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C++ FPooledRenderTargetDesc类代码示例

本文整理汇总了C++中FPooledRenderTargetDesc的典型用法代码示例。如果您正苦于以下问题:C++ FPooledRenderTargetDesc类的具体用法?C++ FPooledRenderTargetDesc怎么用?C++ FPooledRenderTargetDesc使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了FPooledRenderTargetDesc类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: ComputeOutputDesc

FPooledRenderTargetDesc FRCPassPostProcessVisualizeBloomOverlay::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;

	Ret.Reset();
	Ret.TargetableFlags &= ~TexCreate_UAV;
	Ret.TargetableFlags |= TexCreate_RenderTargetable;
	Ret.DebugName = TEXT("VisualizeBloomOverlay");

	return Ret;
}
开发者ID:johndpope,项目名称:UE4,代码行数:11,代码来源:PostProcessBloomSetup.cpp

示例2: ComputeOutputDesc

FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;

	Ret.Reset();
	Ret.DebugName = TEXT("SubsurfaceSetup");

	// alpha is unsed, todo: consider 32bit format

	return Ret;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:11,代码来源:PostProcessSubsurface.cpp

示例3: ComputeOutputDesc

FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceExtractSpecular::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = FSceneRenderTargets::Get_Todo_PassContext().GetSceneColor()->GetDesc();

	Ret.Reset();
	Ret.DebugName = TEXT("SubsurfaceExtractSpecular");
	// alpha is not used
	Ret.Format = PF_FloatRGB;

	return Ret;
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:11,代码来源:PostProcessSubsurface.cpp

示例4: ComputeOutputDesc

FPooledRenderTargetDesc FRCPassPostProcessMotionBlurRecombine::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;

	Ret.Reset();
	// we don't need the alpha channel and 32bit is faster and costs less memory
	Ret.Format = PF_FloatRGB;
	Ret.DebugName = TEXT("MotionBlurRecombine");

	return Ret;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:11,代码来源:PostProcessMotionBlur.cpp

示例5: GetInput

FPooledRenderTargetDesc FRCPassPostProcessVisualizeBloomSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;

	Ret.Reset();
	Ret.TargetableFlags &= ~TexCreate_UAV;
	Ret.TargetableFlags |= TexCreate_RenderTargetable;
	Ret.DebugName = TEXT("VisualizeBloomSetup");

	return Ret;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:11,代码来源:PostProcessBloomSetup.cpp

示例6: ComputeOutputDesc

FPooledRenderTargetDesc FRCPassPostProcessLensBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;

	Ret.Reset();

	// more precision for additive blending
	Ret.Format = PF_FloatRGBA;
	Ret.DebugName = TEXT("LensBlur");

	return Ret;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:12,代码来源:PostProcessLensBlur.cpp

示例7: ComputeOutputDesc

FPooledRenderTargetDesc FRCPassPostProcessMaterial::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;

	if (OutputFormat != PF_Unknown)
	{
		Ret.Format = OutputFormat;
	}
	Ret.Reset();
	Ret.DebugName = TEXT("PostProcessMaterial");

	return Ret;
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:13,代码来源:PostProcessMaterial.cpp

示例8: GetInput

FPooledRenderTargetDesc FRCPassPostProcessVisualizeLPV::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;

	Ret.Reset();

	// we assume this pass is additively blended with the scene color so this data is not needed
//	FPooledRenderTargetDesc Ret;

	Ret.DebugName = TEXT("VisualizeLPV");

	return Ret;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:13,代码来源:PostProcessLpvIndirect.cpp

示例9: ComputeOutputDesc

FPooledRenderTargetDesc FRCPassPostProcessSelectionOutlineColor::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;

	Ret.Reset();

	Ret.Format = PF_DepthStencil;
	Ret.Flags = TexCreate_None;
	Ret.TargetableFlags = TexCreate_DepthStencilTargetable;
	Ret.DebugName = TEXT("SelectionDepthStencil");
	Ret.NumSamples = FSceneRenderTargets::Get_FrameConstantsOnly().GetEditorMSAACompositingSampleCount();

	return Ret;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:14,代码来源:PostProcessSelectionOutline.cpp

示例10: GetInput

FPooledRenderTargetDesc FRCPassPostProcessSubsurfaceRecombine::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;

	Ret.Reset();
	Ret.DebugName = TEXT("SceneColorSubsurface");

	if(bSingleViewportMode)
	{
		// we don't need an alpha channel any more as it was used for ScreenSpaceSubsurfaceScattering only
		Ret.Format = (Ret.Format == PF_FloatRGBA) ? PF_FloatRGB : PF_FloatRGBA;
	}

	// we replace the HDR SceneColor with this one
	return Ret;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:16,代码来源:PostProcessSubsurface.cpp

示例11: TEXT

FPooledRenderTargetDesc FRCPassPostProcessVelocityFlatten::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	if( InPassOutputId == ePId_Output0 )
	{
		// Flattened velocity
		FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
		Ret.Reset();

