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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]
139 lines
5.5 KiB
C++
139 lines
5.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessMotionBlur.h: Post process MotionBlur 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 prepare for soft masked blurring
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// MRT0: half res velocity, MRT1: half res scene color with depth in alpha
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// ePId_Input0: optional Full Res velocity input
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// ePId_Input1: Full Res Scene Color
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// ePId_Input2: Full Res Scene Depth
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class FRCPassPostProcessMotionBlurSetup : public TRenderingCompositePassBase<3, 2>
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{
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public:
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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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// input half res scene with depth, velocity, output half res motion blurred version
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// ePId_Input0: Half res SceneColor with depth in alpha
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// ePId_Input1: optional quarter res blurred screen space velocity
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// ePId_Input2: optional half res screen space masked velocity
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessMotionBlur : public TRenderingCompositePassBase<3, 1>
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{
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public:
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// @param InQuality 0xffffffff to visualize, 0:off(no shader is used), 1:low, 2:medium, 3:high, 4:very high
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FRCPassPostProcessMotionBlur(uint32 InQuality);
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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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// 1:low, 2:medium, 3:high, 4: very high
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uint32 Quality;
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};
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// ePId_Input0: Full Res Scene color
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// ePId_Input1: output from FRCPassPostProcessMotionBlur
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessMotionBlurRecombine : public TRenderingCompositePassBase<2, 1>
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{
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public:
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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: Half res SceneColor with depth in alpha
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// ePId_Input1: optional quarter res blurred screen space velocity
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// ePId_Input2: optional half res screen space masked velocity
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessVisualizeMotionBlur : public TRenderingCompositePassBase<3, 1>
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{
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public:
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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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// Find max velocity per 16x16 tile
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessVelocityFlatten : public TRenderingCompositePassBase<2, 2>
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{
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public:
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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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static const uint32 TileSizeX = 16;
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static const uint32 TileSizeY = 16;
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static const uint32 ThreadGroupSizeX = TileSizeX / 2;
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static const uint32 ThreadGroupSizeY = TileSizeY / 2;
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static FIntPoint ComputeThreadGroupCount(FIntPoint PixelExtent);
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};
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessVelocityScatter : public TRenderingCompositePassBase<1, 1>
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{
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public:
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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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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessVelocityDilate : public TRenderingCompositePassBase<1, 1>
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{
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public:
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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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// input half res scene with depth, velocity, output half res motion blurred version
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// ePId_Input0: Full Res Scene Color
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// ePId_Input1: Full Res Scene Depth
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// ePId_Input2: Velocity
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// ePId_Input3: Max tile velocity
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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class FRCPassPostProcessMotionBlurNew : public TRenderingCompositePassBase<4, 1>
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{
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public:
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// @param InQuality 0xffffffff to visualize, 0:off(no shader is used), 1:low, 2:medium, 3:high, 4:very high
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FRCPassPostProcessMotionBlurNew(uint32 InQuality);
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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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// 1:low, 2:medium, 3:high, 4: very high
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uint32 Quality;
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};
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