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| RENDERER_API 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) |
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| RENDERER_API 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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| RENDERER_API void | DrawHmdMesh (FRHICommandList &RHICmdList, float X, float Y, float SizeX, float SizeY, float U, float V, float SizeU, float SizeV, FIntPoint TargetSize, FIntPoint TextureSize, EStereoscopicPass StereoView, const TShaderRef< FShader > &VertexShader, int32 InstanceCount=1) |
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| RENDERER_API 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=EDRF_Default, int32 InstanceCount=1) |
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◆ DrawHmdMesh()
| RENDERER_API void DrawHmdMesh |
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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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EStereoscopicPass |
StereoView, |
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const TShaderRef< FShader > & |
VertexShader, |
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int32 |
InstanceCount = 1 |
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◆ DrawPostProcessPass()
| RENDERER_API void DrawPostProcessPass |
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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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int32 |
StereoViewIndex, |
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bool |
bHasCustomMesh, |
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EDrawRectangleFlags |
Flags = EDRF_Default, |
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int32 |
InstanceCount = 1 |
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◆ DrawRectangle()
| RENDERER_API 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
◆ DrawTransformedRectangle()
| RENDERER_API void DrawTransformedRectangle |
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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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const FMatrix & |
PosTransform, |
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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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const FMatrix & |
TexTransform, |
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FIntPoint |
TargetSize, |
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FIntPoint |
TextureSize |
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