Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/Nanite/NaniteVisualize.h
2025-05-18 13:04:45 +08:00

59 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "NaniteShared.h"
#include "NaniteCullRaster.h"
struct FScreenMessageWriter;
namespace Nanite
{
void AddVisualizationPasses(
FRDGBuilder& GraphBuilder,
const FScene* Scene,
const FSceneTextures& SceneTextures,
const FEngineShowFlags& EngineShowFlags,
TArrayView<const FViewInfo> Views,
TArrayView<Nanite::FRasterResults> Results,
FNanitePickingFeedback& PickingFeedback,
FVirtualShadowMapArray& VirtualShadowMapArray
);
void DisplayPicking(
const FScene* Scene,
const FNanitePickingFeedback& PickingFeedback,
uint32 RenderFlags,
FScreenMessageWriter& ScreenMessageWriter
);
#if WITH_DEBUG_VIEW_MODES
enum class EDebugViewMode : uint8
{
None = 0,
Wireframe = 1,
ShaderComplexity = 2,
LightmapDensity = 3,
PrimitiveColor = 4,
LWCComplexity = 5
};
void RenderDebugViewMode(
FRDGBuilder& GraphBuilder,
EDebugViewMode DebugViewMode,
const FScene& Scene,
const FViewInfo& View,
const FSceneViewFamily& ViewFamily,
const FRasterResults& RasterResults,
FRDGTextureRef OutputColorTexture,
FRDGTextureRef InputDepthTexture,
FRDGTextureRef OutputDepthTexture,
FRDGTextureRef QuadOverdrawTexture
);
#endif
} // namespace Nanite