Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 |
/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. * * A PostProcessEffect operates on an input render target and writes to an output target * These effects can be chained together in a PostProcessChain * Derive your own effects from this class */ class PostProcessEffect extends Object native dependson(Scene) hidecategories(Object); /** Whether to apply the effect in the Editor */ var() bool bShowInEditor; /** Whether to apply the effect in the Game */ var() bool bShowInGame; /** Controls whether the effect should take its settings from the world's post process settings. */ var() bool bUseWorldSettings; /** Name of the effect, used by e.g. FindEffectByName */ var() Name EffectName; /** Variables for post process Editor support */ var int NodePosY; var int NodePosX; var int DrawWidth; var int DrawHeight; var int OutDrawY; var int InDrawY; /** controls which scene DPG to render this post-process effect in (mirrors ESceneDepthPriorityGroup) */ var() ESceneDepthPriorityGroup SceneDPG; /** If true, the effect should be rendered after lighting and not at the end of the DPG. */ var bool bAffectsLightingOnly; cpptext { /** * Creates a proxy to represent the render info for a post process effect * @param WorldSettings - The world's post process settings for the view. * Will be NULL if the view didn't provide them, or the effect has bUseWorldSettings=False. * @return The proxy object. */ virtual class FPostProcessSceneProxy* CreateSceneProxy(const FPostProcessSettings* WorldSettings) { return NULL; } /** * @param View - current view * @return TRUE if the effect should be rendered */ virtual UBOOL IsShown(const FSceneView* View) const; /** * @return TRUE if the effect requires the uber post process */ virtual UBOOL RequiresUberpostprocess() const { return FALSE; } /** * Tells the SceneRenderer is this effect includes the uber post process. */ virtual UBOOL IncludesUberpostprocess() const { return FALSE; } } defaultproperties { SceneDPG=SDPG_PostProcess bShowInEditor=TRUE bShowInGame=TRUE bAffectsLightingOnly=FALSE } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |