本文整理汇总了C++中GetInputDesc函数 的典型用法代码示例。如果您正苦于以下问题:C++ GetInputDesc函数的具体用法?C++ GetInputDesc怎么用?C++ GetInputDesc使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetInputDesc函数 的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: SCOPED_DRAW_EVENT
void FRCPassPostProcessAA::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessAA);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.ViewRect;
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
switch(Quality)
{
case 1: SetShaderTemplAA<1>(Context); break;
case 2: SetShaderTemplAA<2>(Context); break;
case 3: SetShaderTemplAA<3>(Context); break;
case 4: SetShaderTemplAA<4>(Context); break;
case 5: SetShaderTemplAA<5>(Context); break;
default: SetShaderTemplAA<6>(Context); break;
}
// Draw a quad mapping scene color to the view's render target
TShaderMapRef<FFXAAVS> VertexShader(Context.GetShaderMap());
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
*VertexShader,
EDRF_Default);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:colwalder, 项目名称:unrealengine, 代码行数:59, 代码来源:PostProcessAA.cpp
示例2: SCOPED_DRAW_EVENT
void FRCPassPostProcessLensBlur::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PassPostProcessLensBlur);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
FIntPoint TexSize = InputDesc->Extent;
// usually 1, 2, 4 or 8
uint32 ScaleToFullRes = GSceneRenderTargets.GetBufferSizeXY().X / TexSize.X;
FIntRect ViewRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes);
FIntPoint ViewSize = ViewRect.Size();
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef(), ESimpleRenderTargetMode::EClearColorToBlack);
Context.SetViewportAndCallRHI(ViewRect);
// set the state (additive blending)
Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessLensBlurVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessLensBlurPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GEmptyVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
uint32 TileSize = 1;
FIntPoint TileCount = ViewSize / TileSize;
float PixelKernelSize = PercentKernelSize / 100.0f * ViewSize.X;
VertexShader->SetParameters(Context, TileCount, TileSize, PixelKernelSize, Threshold);
PixelShader->SetParameters(Context, PixelKernelSize);
Context.RHICmdList.SetStreamSource(0, NULL, 0, 0);
// needs to be the same on shader side (faster on NVIDIA and AMD)
int32 QuadsPerInstance = 4;
Context.RHICmdList.DrawPrimitive(PT_TriangleList, 0, 2, FMath::DivideAndRoundUp(TileCount.X * TileCount.Y, QuadsPerInstance));
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:johndpope, 项目名称:UE4, 代码行数:59, 代码来源:PostProcessLensBlur.cpp
示例3: SCOPED_DRAW_EVENT
void FRCPassPostProcessMorpheus::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessMorpheus);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.UnscaledViewRect;
FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessMorpheusVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessMorpheusPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
FMatrix QuadTexTransform;
FMatrix QuadPosTransform = FMatrix::Identity;
PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);
// Draw a quad mapping scene color to the view's render target
DrawTransformedRectangle(
Context.RHICmdList,
0, 0,
DestRect.Width(), DestRect.Height(),
QuadPosTransform,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
QuadTexTransform,
DestRect.Size(),
SrcSize
);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:kidaa, 项目名称:UnrealEngineVR, 代码行数:58, 代码来源:PostProcessMorpheus.cpp
示例4: SCOPED_DRAW_EVENT
void FRCPassPostProcessVisualizeBloomOverlay::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeBloomOverlay);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
check(InputDesc && "Input is not hooked up correctly");
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = View.ViewRect / ScaleFactor;
FIntRect DestRect = SrcRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect);
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestRect.Width(), DestRect.Height(), 1.0f );
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessVisualizeBloomOverlayPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:johndpope, 项目名称:UE4, 代码行数:58, 代码来源:PostProcessBloomSetup.cpp
示例5: SCOPED_DRAW_EVENT
