Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessEyeAdaptation.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

26 lines
1.0 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessEyeAdaptation.h: Post processing eye adaptation implementation.
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// ePId_Input0: HDRHistogram or nothing
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
class FRCPassPostProcessEyeAdaptation : public TRenderingCompositePassBase<1, 1>
{
public:
//
static void ComputeEyeAdaptationParamsValue(const FViewInfo& View, FVector4 Out[3]);
// computes the ExposureScale (useful if eyeadaptation is locked)
static float ComputeExposureScaleValue(const FViewInfo& View);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};