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FrameFX
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class FrameFX extends Object
native
editinlinenew
collapsecategories;
var byte Blur;
var byte BlurMip;
var VisionMode VisionMode; // Current vision mode
var float VisionModeFade;
var float LastFrameTime;
var bool BloomEnabled;
var ZoneInfo ViewZone;
var float CurrentBloom;
var float CurrentBloomFilter;
var() HardwareShader ShaderBlur; // Shader to blur for bloom
var() HardwareShader ShaderGlow; // Shader for FB glow
var() HardwareShader ShaderDraw; // Shader for FB accumulate draw
var() HardwareShader ShaderEngage; // Shader for engage target
var() HardwareShader ShaderShieldHit; // Shader for shield hit, same as Enhanced shader
var() HardwareShader ShaderShield; // Shader for shields
var VisionMode DefaultVisionMode; // Default vision mode to use when none other specified
var array<HardwareShader> ActorShaderFX; // List of shaders to render the current actor with
var bool DrawRegularWorld; // Whether current actor should render normally
var int FSAA; // Current FSAA setting
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{
public:
// --------- Member Variables ---------
// Static working targets (shared even in splitscreen)
static const int MaxMips = 6;
static FAuxRenderTarget* MipTargets[MaxMips];
static FAuxRenderTarget* WorkingTarget;
static FAuxRenderTarget* AccumulatorTarget;
static FAuxRenderTarget* AntiAliasTarget;
// Static Frame Grid variables
static class FFrameGrid* FrameGrid;
// --------- UObject interface ---------
void Destroy();
void Serialize( FArchive& Ar );
// --------- UFrameFX interface ---------
// Access functions
void SetVisionMode( UVisionMode* NewVisionMode ){ VisionMode = NewVisionMode; }
void SetVisionModeFade( float NewFade ) { VisionModeFade = NewFade; }
// Render Target functions
void InitRenderTargets( UViewport* Viewport, class FRenderInterface* RI, AZoneInfo* ViewZoneInfo, int FSAA );
UBOOL CreateRenderTarget( FAuxRenderTarget** Target, UViewport* Viewport,FRenderInterface* RI, float Scale=1.f, bool bMatchBackBuffer=false );
void FreeRenderTargets();
void SetWorkingTarget( UViewport* Viewport, FRenderInterface* RI );
void RestoreBackBuffer( UViewport* Viewport, FRenderInterface* RI );
void MipWorkingTarget( UViewport* Viewport, FRenderInterface* RI );
void BlurTarget(UViewport* Viewport,FRenderInterface* RI, FAuxRenderTarget* SourceRenderTarget, FAuxRenderTarget* DestRenderTarget );
void ExtractGlow(UViewport* Viewport,FRenderInterface* RI, FAuxRenderTarget* SourceRenderTarget, FAuxRenderTarget* DestRenderTarget );
void AccumulateWorkingTarget( UViewport* Viewport, FRenderInterface* RI );
void DrawAccumulator( UViewport* Viewport, FRenderInterface* RI );
void SetPannerInfo( UViewport* Viewport, class UTexMatrix * GlassTexture );
void CopyBackBufferToAntiAliasTarget( FRenderInterface* RI );
void SetupActorShaderFX( AActor* Actor, UViewport* Viewport );
UHardwareShader* GetTacticalSkelMeshShader( UViewport* Viewport, AActor* Actor, float Fade=1.f );
}
defaultproperties
{
BloomEnabled=True
CurrentBloomFilter=255
ShaderBlur=HardwareShader'FrameFX.FBFX.FBMip'
ShaderGlow=HardwareShader'FrameFX.FBFX.FBGlow'
ShaderDraw=HardwareShader'FrameFX.FBFX.FBDraw'
ShaderEngage=HardwareShader'HardwareShaders.Hologram.EngageTarget'
ShaderShieldHit=HardwareShader'HardwareShaders.Hologram.Enhanced'
DefaultVisionMode=VisionModeNormal'FrameFX.VisionModes.VisionNormal'
DrawRegularWorld=True
}