44 lines
1.5 KiB
C++
44 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Lumen/LumenReflections.h"
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namespace RayTracedTranslucency
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{
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bool IsEnabled(const FViewInfo& View);
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bool UseForceOpaque();
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bool UseRayTracedRefraction(const TArray<FViewInfo>& Views);
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bool AllowTranslucentReflectionInReflections();
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float GetPathThroughputThreshold();
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uint32 GetDownsampleFactor(const TArray<FViewInfo>& Views);
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uint32 GetMaxPrimaryHitEvents(const FViewInfo& View);
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uint32 GetMaxSecondaryHitEvents(const FViewInfo& View);
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}
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extern void TraceTranslucency(
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FRDGBuilder& GraphBuilder,
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const FScene* Scene,
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const FViewInfo& View,
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const FLumenSceneFrameTemporaries& FrameTemporaries,
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const FSceneTextures& SceneTextures,
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const FLumenReflectionTracingParameters& ReflectionTracingParameters,
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const FLumenReflectionTileParameters& ReflectionTileParameters,
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EDiffuseIndirectMethod DiffuseIndirectMethod,
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ERDGPassFlags ComputePassFlags,
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bool bUseRayTracedRefraction = false);
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extern void RenderHardwareRayTracingTranslucency(
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FRDGBuilder& GraphBuilder,
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const FSceneTextures& SceneTextures,
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const FSceneTextureParameters& SceneTextureParameters,
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const FScene* Scene,
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const FViewInfo& View,
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const FLumenCardTracingParameters& TracingParameters,
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const FLumenReflectionTracingParameters& ReflectionTracingParameters,
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const FLumenReflectionTileParameters& ReflectionTileParameters,
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float MaxTraceDistance,
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EDiffuseIndirectMethod DiffuseIndirectMethod,
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ERDGPassFlags ComputePassFlags,
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bool bUseRayTracedRefraction = false);
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