Add Games File
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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#include "Engine/TextureRenderTarget2D.h"
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#include "RendererInterface.h"
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//#include "VRMImporterModule.h"
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//DECLARE_LOG_CATEGORY_EXTERN(LogVRM4URender, Verbose, All);
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//#define SPRITER_IMPORT_ERROR(FormatString, ...) \
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// if (!bSilent) { UE_LOG(LogVRM4URender, Warning, FormatString, __VA_ARGS__); }
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//#define SPRITER_IMPORT_WARNING(FormatString, ...) \
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// if (!bSilent) { UE_LOG(LogVRM4URender, Warning, FormatString, __VA_ARGS__); }
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UENUM()
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enum EVRM4U_CaptureSource : int
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{
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ColorTexturePostOpaque,
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ColorTextureOverlay,
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ColorTexturePreTonemap,
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ColorTexturePostTonemap,
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ColorTextureLastPass,
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DepthTexture,
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NormalTexture,
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VelocityTexture,
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//SmallDepthTexture,
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SceneColorTexturePostOpaque,
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SceneColorTextureOverlay,
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SceneDepthTexture,
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//ScenePartialDepthTexture,
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// GBuffer
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GBufferATexture,
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GBufferBTexture,
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GBufferCTexture,
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GBufferDTexture,
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GBufferETexture,
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GBufferFTexture,
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GBufferVelocityTexture,
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// SSAO
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ScreenSpaceAOTexture,
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// Custom Depth / Stencil
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CustomDepthTexture,
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//CaptureSource_MAX,
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};
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class FVRM4URenderModule : public FDefaultModuleImpl
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{
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FDelegateHandle HandleTearDown;
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bool bIsPlay = false;
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public:
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TMap<TObjectPtr<UTextureRenderTarget2D>, TEnumAsByte<EVRM4U_CaptureSource> > CaptureList;
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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void OnPostOpaque(FPostOpaqueRenderParameters& Parameters);
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void OnOverlay(FPostOpaqueRenderParameters& Parameters);
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#if WITH_EDITOR
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void OnMapChange(UWorld* World, EMapChangeType ChangeType);
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void OnPIEEvent(bool bPIEBegin, bool bPIEEnd);
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#endif
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static void AddCopyPass(FRDGBuilder& GraphBuilder, FIntPoint ViewRectSize, FRDGTextureRef SrcRDGTex, TObjectPtr<UTextureRenderTarget2D> RenderTarget);
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static bool isCaptureTarget(const FSceneView* View);
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};
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