void FRCPassPostProcessVisualizeMotionBlur::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(VisualizeMotionBlur, DEC_SCENE_ITEMS);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
FIntPoint TexSize = InputDesc->Extent;
// we assume the input and output is full resolution
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;
FIntRect SrcRect = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleFactor);
FIntRect DestRect = SrcRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
RHIClear(true, FLinearColor::Black, false, 1.0f, false, 0, SrcRect);
Context.SetViewportAndCallRHI(SrcRect);
// set the state
RHISetBlendState(TStaticBlendState<>::GetRHI());
RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
// Quality 0: visualize
SetMotionBlurShaderTempl<0>(Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
0, 0,
SrcRect.Width(), SrcRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
SrcRect.Size(),
SrcSize,
EDRF_UseTriangleOptimization);
RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:Tigrouzen, 项目名称:UnrealEngine-4, 代码行数:57, 代码来源:PostProcessMotionBlur.cpp
示例6: SCOPED_DRAW_EVENT
void FRCPassPostProcessHistogramReduce::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHistogramReduce);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessHistogramReducePS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
// we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input
FIntPoint GatherExtent = (View.ViewRect.Size() - FIntPoint(1, 1)) / 2;
uint32 LoopSizeValue = ComputeLoopSize(GatherExtent);
PixelShader->SetPS(Context, LoopSizeValue);
DrawPostProcessPass(
Context.RHICmdList,
0, 0,
DestSize.X, DestSize.Y,
0, 0,
SrcSize.X, 0,
DestSize,
SrcSize,
*VertexShader,
View.StereoPass,
Context.HasHmdMesh(),
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:frobro98, 项目名称:UnrealSource, 代码行数:57, 代码来源:PostProcessHistogramReduce.cpp
示例7: SCOPED_DRAW_EVENT
void FRCPassPostProcessVisualizeComplexity::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeComplexity);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.UnscaledViewRect;
FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
// turn off culling and blending
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
// turn off depth reads/writes
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
//reuse this generic vertex shader
TShaderMapRef<FShaderComplexityApplyVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FShaderComplexityApplyPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState ShaderComplexityBoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), ShaderComplexityBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(Context, Colors);
DrawRectangle(
Context.RHICmdList,
0, 0,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:xiangyuan, 项目名称:Unreal4, 代码行数:54, 代码来源:ShaderComplexityRendering.cpp
示例8: SCOPED_DRAW_EVENT
void FRCPassPostProcessSceneColorFringe::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, SceneColorFringe);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(View.ViewRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessSceneColorFringeVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessSceneColorFringePS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetParameters(Context);
VertexShader->SetParameters(Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
0, 0,
View.ViewRect.Width(), View.ViewRect.Height(),
View.ViewRect.Min.X, View.ViewRect.Min.Y,
View.ViewRect.Width(), View.ViewRect.Height(),
View.ViewRect.Size(),
FSceneRenderTargets::Get(Context.RHICmdList).GetBufferSizeXY(),
*VertexShader,
EDRF_UseTriangleOptimization);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:amyvmiwei, 项目名称:UnrealEngine4, 代码行数:51, 代码来源:PostProcessSceneColorFringe.cpp
示例9: SCOPED_DRAW_EVENT
void FRCPassPostProcessHMD::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHMD, DEC_SCENE_ITEMS);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
const FIntRect SrcRect = View.ViewRect;
const FIntRect DestRect = View.UnscaledViewRect;
const FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, FIntRect());
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
FMatrix QuadTexTransform = FMatrix::Identity;
FMatrix QuadPosTransform = FMatrix::Identity;
check(GEngine->HMDDevice.IsValid());
{
