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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]
49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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PostProcessVisualizeBuffer.h: Post processing buffer visualization
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=============================================================================*/
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#pragma once
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#include "RenderingCompositionGraph.h"
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// derives from TRenderingCompositePassBase<InputCount, OutputCount>
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// ePId_Input0: SceneColor
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// ePId_Input1: SeparateTranslucency
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class FRCPassPostProcessVisualizeBuffer : public TRenderingCompositePassBase<2, 1>
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{
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public:
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/** Data for a single buffer overview tile **/
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struct TileData
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{
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FRenderingCompositeOutputRef Source;
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FString Name;
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TileData(FRenderingCompositeOutputRef InSource, const FString& InName)
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: Source (InSource)
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, Name (InName)
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{
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}
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};
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// constructor
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void AddVisualizationBuffer(FRenderingCompositeOutputRef InSource, const FString& InName);
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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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// @return VertexShader
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template <bool bDrawTileTemplate>
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FShader* SetShaderTempl(const FRenderingCompositePassContext& Context);
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TArray<TileData> Tiles;
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};
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