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| | IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FDrawRectangleParameters, "DrawRectangleParameters") |
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| void | UE::Renderer::PostProcess::SetDrawRectangleParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShader *VertexShader, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize) |
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| void | UE::Renderer::PostProcess::SetDrawRectangleParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShader *VertexShader, const FIntPoint &ViewSize) |
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| void | UE::Renderer::PostProcess::SetDrawRectangleParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShader *VertexShader, const FSceneView &View) |
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| void | InternalDrawRectangle (FRHICommandList &RHICmdList, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, const TShaderRef< FShader > &VertexShader, EDrawRectangleFlags Flags, uint32 InstanceCount) |
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| void | DrawRectangle (FRHICommandList &RHICmdList, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, const TShaderRef< FShader > &VertexShader, EDrawRectangleFlags Flags, uint32 InstanceCount) |
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| void | DrawTransformedRectangle (FRHICommandList &RHICmdList, float X, float Y, float SizeX, float SizeY, const FMatrix &PosTransform, float U, float V, float SizeU, float SizeV, const FMatrix &TexTransform, FIntPoint TargetSize, FIntPoint TextureSize) |
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| void | DrawHmdMesh (FRHICommandList &RHICmdList, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, int32 StereoView, const TShaderRef< FShader > &VertexShader, int32 InstanceCount) |
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| void | DrawPostProcessPass (FRHICommandList &RHICmdList, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, const TShaderRef< FShader > &VertexShader, int32 StereoViewIndex, bool bHasCustomMesh, EDrawRectangleFlags Flags, int32 InstanceCount) |
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| void | UE::Renderer::PostProcess::DrawRectangle (FRHICommandList &RHICmdList, const TShaderRef< FShader > &VertexShader, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, EDrawRectangleFlags Flags, uint32 InstanceCount) |
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| void | UE::Renderer::PostProcess::DrawRectangle (FRHICommandList &RHICmdList, const TShaderRef< FShader > &VertexShader, const FSceneView &InView, EDrawRectangleFlags Flags, uint32 InstanceCount) |
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| void | UE::Renderer::PostProcess::DrawPostProcessPass (FRHICommandList &RHICmdList, const TShaderRef< FShader > &VertexShader, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, int32 StereoViewIndex, bool bHasCustomMesh, EDrawRectangleFlags Flags) |
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| void DrawRectangle |
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FRHICommandList & |
RHICmdList, |
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float |
X, |
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float |
Y, |
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float |
SizeX, |
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float |
SizeY, |
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float |
U, |
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float |
V, |
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float |
SizeU, |
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float |
SizeV, |
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FIntPoint |
TargetSize, |
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FIntPoint |
TextureSize, |
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const TShaderRef< FShader > & |
VertexShader, |
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EDrawRectangleFlags |
Flags = EDRF_Default, |
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uint32 |
InstanceCount = 1 |
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Uniform buffer for computing the vertex positional and UV adjustments in the vertex shader. Draws a quad with the given vertex positions and UVs in denormalized pixel/texel coordinates. The platform-dependent mapping from pixels to texels is done automatically. Note that the positions are affected by the current viewport. NOTE: DrawRectangle should be used in the vertex shader to calculate the correct position and uv for vertices. NOTE2: Assumes previously set PSO has PrimitiveType = PT_TriangleList
X, Y Position in screen pixels of the top left corner of the quad SizeX, SizeY Size in screen pixels of the quad U, V Position in texels of the top left corner of the quad's UV's SizeU, SizeV Size in texels of the quad's UV's TargetSizeX, TargetSizeY Size in screen pixels of the target surface TextureSize Size in texels of the source texture VertexShader The vertex shader used for rendering Flags see EDrawRectangleFlags InstanceCount Number of instances of rectangle