TShaderMapRef<FPostProcessHMDVS<false> > VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessHMDPS<false> > PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GDistortionVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetVS(Context, View.StereoPass);
PixelShader->SetPS(Context, SrcRect, SrcSize, View.StereoPass, QuadTexTransform);
}
GEngine->HMDDevice->DrawDistortionMesh_RenderThread(Context, View, SrcSize);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:1vanK, 项目名称:AHRUnrealEngine, 代码行数:49, 代码来源:PostProcessHMD.cpp
示例10: GetInputDesc
bool FRCPassPostProcessWeightedSampleSum::DoFastBlur() const
{
bool bRet = false;
// only do the fast blur only with bilinear filtering
if(CombineMethod == EFCM_Weighted)
{
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
// input is not hooked up correctly
check(InputDesc);
if(FilterShape == EFS_Horiz)
{
FIntPoint SrcSize = InputDesc->Extent;
int32 SrcSizeForThisAxis = SrcSize.X;
// in texel (input resolution), *2 as we use the diameter
// we scale by width because FOV is defined horizontally
float EffectiveBlurRadius = SizeScale * SrcSizeForThisAxis * 2 / 100.0f;
#if PLATFORM_HTML5
float FastBlurThreshold = CVarFastBlurThreshold.GetValueOnGameThread();
#else
float FastBlurThreshold = CVarFastBlurThreshold.GetValueOnRenderThread();
#endif
// small radius look too different with this optimization so we only to it for larger radius
bRet = EffectiveBlurRadius >= FastBlurThreshold;
}
else
{
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint BufferSize = GSceneRenderTargets.GetBufferSizeXY();
float InputRatio = SrcSize.X / (float)SrcSize.Y;
float BufferRatio = BufferSize.X / (float)BufferSize.Y;
// Half res input detected
bRet = InputRatio < BufferRatio * 0.75f;
}
}
return bRet;
}
开发者ID:xiangyuan, 项目名称:Unreal4, 代码行数:46, 代码来源:PostProcessWeightedSampleSum.cpp
示例11: SCOPED_DRAW_EVENT
void FRCPassPostProcessHistogram::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(PostProcessHistogram, DEC_SCENE_ITEMS);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntRect DestRect = View.ViewRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
TShaderMapRef<FPostProcessHistogramCS> ComputeShader(GetGlobalShaderMap());
RHISetComputeShader(ComputeShader->GetComputeShader());
RHISetRenderTarget(FTextureRHIRef(), FTextureRHIRef());
// set destination
check(DestRenderTarget.UAV);
RHISetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), DestRenderTarget.UAV);
// we currently assume the input is half res, one full res pixel less to avoid getting bilinear filtered input
FIntPoint GatherExtent = (DestRect.Size() - FIntPoint(1, 1)) / 2;
FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount(GatherExtent);
ComputeShader->SetCS(Context, ThreadGroupCountValue, (DestRect.Min + FIntPoint(1, 1)) / 2, GatherExtent);
DispatchComputeShader(*ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1);
// un-set destination
RHISetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), NULL);
RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:Tigrouzen, 项目名称:UnrealEngine-4, 代码行数:44, 代码来源:PostProcessHistogram.cpp
示例12: SCOPED_DRAW_EVENT
void FRCPassPostProcessHistogram::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessHistogram);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint SrcSize = InputDesc->Extent;
FIntRect DestRect = View.ViewRect;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
TShaderMapRef<FPostProcessHistogramCS> ComputeShader(Context.GetShaderMap());
SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef());
Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
// set destination
check(DestRenderTarget.UAV);
Context.RHICmdList.TransitionResource(EResourceTransitionAccess::ERWBarrier, EResourceTransitionPipeline::EGfxToCompute, DestRenderTarget.UAV);
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), DestRenderTarget.UAV);
FIntPoint GatherExtent = ComputeGatherExtent(View);
FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount(GatherExtent);
ComputeShader->SetCS(Context.RHICmdList, Context, ThreadGroupCountValue, (DestRect.Min + FIntPoint(1, 1)) / 2, GatherExtent);
DispatchComputeShader(Context.RHICmdList, *ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1);
// un-set destination
Context.RHICmdList.SetUAVParameter(ComputeShader->GetComputeShader(), ComputeShader->HistogramRWTexture.GetBaseIndex(), NULL);
