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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]
32 lines
957 B
C++
32 lines
957 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RenderingCompositionGraph.h"
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: SceneColor
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class FRCPassPostProcessCompositeEditorPrimitives : public TRenderingCompositePassBase<1, 1>
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{
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public:
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FRCPassPostProcessCompositeEditorPrimitives(bool bInDeferredBasePass) : bDeferredBasePass(bInDeferredBasePass) {}
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual void Release() override { delete this; }
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FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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private:
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/**
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* Draws primitives that need to be composited
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*
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* @param View The view to draw in
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*/
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template <typename TBasePass>
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void RenderPrimitivesToComposite(FRHICommandListImmediate& RHICmdList, const FViewInfo& View);
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bool bDeferredBasePass;
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};
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