Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessMorpheus.h
Marcus Wassmer a0682fd4e2 Support for new Morpheus HMD Server. Morpheus PC preview now works. TargetSettings must set Demo mode to 'Demo'.
Modifies postprocessing pipeline so that distortion is done on buffers scaled by ScreenPercentage.  Scaling up ScreenPercentage will now have a bigger effect on aliasing in the HMD.
Modifies headtracking to be driven by VBLank events rather than the render thread.  Reduces tracking loss.
#codereview Nick.Whiting,JJ.Hoesing

[CL 2505935 by Marcus Wassmer in Main branch]
2015-04-08 17:24:01 -04:00

25 lines
809 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessMorpheus.h: Post processing for Sony Morpheus HMD device
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
#if HAS_MORPHEUS
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: SceneColor
class FRCPassPostProcessMorpheus : public TRenderingCompositePassBase<1, 1>
{
public:
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context) override;
virtual void Release() { delete this; }
FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
};
#endif