Context.RHICmdList.TransitionResource(EResourceTransitionAccess::EReadable, EResourceTransitionPipeline::EComputeToGfx, DestRenderTarget.UAV);
ensureMsgf(DestRenderTarget.TargetableTexture == DestRenderTarget.ShaderResourceTexture, TEXT("%s should be resolved to a separate SRV"), *DestRenderTarget.TargetableTexture->GetName().ToString());
}
开发者ID:WasPedro, 项目名称:UnrealEngine4.11-HairWorks, 代码行数:43, 代码来源:PostProcessHistogram.cpp
示例13: SCOPED_DRAW_EVENT
void FRCPassPostProcessVelocityFlatten::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVelocityFlatten);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
const FSceneRenderTargetItem& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context);
const FSceneRenderTargetItem& DestRenderTarget1 = PassOutputs[1].RequestSurface(Context);
//const FSceneRenderTargetItem& DestRenderTarget2 = PassOutputs[2].RequestSurface(Context);
TShaderMapRef< FPostProcessVelocityFlattenCS > ComputeShader( Context.GetShaderMap() );
Context.RHICmdList.SetComputeShader(ComputeShader->GetComputeShader());
SetRenderTarget(Context.RHICmdList, FTextureRHIRef(), FTextureRHIRef());
// set destination
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), DestRenderTarget0.UAV );
//Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutPackedVelocityDepth.GetBaseIndex(), DestRenderTarget1.UAV );
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), DestRenderTarget1.UAV );
ComputeShader->SetCS(Context.RHICmdList, Context, View );
FIntPoint ThreadGroupCountValue = ComputeThreadGroupCount( View.ViewRect.Size() );
DispatchComputeShader(Context.RHICmdList, *ComputeShader, ThreadGroupCountValue.X, ThreadGroupCountValue.Y, 1);
// un-set destination
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutVelocityFlat.GetBaseIndex(), NULL );
//Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutPackedVelocityDepth.GetBaseIndex(), NULL );
Context.RHICmdList.SetUAVParameter( ComputeShader->GetComputeShader(), ComputeShader->OutMaxTileVelocity.GetBaseIndex(), NULL );
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, false, FResolveParams());
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, false, FResolveParams());
//Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget2.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:xiangyuan, 项目名称:Unreal4, 代码行数:42, 代码来源:PostProcessMotionBlur.cpp
示例14: SCOPED_DRAW_EVENT
void FRCPassPostProcessPassThrough::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(PassThrough, DEC_SCENE_ITEMS);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
FIntPoint TexSize = InputDesc->Extent;
// we assume the input and output is full resolution
FIntPoint SrcSize = InputDesc->Extent;
FIntPoint DestSize = Dest ? Dest->GetDesc().Extent : PassOutputs[0].RenderTargetDesc.Extent;
// e.g. 4 means the input texture is 4x smaller than the buffer size
uint32 InputScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;
uint32 OutputScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / DestSize.X;
FIntRect SrcRect = View.ViewRect / InputScaleFactor;
FIntRect DestRect = View.ViewRect / OutputScaleFactor;
const FSceneRenderTargetItem& DestRenderTarget = Dest ? Dest->GetRenderTargetItem() : PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f);
// set the state
if(bAdditiveBlend)
{
RHISetBlendState(TStaticBlendState<CW_RGB,BO_Add,BF_One,BF_One,BO_Add,BF_One,BF_One>::GetRHI());
}
else
{
RHISetBlendState(TStaticBlendState<>::GetRHI());
}
RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
TShaderMapRef<FPostProcessPassThroughPS> PixelShader(GetGlobalShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestSize,
SrcSize,
EDRF_UseTriangleOptimization);
RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:Tigrouzen, 项目名称:UnrealEngine-4, 代码行数:70, 代码来源:PostProcessPassThrough.cpp
示例15: SCOPED_DRAW_EVENT
void FRCPassPostProcessVisualizeShadingModels::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeShadingModels);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
const FSceneView& View = Context.View;
const FViewInfo& ViewInfo = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.ViewRect;
FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
