Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessDOF.h
Mike Fricker 114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00

131 lines
4.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessDOF.h: Post process Depth of Field implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// down sample and setup DOF input
// ePId_Input0: SceneColor
// ePId_Input1: SceneDepth
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessDOFSetup : public TRenderingCompositePassBase<2, 2>
{
public:
FRCPassPostProcessDOFSetup(bool bInNearBlurEnabled) : bNearBlurEnabled ( bInNearBlurEnabled ) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
bool bNearBlurEnabled;
};
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: Full res scene color
// ePId_Input1: output 0 from the DOFSetup (possibly further blurred)
// ePId_Input2: output 1 from the DOFSetup (possibly further blurred)
class FRCPassPostProcessDOFRecombine : public TRenderingCompositePassBase<3, 1>
{
public:
FRCPassPostProcessDOFRecombine(bool bInNearBlurEnabled) : bNearBlurEnabled ( bInNearBlurEnabled ) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
bool bNearBlurEnabled;
};
// down sample and setup DOF input
// ePId_Input0: SceneColor
// ePId_Input1: SceneDepth
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessCircleDOFSetup : public TRenderingCompositePassBase<2, 2>
{
public:
FRCPassPostProcessCircleDOFSetup(bool bInNearBlurEnabled) : bNearBlurEnabled ( bInNearBlurEnabled ) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
bool bNearBlurEnabled;
};
// ePId_Input0: SceneColor
class FRCPassPostProcessCircleDOFDilate : public TRenderingCompositePassBase<1, 1>
{
public:
FRCPassPostProcessCircleDOFDilate(void) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
// ePId_Input0: setup results for far
// ePId_Input1: setup results for near
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessCircleDOF : public TRenderingCompositePassBase<2, 2>
{
public:
FRCPassPostProcessCircleDOF(bool bInNearBlurEnabled) : bNearBlurEnabled ( bInNearBlurEnabled ) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
bool bNearBlurEnabled;
};
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: Full res scene color
// ePId_Input1: output 0 from the DOFSetup (possibly further blurred)
// ePId_Input2: output 1 from the DOFSetup (possibly further blurred)
class FRCPassPostProcessCircleDOFRecombine : public TRenderingCompositePassBase<3, 1>
{
public:
FRCPassPostProcessCircleDOFRecombine(bool bInNearBlurEnabled) : bNearBlurEnabled ( bInNearBlurEnabled ) {}
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
private:
bool bNearBlurEnabled;
};