Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessBloomSetup.h
2025-05-18 13:04:45 +08:00

50 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
class FTextureDownsampleChain;
class FEyeAdaptationParameters;
class FLocalExposureParameters;
enum class EBloomQuality : uint32
{
Disabled,
Q1,
Q2,
Q3,
Q4,
Q5,
MAX
};
EBloomQuality GetBloomQuality();
FScreenPassTexture AddGaussianBloomPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FTextureDownsampleChain* SceneDownsampleChain);
struct FBloomSetupInputs
{
// [Required]: The intermediate scene color being processed.
FScreenPassTextureSlice SceneColor;
// [Required]: The scene eye adaptation buffer.
FRDGBufferRef EyeAdaptationBuffer = nullptr;
// [Required]: The bloom threshold to apply. Must be >0.
float Threshold = 0.0f;
// [Optional] Eye adaptation parameters.
const FEyeAdaptationParameters* EyeAdaptationParameters = nullptr;
// [Optional] Local exposure parameters.
const FLocalExposureParameters* LocalExposureParameters = nullptr;
// [Optional] Luminance bilateral grid. If this is null, local exposure is disabled.
FRDGTextureRef LocalExposureTexture = nullptr;
// [Optional] Blurred luminance texture used to calculate local exposure.
FRDGTextureRef BlurredLogLuminanceTexture = nullptr;
};
FScreenPassTexture AddBloomSetupPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FBloomSetupInputs& Inputs);