Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessVisualizeBuffer.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

49 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessVisualizeBuffer.h: Post processing buffer visualization
=============================================================================*/
#pragma once
#include "RenderingCompositionGraph.h"
// derives from TRenderingCompositePassBase<InputCount, OutputCount>
// ePId_Input0: SceneColor
// ePId_Input1: SeparateTranslucency
class FRCPassPostProcessVisualizeBuffer : public TRenderingCompositePassBase<2, 1>
{
public:
/** Data for a single buffer overview tile **/
struct TileData
{
FRenderingCompositeOutputRef Source;
FString Name;
TileData(FRenderingCompositeOutputRef InSource, const FString& InName)
: Source (InSource)
, Name (InName)
{
}
};
// constructor
void AddVisualizationBuffer(FRenderingCompositeOutputRef InSource, const FString& InName);
// interface FRenderingCompositePass ---------
virtual void Process(FRenderingCompositePassContext& Context);
virtual void Release() override { delete this; }
virtual FPooledRenderTargetDesc ComputeOutputDesc(EPassOutputId InPassOutputId) const;
private:
// @return VertexShader
template <bool bDrawTileTemplate>
FShader* SetShaderTempl(const FRenderingCompositePassContext& Context);
TArray<TileData> Tiles;
};