TShaderMapRef<FPostProcessVisualizeShadingModelsPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetPS(Context, ((FViewInfo&)View).ShadingModelMaskInView);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
DestRect.Min.X, DestRect.Min.Y,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
*VertexShader,
EDRF_UseTriangleOptimization);
FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
FCanvas Canvas(&TempRenderTarget, NULL, 0, 0, 0, Context.GetFeatureLevel());
float X = 30;
float Y = 28;
const float YStep = 14;
const float ColumnWidth = 250;
FString Line;
Canvas.DrawShadowedString( X, Y += YStep, TEXT("Visualize ShadingModels (mostly to track down bugs)"), GetStatsFont(), FLinearColor(1, 1, 1));
Y = 160 - YStep - 4;
uint32 Value = ((FViewInfo&)View).ShadingModelMaskInView;
Line = FString::Printf(TEXT("View.ShadingModelMaskInView = 0x%x"), Value);
Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
Y += YStep;
UEnum* Enum = FindObject<UEnum>(NULL, TEXT("Engine.EMaterialShadingModel"));
check(Enum);
Y += 5;
for(uint32 i = 0; i < MSM_MAX; ++i)
{
FString Name = Enum->GetEnumName(i);
Line = FString::Printf(TEXT("%d. %s"), i, *Name);
bool bThere = (Value & (1 << i)) != 0;
Canvas.DrawShadowedString(X + 30, Y, *Line, GetStatsFont(), bThere ? FLinearColor(1, 1, 1) : FLinearColor(0, 0, 0) );
Y += 20;
}
Line = FString::Printf(TEXT("(On CPU, based on what gets rendered)"));
Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); Y += YStep;
Canvas.Flush_RenderThread(Context.RHICmdList);
Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
// AdjustGBufferRefCount(1) call is done in constructor
FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, -1);
}
开发者ID:zhaoyizheng0930, 项目名称:UnrealEngine, 代码行数:91, 代码来源:VisualizeShadingModels.cpp
示例16: SCOPED_DRAW_EVENT
void FRCPassPostProcessVisualizeBuffer::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(VisualizeBuffer, DEC_SCENE_ITEMS);
const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);
if(!InputDesc)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntRect SrcRect = View.ViewRect;
FIntRect DestRect = View.ViewRect;
FIntPoint SrcSize = InputDesc->Extent;
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
RHISetRenderTarget(DestRenderTarget.TargetableTexture, FTextureRHIRef());
Context.SetViewportAndCallRHI(DestRect);
// set the state
RHISetBlendState(TStaticBlendState<>::GetRHI());
RHISetRasterizerState(TStaticRasterizerState<>::GetRHI());
RHISetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI());
SetShaderTempl<false>(Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
0, 0,
DestRect.Width(), DestRect.Height(),
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
EDRF_UseTriangleOptimization);
// Now draw the requested tiles into the grid
TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
TShaderMapRef<FPostProcessVisualizeBufferPS<true> > PixelShader(GetGlobalShaderMap());
RHISetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha>::GetRHI());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
PixelShader->SetPS(Context);
// Track the name and position of each tile we draw so we can write text labels over them
struct LabelRecord
{
FString Label;
int32 LocationX;
int32 LocationY;
};
TArray<LabelRecord> Labels;
const int32 MaxTilesX = 4;
const int32 MaxTilesY = 4;
const int32 TileWidth = DestRect.Width() / MaxTilesX;
const int32 TileHeight = DestRect.Height() / MaxTilesY;
int32 CurrentTileIndex = 0;
for (TArray<TileData>::TConstIterator It = Tiles.CreateConstIterator(); It; ++It, ++CurrentTileIndex)
{
FRenderingCompositeOutputRef Tile = It->Source;
if (Tile.IsValid())
{
FTextureRHIRef Texture = Tile.GetOutput()->PooledRenderTarget->GetRenderTargetItem().TargetableTexture;
int32 TileX = CurrentTileIndex % MaxTilesX;
int32 TileY = CurrentTileIndex / MaxTilesX;
PixelShader->SetSourceTexture(Texture);
DrawRectangle(
TileX * TileWidth, TileY * TileHeight,
TileWidth, TileHeight,
SrcRect.Min.X, SrcRect.Min.Y,
SrcRect.Width(), SrcRect.Height(),
DestRect.Size(),
SrcSize,
EDRF_Default);
Labels.Add(LabelRecord());
Labels.Last().Label = It->Name;
Labels.Last().LocationX = 8 + TileX * TileWidth;
Labels.Last().LocationY = (TileY + 1) * TileHeight - 19;
}
}
// Draw tile labels
// this is a helper class for FCanvas to be able to get screen size
//.........这里部分代码省略.........
