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