// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "NaniteShared.h" #include "NaniteCullRaster.h" DECLARE_GPU_STAT_NAMED_EXTERN(NaniteEditor, TEXT("Nanite Editor")); namespace Nanite { void DrawHitProxies( FRDGBuilder& GraphBuilder, const FScene& Scene, const FViewInfo& View, const FRasterResults& RasterResults, FRDGTextureRef HitProxyTexture, FRDGTextureRef HitProxyDeptTexture ); FRDGBufferSRVRef GetEditorSelectedHitProxyIdsSRV(FRDGBuilder& GraphBuilder, const FViewInfo& View); #if WITH_EDITOR void DrawEditorSelection( FRDGBuilder& GraphBuilder, FRDGTextureRef DepthTarget, FRDGTextureRef OverlayTarget, FScene& Scene, const FViewInfo& SceneView, const FViewInfo& EditorView, FSceneUniformBuffer &SceneUniformBuffer, const FRasterResults* NaniteRasterResults ); void DrawEditorVisualizeLevelInstance( FRDGBuilder& GraphBuilder, FRDGTextureRef DepthTarget, FScene& Scene, const FViewInfo& SceneView, const FViewInfo& EditorView, FSceneUniformBuffer &SceneUniformBuffer, const FRasterResults* NaniteRasterResults ); #endif } // namespace Nanite