FImageOverlappedAccumulator

Contains all the image planes for the tiles.

Windows
MacOS
Linux

References

Module

MovieRenderPipelineCore

Header

/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MovieRenderOverlappedImage.h

Include

#include "MovieRenderOverlappedImage.h"

Syntax

struct FImageOverlappedAccumulator

Remarks

Contains all the image planes for the tiles.

Variables

Name Description

Public variable

float

 

AccumulationGamma

Gamma for accumulation. Typical values are 1.0 and 2.2.

Public variable

TArray64< FImag...

 

ChannelPlanes

Public variable

int32

 

NumChannels

Number of channels in the tiles. Typical will be 3 (RGB).

Public variable

FIntPoint

 

PlaneSize

Width and height of each tile in pixels

Public variable

FImageOverlappe...

 

WeightPlane

Constructors

Name Description

Public function

FImageOverlappedAccumulator()

Default constructor.

Functions

Name Description

Public function

void

 

AccumulatePixelData

(
    const FImagePixelData& InPixelData,
    FIntPoint InTileOffset,
    FVector2D InSubpixelOffset,
    const MoviePipeline::FTileWeight1D ...,
    const MoviePipeline::FTileWeight1D ...
)

Given a rendered tile, accumulate the data to the full size image.

Public function Const

void

 

FetchFinalPixelDataByte

(
    TArray64< FColor >& OutPixelData
)

After accumulation is finished, fetch the final image as bytes.

Public function Const

void

 

FetchFinalPixelDataHalfFloat

(
    TArray64< FFloat16Color >& OutPixe...
)

After accumulation is finished, fetch the final image as linear colors

Public function Const

void

 

FetchFinalPixelDataLinearColor

(
    TArray64< FLinearColor >& OutPixel...
)

After accumulation is finished, fetch the final image as linear colors

Public function Const

void

 

FetchFullImageValue

(
    float Rgba,
    int32 FullX,
    int32 FullY
)

Grab a single pixel from the full res tile and scale it by the appropriate Scale value.

Public function

void

 

InitMemory

(
    FIntPoint InPlaneSize,
    int32 InNumChannels
)

Allocates memory.

Public function

void

 

Reset()

Resets the memory.

Public function

void

 

ZeroPlanes()

Initializes memory.

Resets the memory to 0s so that we can start a new frame.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss