当前位置: 首页>>代码示例>>C++>>正文


C++ FPooledRenderTargetDesc::Reset方法代码示例

本文整理汇总了C++中FPooledRenderTargetDesc::Reset方法的典型用法代码示例。如果您正苦于以下问题:C++ FPooledRenderTargetDesc::Reset方法的具体用法?C++ FPooledRenderTargetDesc::Reset怎么用?C++ FPooledRenderTargetDesc::Reset使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FPooledRenderTargetDesc的用法示例。


在下文中一共展示了FPooledRenderTargetDesc::Reset方法的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 FRCPassPostProcessDownsample::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = GetInput(ePId_Input0)->GetOutput()->RenderTargetDesc;

	Ret.Reset();

	Ret.Extent  = FIntPoint::DivideAndRoundUp(Ret.Extent, 2);

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

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

	Ret.TargetableFlags &= ~TexCreate_UAV;
	Ret.TargetableFlags |= TexCreate_RenderTargetable;
	Ret.AutoWritable = false;
	Ret.DebugName = DebugName;

	Ret.ClearValue = FClearValueBinding(FLinearColor(0,0,0,0));

	return Ret;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:25,代码来源:PostProcessDownsample.cpp

示例2: ComputeOutputDesc

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3: ComputeOutputDesc

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4: ComputeOutputDesc

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

	Ret.Reset();
	Ret.DebugName = TEXT("BloomSetup");
	Ret.AutoWritable = false;
	return Ret;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:9,代码来源:PostProcessBloomSetup.cpp

示例5: ComputeOutputDesc

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

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

	return Ret;
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:9,代码来源:PostProcessDOF.cpp

示例6: ComputeOutputDesc

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

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

	return Ret;
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:9,代码来源:PostProcessGBufferHints.cpp

示例7: ComputeOutputDesc

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

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

	return Ret;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:9,代码来源:PostProcessSceneColorFringe.cpp

示例8: ComputeOutputDesc

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

	Ret.Reset();
	Ret.DebugName = (Direction == 0) ? TEXT("SubsurfaceX") : TEXT("SubsurfaceY");

	return Ret;
}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:9,代码来源:PostProcessSubsurface.cpp

示例9: ComputeOutputDesc

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

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

	return Ret;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:9,代码来源:PostProcessVisualizeBuffer.cpp

示例10: ComputeOutputDesc

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

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

	return Ret;
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:9,代码来源:PostProcessLensFlares.cpp

示例11: ComputeOutputDesc

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

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

	return Ret;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,代码来源:VisualizeShadingModels.cpp

示例12: ComputeOutputDesc

FPooledRenderTargetDesc FRCPassPostProcessHMD::ComputeOutputDesc(EPassOutputId InPassOutputId) const
{
	FPooledRenderTargetDesc Ret = PassOutputs[0].RenderTargetDesc;

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

	return Ret;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:9,代码来源:PostProcessHMD.cpp

示例13: ComputeOutputDesc

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

	Ret.Reset();
	Ret.DebugName = (Pass == 0) ? TEXT("SubsurfaceTemp") : TEXT("SubsurfaceSceneColor");

	return Ret;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:9,代码来源:PostProcessSubsurface.cpp

示例14: 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15: 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


注:本文中的FPooledRenderTargetDesc::Reset方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。