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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include "Containers/SparseSet.h"#include "Misc/Guid.h"#include "Math/RandomStream.h"#include "Templates/PimplPtr.h"#include "Templates/RefCounting.h"#include "RHI.h"#include "RenderResource.h"#include "UniformBuffer.h"#include "SceneInterface.h"#include "SceneView.h"#include "RendererInterface.h"#include "SceneUtils.h"#include "Materials/MaterialInstanceDynamic.h"#include "TextureLayout3d.h"#include "ScenePrivateBase.h"#include "RenderTargetPool.h"#include "PrimitiveSceneInfo.h"#include "LightSceneInfo.h"#include "DepthRendering.h"#include "SceneHitProxyRendering.h"#include "TextureLayout.h"#include "SceneRendering.h"#include "LightMapRendering.h"#include "VelocityRendering.h"#include "VolumeRendering.h"#include "CommonRenderResources.h"#include "VisualizeTexture.h"#include "UnifiedBuffer.h"#include "DebugViewModeRendering.h"#include "PrecomputedVolumetricLightmap.h"#include "RayTracing/RaytracingOptions.h"#include "Nanite/Nanite.h"#include "Lumen/LumenViewState.h"#include "MegaLights/MegaLightsViewState.h"#include "StochasticLighting/StochasticLightingViewState.h"#include "VolumetricRenderTargetViewStateData.h"#include "TranslucentLightingViewState.h"#include "GPUScene.h"#include "DynamicBVH.h"#include "OIT/OIT.h"#include "ShadingEnergyConservation.h"#include "Substrate/Substrate.h"#include "Substrate/Glint/GlintShadingLUTs.h"#include "Experimental/Containers/RobinHoodHashTable.h"#include "SpanAllocator.h"#include "GlobalDistanceField.h"#include "Algo/RemoveIf.h"#include "UObject/Package.h"#include "LightFunctionAtlas.h"#include "SceneExtensions.h"#include "HeterogeneousVolumes/HeterogeneousVolumes.h"#include "ScenePrimitiveUpdates.h"#include "RenderTransform.h"Go to the source code of this file.
Namespaces | |
| namespace | DiaphragmDOF |
| namespace | EOcclusionFlags |
Macros | |
| #define | OCCLUSION_SLOP (1.0f) |
| #define | DEBUG_CSM_CACHING 0 |
Enumerations | |
| enum | EOcclusionFlags::Type { EOcclusionFlags::None = 0x0 , EOcclusionFlags::CanBeOccluded = 0x1 , EOcclusionFlags::AllowApproximateOcclusion = 0x4 , EOcclusionFlags::HasPrecomputedVisibility = 0x8 , EOcclusionFlags::HasSubprimitiveQueries = 0x10 , EOcclusionFlags::IsForceHidden = 0x20 } |
| enum class | ELightDirtyFlags : uint32 { None = 0u } |
| enum class | ELightUpdateId : uint32 { Invalidate , Transform , Color , MAX } |
Functions | |
| DECLARE_GPU_STAT_NAMED_EXTERN (ShadowProjection, TEXT("Shadow Projection")) | |
| uint32 | GetTypeHash (const FPrimitiveOcclusionHistoryKey &Key) |
| bool | operator== (const FPrimitiveOcclusionHistoryKey &A, const FPrimitiveOcclusionHistoryKey &B) |
| void | PrepareDistanceFieldScene (FRDGBuilder &GraphBuilder, FRDGExternalAccessQueue &ExternalAccessQueue, const FSceneRenderUpdateInputs &SceneUpdateInputs) |
| ENUM_CLASS_FLAGS (ELightDirtyFlags) | |
| bool | ShouldIncludeDomainInMeshPass (EMaterialDomain Domain) |
| #define DEBUG_CSM_CACHING 0 |
| #define OCCLUSION_SLOP (1.0f) |
Factor by which to grow occlusion tests
Maps a single primitive to it's per-view fading state data
| using FSceneLightInfoUpdates = TSceneUpdateCommandQueue<FLightSceneInfo, ELightDirtyFlags, ELightUpdateId> |
| using FUpdateLightInvalidateGPUState = FSceneLightInfoUpdates::TPayloadBase<ELightUpdateId::Invalidate, ELightDirtyFlags::None> |
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strong |
| DECLARE_GPU_STAT_NAMED_EXTERN | ( | ShadowProjection | , |
| TEXT("Shadow Projection") | |||
| ) |
Extern GPU stats (used in multiple modules)
| ENUM_CLASS_FLAGS | ( | ELightDirtyFlags | ) |
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extern |
Prepares the distance field scene for all scene renderers.
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Global primitive uniform buffer resource containing faded in
Global primitive uniform buffer resource containing distance cull faded in
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Global primitive uniform buffer resource containing faded in
Global primitive uniform buffer resource containing dither faded in
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Random table for occlusion