// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "LightMapHelpers.h" #include "Components.h" #include "LocalVertexFactory.h" #include "SceneManagement.h" /** Simple implementation for light cache to simulated lightmap behaviour (used for accessing prebaked ambient occlusion values) */ class FMeshRenderInfo : public FLightCacheInterface { public: FMeshRenderInfo(const FLightMap* InLightMap, const FShadowMap* InShadowMap, FUniformBufferRHIRef Buffer, const FLightmapResourceCluster* InLightmapResourceCluster) : FLightCacheInterface() { SetLightMap(InLightMap); SetShadowMap(InShadowMap); SetPrecomputedLightingBuffer(Buffer); if (InLightmapResourceCluster) { SetResourceCluster(InLightmapResourceCluster); } } virtual FLightInteraction GetInteraction(const class FLightSceneProxy* LightSceneProxy) const override { return LIT_CachedLightMap; } };