86 lines
2.3 KiB
Ucode
86 lines
2.3 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* A PostProcessEffect operates on an input render target and writes to an output target
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* These effects can be chained together in a PostProcessChain
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* Derive your own effects from this class
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*/
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class PostProcessEffect extends Object
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native
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dependson(Scene)
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hidecategories(Object);
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/** Whether to apply the effect in the Editor */
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var() bool bShowInEditor;
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/** Whether to apply the effect in the Game */
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var() bool bShowInGame;
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/** Controls whether the effect should take its settings from the world's post process settings. */
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var() bool bUseWorldSettings;
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/** Name of the effect, used by e.g. FindEffectByName */
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var() Name EffectName;
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/** Variables for post process Editor support */
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var int NodePosY;
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var int NodePosX;
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var int DrawWidth;
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var int DrawHeight;
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var int OutDrawY;
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var int InDrawY;
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/** controls which scene DPG to render this post-process effect in (mirrors ESceneDepthPriorityGroup) */
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var() ESceneDepthPriorityGroup SceneDPG;
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/** If true, the effect should be rendered after lighting and not at the end of the DPG. */
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var bool bAffectsLightingOnly;
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cpptext
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{
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/**
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* Creates a proxy to represent the render info for a post process effect
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* @param WorldSettings - The world's post process settings for the view.
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* Will be NULL if the view didn't provide them, or the effect has bUseWorldSettings=False.
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* @return The proxy object.
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*/
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virtual class FPostProcessSceneProxy* CreateSceneProxy(const FPostProcessSettings* WorldSettings)
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{
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return NULL;
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}
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/**
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* @param View - current view
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* @return TRUE if the effect should be rendered
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*/
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virtual UBOOL IsShown(const FSceneView* View) const;
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/**
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* @return TRUE if the effect requires the uber post process
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*/
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virtual UBOOL RequiresUberpostprocess() const
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{
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return FALSE;
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}
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/**
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* Tells the SceneRenderer is this effect includes the uber post process.
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*/
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virtual UBOOL IncludesUberpostprocess() const
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{
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return FALSE;
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}
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/**
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* This allows to print a warning when the effect is used.
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*/
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virtual void OnPostProcessWarning(FString& OutWarning) const
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{
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}
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}
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defaultproperties
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{
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SceneDPG=SDPG_PostProcess
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bShowInEditor=TRUE
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bShowInGame=TRUE
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bAffectsLightingOnly=FALSE
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}
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