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