void Release() override { delete this; }
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};
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// ePId_Input0: HDR SceneColor
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessVisualizeBloomSetup : public TRenderingCompositePassBase<1, 1>
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{
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public:
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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virtual void Release() override { delete this; }
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};
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// ePId_Input0: LDR SceneColor
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// ePId_Input1: HDR SceneColor
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// ePId_Input2: BloomOutputCombined
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessVisualizeBloomOverlay : public TRenderingCompositePassBase<3, 1>
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{
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public:
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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virtual void Release() override { delete this; }
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};
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