#include <SceneViewExtension.h>
|
| enum class | EPostProcessingPass : uint32 {
BeforeDOF
, AfterDOF
, TranslucencyAfterDOF
, SSRInput
,
ReplacingTonemapper
, MotionBlur
, Tonemap
, FXAA
,
SMAA
, VisualizeDepthOfField
, MAX
} |
| |
|
| virtual void | SetupViewFamily (FSceneViewFamily &InViewFamily) |
| |
| virtual void | SetupView (FSceneViewFamily &InViewFamily, FSceneView &InView) |
| |
| virtual void | SetupViewPoint (APlayerController *Player, FMinimalViewInfo &InViewInfo) |
| |
| virtual void | SetupViewProjectionMatrix (FSceneViewProjectionData &InOutProjectionData) |
| |
| virtual void | BeginRenderViewFamily (FSceneViewFamily &InViewFamily) |
| |
| virtual void | PostCreateSceneRenderer (const FSceneViewFamily &InViewFamily, ISceneRenderer *Renderer) |
| |
| virtual void | PreRenderViewFamily_RenderThread (FRDGBuilder &GraphBuilder, FSceneViewFamily &InViewFamily) |
| |
| virtual void | PreRenderView_RenderThread (FRDGBuilder &GraphBuilder, FSceneView &InView) |
| |
| virtual void | PreInitViews_RenderThread (FRDGBuilder &GraphBuilder) |
| |
| virtual void | PreRenderBasePass_RenderThread (FRDGBuilder &GraphBuilder, bool bDepthBufferIsPopulated) |
| |
| virtual void | PostRenderBasePassDeferred_RenderThread (FRDGBuilder &GraphBuilder, FSceneView &InView, const FRenderTargetBindingSlots &RenderTargets, TRDGUniformBufferRef< FSceneTextureUniformParameters > SceneTextures) |
| |
| virtual void | PostRenderBasePassMobile_RenderThread (FRHICommandList &RHICmdList, FSceneView &InView) |
| |
| virtual void | PostTLASBuild_RenderThread (FRDGBuilder &GraphBuilder, FSceneView &InView) |
| |
| virtual void | PrePostProcessPass_RenderThread (FRDGBuilder &GraphBuilder, const FSceneView &InView, const FPostProcessingInputs &Inputs) |
| |
| virtual void | PrePostProcessPassMobile_RenderThread (FRDGBuilder &GraphBuilder, const FSceneView &InView, const FMobilePostProcessingInputs &Inputs) |
| |
| virtual void | SubscribeToPostProcessingPass (EPostProcessingPass Pass, const FSceneView &InView, FPostProcessingPassDelegateArray &InOutPassCallbacks, bool bIsPassEnabled) |
| |
| virtual void | PostRenderViewFamily_RenderThread (FRDGBuilder &GraphBuilder, FSceneViewFamily &InViewFamily) |
| |
| virtual void | PostRenderView_RenderThread (FRDGBuilder &GraphBuilder, FSceneView &InView) |
| |
| virtual int32 | GetPriority () const |
| |
| virtual bool | IsActiveThisFrame (const FSceneViewExtensionContext &Context) const |
| |
| virtual ESceneViewExtensionFlags | GetFlags () const |
| |
| virtual void | SubscribeToPostProcessingPass (EPostProcessingPass Pass, FPostProcessingPassDelegateArray &InOutPassCallbacks, bool bIsPassEnabled) |
| | Deprecated APIs - These are no longer called and must be converted to restore functionality.
|
| |
◆ EPostProcessingPass
| Enumerator |
|---|
| BeforeDOF | |
| AfterDOF | |
| TranslucencyAfterDOF | |
| SSRInput | |
| ReplacingTonemapper | |
| MotionBlur | |
| Tonemap | |
| FXAA | |
| SMAA | |
| VisualizeDepthOfField | |
| MAX | |
◆ BeginRenderViewFamily()
◆ GetFlags()
Query any flags to communicate state or execution requirements externally.
◆ GetPriority()
◆ IsActiveThisFrame()
Returning false disables the extension for the current frame in the given context. This will be queried each frame to determine if the extension wants to run.
Reimplemented in FSceneViewExtensionBase.
◆ IsActiveThisFrame_Internal()
◆ PostCreateSceneRenderer()
Called on game thread after the scene renderers have been created
Reimplemented in FMeshEdgesExtension.
◆ PostRenderBasePassDeferred_RenderThread()
Called right after Base Pass rendering finished when using the deferred renderer.
◆ PostRenderBasePassMobile_RenderThread()
Called right after Base Pass rendering finished when using the mobile renderer.
◆ PostRenderView_RenderThread()
Allows to render content after the 3D content scene, useful for debugging
◆ PostRenderViewFamily_RenderThread()
Allows to render content after the 3D content scene, useful for debugging
Reimplemented in FMotionDelayClient.
◆ PostTLASBuild_RenderThread()
Called after all the TLAS has been built.
◆ PreInitViews_RenderThread()
◆ PrePostProcessPass_RenderThread()
Called right before Post Processing rendering begins
◆ PrePostProcessPassMobile_RenderThread()
Called right before Post Processing rendering begins for the mobile renderer
◆ PreRenderBasePass_RenderThread()
Called on render thread right before Base Pass rendering. bDepthBufferIsPopulated is true if anything has been rendered to the depth buffer. This does not need to be a full depth prepass.
◆ PreRenderView_RenderThread()
◆ PreRenderViewFamily_RenderThread()
◆ SetupView()
◆ SetupViewFamily()
◆ SetupViewPoint()
Called when creating the viewpoint, before culling, in case an external tracking device needs to modify the base location of the view
◆ SetupViewProjectionMatrix()
Called when creating the view, in case non-stereo devices need to update projection matrix.
◆ SubscribeToPostProcessingPass() [1/2]
This will be called at the beginning of post processing to make sure that each view extension gets a chance to subscribe to a post-processing pass event.
- The pass MUST write to the override output texture if it is active (this occurs when the pass is the last in the post processing chain writing to the back buffer). For performance reasons it is recommended to only subscribe to a pass when the pass will produce a GPU resource.
◆ SubscribeToPostProcessingPass() [2/2]
Deprecated APIs - These are no longer called and must be converted to restore functionality.
The documentation for this class was generated from the following file: