72 lines
2.7 KiB
C++
72 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "RenderGraphFwd.h"
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#include "RHIFwd.h"
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#include "TranslucentRendering.h"
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#include "PathTracing.h"
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#include "PostProcess/PostProcessInputs.h"
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enum class EReflectionsMethod;
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enum class EDiffuseIndirectMethod;
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class FScreenPassVS;
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class FViewInfo;
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class FVirtualShadowMapArray;
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namespace Nanite
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{
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struct FRasterResults;
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}
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// Returns whether the full post process pipeline is enabled. Otherwise, the minimal set of operations are performed.
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bool IsPostProcessingEnabled(const FViewInfo& View);
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// Returns whether the post process pipeline supports using compute passes.
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bool IsPostProcessingWithComputeEnabled(ERHIFeatureLevel::Type FeatureLevel);
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// Returns whether the post process pipeline supports propagating the alpha channel.
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bool IsPostProcessingWithAlphaChannelSupported();
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using FPostProcessVS = FScreenPassVS;
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void AddPostProcessingPasses(
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FRDGBuilder& GraphBuilder,
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const FViewInfo& View, int32 ViewIndex,
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FSceneUniformBuffer& SceneUniformBuffer,
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bool bAnyLumenActive,
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EDiffuseIndirectMethod DiffuseIndirectMethod,
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EReflectionsMethod ReflectionsMethod,
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const FPostProcessingInputs& Inputs,
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const Nanite::FRasterResults* NaniteRasterResults,
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FInstanceCullingManager& InstanceCullingManager,
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FVirtualShadowMapArray* VirtualShadowMapArray,
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struct FLumenSceneFrameTemporaries& LumenFrameTemporaries,
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const FSceneWithoutWaterTextures& SceneWithoutWaterTextures,
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FScreenPassTexture TSRFlickeringInput,
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FRDGTextureRef& InstancedEditorDepthTexture);
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void AddDebugViewPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, FSceneUniformBuffer &SceneUniformBuffer, const FPostProcessingInputs& Inputs, const Nanite::FRasterResults* NaniteRasterResults);
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void AddVisualizeCalibrationMaterialPostProcessingPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FPostProcessingInputs& Inputs, const UMaterialInterface* InMaterialInterface);
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struct FMobilePostProcessingInputs
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{
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TRDGUniformBufferRef<FMobileSceneTextureUniformParameters> SceneTextures = nullptr;
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FRDGTextureRef ViewFamilyTexture = nullptr;
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FRDGTextureRef ViewFamilyDepthTexture = nullptr;
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void Validate() const
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{
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check(ViewFamilyTexture);
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check(SceneTextures);
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}
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};
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void AddMobilePostProcessingPasses(FRDGBuilder& GraphBuilder, FScene* Scene, const FViewInfo& View, int32 ViewIndex, FSceneUniformBuffer &SceneUniformBuffer, const FMobilePostProcessingInputs& Inputs, FInstanceCullingManager& InstanceCullingManager);
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void AddBasicPostProcessPasses(FRDGBuilder& GraphBuilder, const FViewInfo& View);
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FRDGTextureRef AddProcessPlanarReflectionPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, FRDGTextureRef SceneColorTexture);
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