// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NaniteShared.h" #include "NaniteCullRaster.h" #include "NaniteDrawList.h" #include "NaniteMaterials.h" #include "NaniteVisualize.h" #if WITH_EDITOR #include "NaniteEditor.h" #endif namespace Nanite { struct FShadeBinning; void ExtractShadingDebug( FRDGBuilder& GraphBuilder, const FViewInfo& View, const FShadeBinning& ShadeBinning, uint32 NumShadingBins ); void PrintStats( FRDGBuilder& GraphBuilder, const FViewInfo& View ); void EmitShadowMap( FRDGBuilder& GraphBuilder, const FSharedContext& SharedContext, const FRasterContext& RasterContext, const FRDGTextureRef DepthBuffer, const FIntRect& SourceRect, const FIntPoint DestOrigin, const FMatrix& ProjectionMatrix, float DepthBias, bool bOrtho ); void EmitCubemapShadow( FRDGBuilder& GraphBuilder, const FSharedContext& SharedContext, const FRasterContext& RasterContext, const FRDGTextureRef CubemapDepthBuffer, const FIntRect& ViewRect, uint32 CubemapFaceIndex, bool bUseGeometryShader ); } // namespace Nanite