		Ret.TargetableFlags |= TexCreate_UAV;
		Ret.TargetableFlags |= TexCreate_RenderTargetable;
		Ret.DebugName = TEXT("VelocityFlat");

		return Ret;
	}
	/*else if( InPassOutputId == ePId_Output1 )
	{
		// Packed VelocityLength, Depth
		FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;
		Ret.Reset();

		Ret.Format = PF_R8G8;
		Ret.TargetableFlags |= TexCreate_UAV;
		Ret.TargetableFlags |= TexCreate_RenderTargetable;
		Ret.DebugName = TEXT("PackedVelocityDepth");

		return Ret;
	}*/
	else
	{
		// Max tile velocity
		FPooledRenderTargetDesc UnmodifiedRet = PassInputs[0].GetOutput()->RenderTargetDesc;
		UnmodifiedRet.Reset();

		FIntPoint PixelExtent = UnmodifiedRet.Extent;

		FIntPoint ThreadGroupCount = ComputeThreadGroupCount(PixelExtent);
		FIntPoint NewSize = ThreadGroupCount;

		// format can be optimized later
		FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(NewSize, PF_G16R16F, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));

		Ret.DebugName = TEXT("MaxVelocity");

		return Ret;
	}
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:46,代码来源:PostProcessMotionBlur.cpp

示例12: GetInput

FPooledRenderTargetDesc FRCPassPostProcessNoiseBlur::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;

	Ret.Reset();

	if(OverrideFormat != PF_Unknown)
	{
		Ret.Format = OverrideFormat;
	}

	Ret.TargetableFlags &= ~TexCreate_UAV;
	Ret.TargetableFlags |= TexCreate_RenderTargetable;
	Ret.DebugName = TEXT("NoiseBlur");

	return Ret;
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:17,代码来源:PostProcessNoiseBlur.cpp

示例13: TEXT

FPooledRenderTargetDesc FRCPassPostProcessMotionBlurSetup::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	if(InPassOutputId == ePId_Output0)
	{
		// downsampled velocity

		FPooledRenderTargetDesc Ret = PassInputs[0].GetOutput()->RenderTargetDesc;

		Ret.Reset();
		Ret.Extent /= 2;
		Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
		Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);

		// we need at least a format in the range 0..1 with RGB channels, A is unused
		//	Ret.Format = PF_A2B10G10R10;
		// we need alpha to renormalize
		Ret.Format = PF_FloatRGBA;

		Ret.TargetableFlags &= ~TexCreate_UAV;
		Ret.TargetableFlags |= TexCreate_RenderTargetable;
		Ret.DebugName = TEXT("MotionBlurSetup0");

		return Ret;
	}
	else 
	{
		check(InPassOutputId == ePId_Output1);

		// scene color with depth in alpha
		FPooledRenderTargetDesc Ret = PassInputs[1].GetOutput()->RenderTargetDesc;

		Ret.Reset();
		Ret.Extent /= 2;
		Ret.Extent.X = FMath::Max(1, Ret.Extent.X);
		Ret.Extent.Y = FMath::Max(1, Ret.Extent.Y);

		Ret.Format = PF_FloatRGBA;

		Ret.TargetableFlags &= ~TexCreate_UAV;
		Ret.TargetableFlags |= TexCreate_RenderTargetable;
		Ret.DebugName = TEXT("MotionBlurSetup1");

		return Ret;
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:45,代码来源:PostProcessMotionBlur.cpp

示例14: GetInput

FPooledRenderTargetDesc FRCPassPostProcessHistogramReduce::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc UnmodifiedRet = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;
	
	UnmodifiedRet.Reset();

	FIntPoint PixelExtent = UnmodifiedRet.Extent;

	// each ThreadGroup outputs one histogram
	FIntPoint NewSize = FIntPoint(FRCPassPostProcessHistogram::HistogramTexelCount, 2);

	// for quality float4 to get best quality for smooth eye adaptation transitions
	FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(NewSize, PF_A32B32G32R32F, FClearValueBinding::None, TexCreate_None, TexCreate_RenderTargetable, false));
	
	Ret.DebugName = TEXT("HistogramReduce");
	
	return Ret;
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:18,代码来源:PostProcessHistogramReduce.cpp

示例15: ComputeThreadGroupCount

FPooledRenderTargetDesc FRCPassPostProcessHistogram::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
    FPooledRenderTargetDesc UnmodifiedRet = PassInputs[0].GetOutput()->RenderTargetDesc;

    UnmodifiedRet.Reset();
    FIntPoint PixelExtent = UnmodifiedRet.Extent;

    FIntPoint ThreadGroupCount = ComputeThreadGroupCount(PixelExtent);

    // each ThreadGroup outputs one histogram
    FIntPoint NewSize = FIntPoint(HistogramTexelCount, ThreadGroupCount.X * ThreadGroupCount.Y);

    // format can be optimized later
    FPooledRenderTargetDesc Ret(FPooledRenderTargetDesc::Create2DDesc(NewSize, PF_FloatRGBA, TexCreate_None, TexCreate_RenderTargetable | TexCreate_UAV, false));

    Ret.DebugName = TEXT("Histogram");

    return Ret;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:19,代码来源:PostProcessHistogram.cpp


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