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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]
93 lines
3.4 KiB
C++
93 lines
3.4 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessSubsurface.h: Screenspace subsurface scattering implementation
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=============================================================================*/
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#pragma once
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#include "RenderingCompositionGraph.h"
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// ePId_Input0: SceneColor
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// uses some GBuffer attributes
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// alpha is unused
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class FRCPassPostProcessSubsurfaceVisualize : public TRenderingCompositePassBase<1, 1>
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{
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public:
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FRCPassPostProcessSubsurfaceVisualize();
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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virtual void Release() override { delete this; }
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};
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// ePId_Input0: SceneColor
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// uses some GBuffer attributes
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class FRCPassPostProcessSubsurfaceExtractSpecular : 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 FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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virtual void Release() override { delete this; }
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};
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// ePId_Input0: SceneColor
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// uses some GBuffer attributes
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// alpha is unused
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class FRCPassPostProcessSubsurfaceSetup : public TRenderingCompositePassBase<1, 1>
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{
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public:
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// constructor
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FRCPassPostProcessSubsurfaceSetup(FViewInfo& View);
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// interface FRenderingCompositePass ---------
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virtual void Process(FRenderingCompositePassContext& Context) override;
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virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const override;
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virtual void Release() override { delete this; }
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FIntRect ViewRect;
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};
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: SceneColor (horizontal blur) or the pass before (vertical blur)
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// ePId_Input1: optional Setup pass (only for InDirection==1)
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// modifies SceneColor, uses some GBuffer attributes
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class FRCPassPostProcessSubsurface : public TRenderingCompositePassBase<2, 1>
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{
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public:
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// constructor
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// @param InDirection 0:horizontal/1:vertical
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FRCPassPostProcessSubsurface(uint32 InDirection);
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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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// 0:horizontal/1:vertical
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uint32 Direction;
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};
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: output from FRCPassPostProcessSubsurface
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// ePId_Input1: SceneColor before Screen Space Subsurface input
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// modifies SceneColor, uses some GBuffer attributes
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class FRCPassPostProcessSubsurfaceRecombine : 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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