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Texture processed for importance sampling Holds marginal PDF of the rows, as well as the PDF of each row
| Name | FImportanceTexture |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/ImportanceSamplingLibrary.h |
| Include Path | #include "Kismet/ImportanceSamplingLibrary.h" |
Syntax
USTRUCT (BlueprintType ,
Meta=(HasNativeMake="/Script/Engine.ImportanceSamplingLibrary.MakeImportanceTexture", HasNativeBreak="/Script/Engine.ImportanceSamplingLibrary.BreakImportanceTexture"))
struct FImportanceTexture
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Default constructor, must Initialize before use | Kismet/ImportanceSamplingLibrary.h | ||
FImportanceTexture
(
const FImportanceTexture& Other |
Kismet/ImportanceSamplingLibrary.h | ||
FImportanceTexture
(
FImportanceTexture&& Other |
Kismet/ImportanceSamplingLibrary.h | ||
FImportanceTexture
(
UTexture2D* SourceTexture, |
Constructor with initialization | Kismet/ImportanceSamplingLibrary.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ConditionalCDF | TArray< float > | Unnormalized cumulative probability of each pixel in a row (Size.Y row CDFs of Size.X+1) First entry of each row is zero, final entry in each row is the CDF normalization factor for that row | Kismet/ImportanceSamplingLibrary.h | |
| LinearTextureData | TArray< FLinearColor > | Packed copy of MIP level data for filtered sampling (capped to 1024x1024) local copy seems better than allocating and copying the same data temporarily for each sample | Kismet/ImportanceSamplingLibrary.h |
|
| MarginalCDF | TArray< float > | Unnormalized cumulative density of the image by rows (Size.Y+1) First entry is zero, final entry is the CDF normalization factor | Kismet/ImportanceSamplingLibrary.h | |
| NumMips | int | Active number of MIP levels | Kismet/ImportanceSamplingLibrary.h | |
| Size | FIntPoint | Active texture dimensions, capped to 1024 x 1024 | Kismet/ImportanceSamplingLibrary.h | |
| Texture | TWeakObjectPtr< UTexture2D > | Original texture object for Break function. | Kismet/ImportanceSamplingLibrary.h | |
| Weighting | TEnumAsByte< EImportanceWeight::Type > | Original importance weight for Break function. | Kismet/ImportanceSamplingLibrary.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLinearColor GetColorBilinear
(
FVector2D Position, |
Return color of texel at given MIP level, clamped to available Mip levels | Kismet/ImportanceSamplingLibrary.h | |
FLinearColor GetColorTrilinear
(
FVector2D Position, |
Return color interpolated between MIP levels | Kismet/ImportanceSamplingLibrary.h | |
void ImportanceSample
(
const FVector2D& Rand, |
Distribute sample points proportional to Texture2D luminance. | Kismet/ImportanceSamplingLibrary.h | |
float ImportanceWeight
(
FColor Texel, |
Importance probability weight for given texel | Kismet/ImportanceSamplingLibrary.h | |
void Initialize
(
UTexture2D* SourceTexture, |
Allocate and compute PDF arrays for a texture | Kismet/ImportanceSamplingLibrary.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FImportanceTexture & operator=
(
const FImportanceTexture& Other |
Kismet/ImportanceSamplingLibrary.h | ||
FImportanceTexture & operator=
(
FImportanceTexture&& Other |
Kismet/ImportanceSamplingLibrary.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| TextureData_DEPRECATED | TArray< FColor > | Kismet/ImportanceSamplingLibrary.h |
|