开发者ID:Tigrouzen, 项目名称:UnrealEngine-4, 代码行数:101, 代码来源:PostProcessVisualizeBuffer.cpp
示例17: SCOPED_DRAW_EVENT
void FRCPassPostProcessLensFlares::Process(FRenderingCompositePassContext& Context)
{
SCOPED_DRAW_EVENT(Context.RHICmdList, LensFlares);
const FPooledRenderTargetDesc* InputDesc1 = GetInputDesc(ePId_Input0);
const FPooledRenderTargetDesc* InputDesc2 = GetInputDesc(ePId_Input1);
if(!InputDesc1 || !InputDesc2)
{
// input is not hooked up correctly
return;
}
const FSceneView& View = Context.View;
const FSceneViewFamily& ViewFamily = *(View.Family);
FIntPoint TexSize1 = InputDesc1->Extent;
FIntPoint TexSize2 = InputDesc2->Extent;
uint32 ScaleToFullRes1 = GSceneRenderTargets.GetBufferSizeXY().X / TexSize1.X;
uint32 ScaleToFullRes2 = GSceneRenderTargets.GetBufferSizeXY().X / TexSize2.X;
FIntRect ViewRect1 = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes1);
FIntRect ViewRect2 = FIntRect::DivideAndRoundUp(View.ViewRect, ScaleToFullRes2);
FIntPoint ViewSize1 = ViewRect1.Size();
FIntPoint ViewSize2 = ViewRect2.Size();
const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);
// Set the view family's render target/viewport.
SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
// is optimized away if possible (RT size=view size, )
Context.RHICmdList.Clear(true, FLinearColor::Black, false, 1.0f, false, 0, ViewRect1);
Context.SetViewportAndCallRHI(ViewRect1);
// set the state
Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
// setup background (bloom), can be implemented to use additive blending to avoid the read here
{
TShaderMapRef<FPostProcessLensFlareBasePS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context);
// Draw a quad mapping scene color to the view's render target
DrawRectangle(
Context.RHICmdList,
0, 0,
ViewSize1.X, ViewSize1.Y,
ViewRect1.Min.X, ViewRect1.Min.Y,
ViewSize1.X, ViewSize1.Y,
ViewSize1,
TexSize1,
*VertexShader,
EDRF_UseTriangleOptimization);
}
// additive blend
Context.RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI());
// add lens flares on top of that
{
TShaderMapRef<FPostProcessLensFlaresPS> PixelShader(Context.GetShaderMap());
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);
FVector2D TexScaleValue = FVector2D(TexSize2) / ViewSize2;
VertexShader->SetParameters(Context);
PixelShader->SetParameters(Context, TexScaleValue);
// todo: expose
const uint32 Count = 8;
// we assume the center of the view is the center of the lens (would not be correct for tiled rendering)
FVector2D Center = FVector2D(ViewSize1) * 0.5f;
FLinearColor LensFlareHDRColor = Context.View.FinalPostProcessSettings.LensFlareTint * Context.View.FinalPostProcessSettings.LensFlareIntensity;
// to get the same brightness with 4x more quads (TileSize=1 in LensBlur)
LensFlareHDRColor.R *= 0.25f;
LensFlareHDRColor.G *= 0.25f;
LensFlareHDRColor.B *= 0.25f;
for(uint32 i = 0; i < Count; ++i)
//.........这里部分代码省略.........
开发者ID:xiangyuan, 项目名称:Unreal4, 代码行数:101, 代码来源:PostProcessLensFlares.cpp
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