Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/VolumetricRenderTarget.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

53 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
VolumetricRenderTarget.h
=============================================================================*/
#pragma once
#include "CoreMinimal.h"
#include "EngineDefines.h"
#include "RendererInterface.h"
#include "RenderResource.h"
#include "VolumetricRenderTargetViewStateData.h"
class FScene;
class FViewInfo;
struct FSceneWithoutWaterTextures;
struct FMinimalSceneTextures;
void InitVolumetricRenderTargetForViews(FRDGBuilder& GraphBuilder, TArrayView<FViewInfo> Views, const FMinimalSceneTextures& SceneTextures);
void ResetVolumetricRenderTargetForViews(FRDGBuilder& GraphBuilder, TArrayView<FViewInfo> Views);
void ReconstructVolumetricRenderTarget(
FRDGBuilder& GraphBuilder,
TArrayView<FViewInfo> Views,
FRDGTextureRef SceneDepthTexture,
FRDGTextureRef HalfResolutionDepthCheckerboardMinMaxTexture,
bool bWaitFinishFence);
void ComposeVolumetricRenderTargetOverScene(
FRDGBuilder& GraphBuilder,
TArrayView<FViewInfo> Views,
FRDGTextureRef SceneColorTexture,
FRDGTextureRef SceneDepthResolveTexture,
bool bShouldRenderSingleLayerWater,
const FSceneWithoutWaterTextures& WaterPassData,
const FMinimalSceneTextures& SceneTextures);
void ComposeVolumetricRenderTargetOverSceneUnderWater(
FRDGBuilder& GraphBuilder,
TArrayView<FViewInfo> Views,
const FSceneWithoutWaterTextures& WaterPassData,
const FMinimalSceneTextures& SceneTextures);
void ComposeVolumetricRenderTargetOverSceneForVisualization(
FRDGBuilder& GraphBuilder,
TArrayView<FViewInfo> Views,
FRDGTextureRef SceneColorTexture,
const FMinimalSceneTextures& SceneTextures);
bool ShouldViewRenderVolumetricCloudRenderTarget(const FViewInfo& ViewInfo);
bool IsVolumetricRenderTargetEnabled();
bool IsVolumetricRenderTargetAsyncCompute();