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

Go to the source code of this file.

Classes

class  FTesselatedScreenRectangleIndexBuffer
 

Functions

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)
 
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)
 
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)
 
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)
 

Function Documentation

◆ DrawHmdMesh()

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 
)
extern

◆ DrawPostProcessPass()

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 
)
extern

◆ DrawRectangle()

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 
)
extern

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 ( 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 
)
extern