UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
SceneFilterRendering.cpp File Reference

Namespaces

namespace  UE
 
namespace  UE::Renderer
 
namespace  UE::Renderer::PostProcess
 

Functions

 IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT (FDrawRectangleParameters, "DrawRectangleParameters")
 
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)
 
void UE::Renderer::PostProcess::SetDrawRectangleParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShader *VertexShader, const FIntPoint &ViewSize)
 
void UE::Renderer::PostProcess::SetDrawRectangleParameters (FRHIBatchedShaderParameters &BatchedParameters, const FShader *VertexShader, const FSceneView &View)
 
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)
 
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)
 
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)
 
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)
 
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)
 
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)
 
void UE::Renderer::PostProcess::DrawRectangle (FRHICommandList &RHICmdList, const TShaderRef< FShader > &VertexShader, const FSceneView &InView, EDrawRectangleFlags Flags, uint32 InstanceCount)
 
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)
 

Function Documentation

◆ DrawHmdMesh()

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 
)

◆ DrawPostProcessPass()

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 
)

◆ DrawRectangle()

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 = EDRF_Default,
uint32  InstanceCount = 1 
)

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

◆ DrawTransformedRectangle()

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 
)

◆ IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT()

IMPLEMENT_GLOBAL_SHADER_PARAMETER_STRUCT ( FDrawRectangleParameters  ,
"DrawRectangleParameters"   
)

◆ InternalDrawRectangle()

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 
)
inline