UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FMegaLightsViewContext Class Reference

#include <MegaLightsInternal.h>

Public Member Functions

 FMegaLightsViewContext (FRDGBuilder &InGraphBuilder, const int32 InViewIndex, const FViewInfo &InView, const FSceneViewFamily &InViewFamily, const FScene *InScene, const FSceneTextures &InSceneTextures, bool bInUseVSM)
 
FRDGTextureRef TileClassificationMark (uint32 ShadingPassIndex)
 
void Setup (FRDGTextureRef LightingChannelsTexture, const FLumenSceneFrameTemporaries &LumenFrameTemporaries, const bool bInShouldRenderVolumetricFog, const bool bInShouldRenderTranslucencyVolume, TUniformBufferRef< FBlueNoise > BlueNoiseUniformBuffer, EMegaLightsInput InInputType)
 
void GenerateSamples (FRDGTextureRef LightingChannelsTexture, uint32 ShadingPassIndex)
 
void MarkVSMPages (const FVirtualShadowMapArray &VirtualShadowMapArray)
 
void RayTrace (const FVirtualShadowMapArray &VirtualShadowMapArray, const TArrayView< FRDGTextureRef > NaniteShadingMasks, uint32 ShadingPassIndex)
 
void Resolve (FRDGTextureRef OutputColorTarget, FMegaLightsVolume *MegaLightsVolume, uint32 ShadingPassIndex)
 
void DenoiseLighting (FRDGTextureRef OutputColorTarget)
 
bool AreSamplesGenerated ()
 
uint32 GetReferenceShadingPassCount () const
 

Constructor & Destructor Documentation

◆ FMegaLightsViewContext()

FMegaLightsViewContext::FMegaLightsViewContext ( FRDGBuilder InGraphBuilder,
const int32  InViewIndex,
const FViewInfo InView,
const FSceneViewFamily InViewFamily,
const FScene InScene,
const FSceneTextures InSceneTextures,
bool  bInUseVSM 
)
inline

Member Function Documentation

◆ AreSamplesGenerated()

bool FMegaLightsViewContext::AreSamplesGenerated ( )
inline

◆ DenoiseLighting()

void FMegaLightsViewContext::DenoiseLighting ( FRDGTextureRef  OutputColorTarget)

◆ GenerateSamples()

void FMegaLightsViewContext::GenerateSamples ( FRDGTextureRef  LightingChannelsTexture,
uint32  ShadingPassIndex 
)

◆ GetReferenceShadingPassCount()

uint32 FMegaLightsViewContext::GetReferenceShadingPassCount ( ) const
inline

◆ MarkVSMPages()

void FMegaLightsViewContext::MarkVSMPages ( const FVirtualShadowMapArray VirtualShadowMapArray)

◆ RayTrace()

void FMegaLightsViewContext::RayTrace ( const FVirtualShadowMapArray VirtualShadowMapArray,
const TArrayView< FRDGTextureRef NaniteShadingMasks,
uint32  ShadingPassIndex 
)

◆ Resolve()

void FMegaLightsViewContext::Resolve ( FRDGTextureRef  OutputColorTarget,
FMegaLightsVolume MegaLightsVolume,
uint32  ShadingPassIndex 
)

◆ Setup()

void FMegaLightsViewContext::Setup ( FRDGTextureRef  LightingChannelsTexture,
const FLumenSceneFrameTemporaries LumenFrameTemporaries,
const bool  bInShouldRenderVolumetricFog,
const bool  bInShouldRenderTranslucencyVolume,
TUniformBufferRef< FBlueNoise BlueNoiseUniformBuffer,
EMegaLightsInput  InInputType 
)

◆ TileClassificationMark()

FRDGTextureRef FMegaLightsViewContext::TileClassificationMark ( uint32  ShadingPassIndex)

The documentation for this class was generated from the following files: