// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= HairRendering.h: Hair rendering implementation. =============================================================================*/ #pragma once #include "CoreMinimal.h" #include "RendererInterface.h" #include "Shader.h" #include "HairStrandsUtils.h" #include "HairStrandsLUT.h" #include "HairStrandsDeepShadow.h" #include "HairStrandsVoxelization.h" #include "HairStrandsVisibility.h" #include "HairStrandsTransmittance.h" #include "HairStrandsEnvironment.h" #include "HairStrandsComposition.h" #include "HairStrandsDebug.h" #include "HairStrandsInterface.h" #include "HairStrandsData.h" FHairTransientResources* AllocateHairTransientResources(FRDGBuilder& GraphBuilder, FScene* Scene, const TArray& Views); void RenderHairPrePass( FRDGBuilder& GraphBuilder, FScene* Scene, const FSceneTextures& SceneTextures, TArray& Views, FInstanceCullingManager& InstanceCullingManager, const FHairInstanceCullingResults& CullingResults); void RenderHairBasePass( FRDGBuilder& GraphBuilder, FScene* Scene, const FSceneTextures& SceneTextures, TArray& Views, FInstanceCullingManager& InstanceCullingManager); void RunHairStrandsBookmark( FRDGBuilder& GraphBuilder, EHairStrandsBookmark Bookmark, FHairStrandsBookmarkParameters& Parameters); void RunHairStrandsBookmark( EHairStrandsBookmark Bookmark, FHairStrandsBookmarkParameters& Parameters); void CreateHairStrandsBookmarkParameters(FScene* Scene, FViewInfo& View, FHairStrandsBookmarkParameters& Out, bool bComputeVisibleInstances=true); void CreateHairStrandsBookmarkParameters(FScene* Scene, TArray& Views, TConstArrayView AllViews, FHairStrandsBookmarkParameters& Out, bool bComputeVisibleInstances=true); void UpdateHairStrandsBookmarkParameters(FScene* Scene, TArray& Views, FHairStrandsBookmarkParameters& Out);