本文整理汇总了C++中FMaterial::GetTessellationMode方法的典型用法代码示例。如果您正苦于以下问题:C++ FMaterial::GetTessellationMode方法的具体用法?C++ FMaterial::GetTessellationMode怎么用?C++ FMaterial::GetTessellationMode使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FMaterial
的用法示例。
在下文中一共展示了FMaterial::GetTessellationMode方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
FVelocityDrawingPolicy::FVelocityDrawingPolicy(
const FVertexFactory* InVertexFactory,
const FMaterialRenderProxy* InMaterialRenderProxy,
const FMaterial& InMaterialResource,
ERHIFeatureLevel::Type InFeatureLevel
)
: FMeshDrawingPolicy(InVertexFactory,InMaterialRenderProxy,InMaterialResource)
{
const FMaterialShaderMap* MaterialShaderIndex = InMaterialResource.GetRenderingThreadShaderMap();
const FMeshMaterialShaderMap* MeshShaderIndex = MaterialShaderIndex->GetMeshShaderMap(InVertexFactory->GetType());
HullShader = NULL;
DomainShader = NULL;
const EMaterialTessellationMode MaterialTessellationMode = InMaterialResource.GetTessellationMode();
if (RHISupportsTessellation(GShaderPlatformForFeatureLevel[InFeatureLevel])
&& InVertexFactory->GetType()->SupportsTessellationShaders()
&& MaterialTessellationMode != MTM_NoTessellation)
{
bool HasHullShader = MeshShaderIndex->HasShader(&FVelocityHS::StaticType);
bool HasDomainShader = MeshShaderIndex->HasShader(&FVelocityDS::StaticType);
HullShader = HasHullShader ? MeshShaderIndex->GetShader<FVelocityHS>() : NULL;
DomainShader = HasDomainShader ? MeshShaderIndex->GetShader<FVelocityDS>() : NULL;
}
bool HasVertexShader = MeshShaderIndex->HasShader(&FVelocityVS::StaticType);
VertexShader = HasVertexShader ? MeshShaderIndex->GetShader<FVelocityVS>() : NULL;
bool HasPixelShader = MeshShaderIndex->HasShader(&FVelocityPS::StaticType);
PixelShader = HasPixelShader ? MeshShaderIndex->GetShader<FVelocityPS>() : NULL;
}
示例2:
FDepthDrawingPolicy::FDepthDrawingPolicy(
const FVertexFactory* InVertexFactory,
const FMaterialRenderProxy* InMaterialRenderProxy,
const FMaterial& InMaterialResource,
bool bIsTwoSided,
ERHIFeatureLevel::Type InFeatureLevel
):
FMeshDrawingPolicy(InVertexFactory,InMaterialRenderProxy,InMaterialResource,false,/*bInTwoSidedOverride=*/ bIsTwoSided)
{
// The primitive needs to be rendered with the material's pixel and vertex shaders if it is masked
bNeedsPixelShader = false;
if (InMaterialResource.IsMasked())
{
bNeedsPixelShader = true;
PixelShader = InMaterialResource.GetShader<FDepthOnlyPS>(InVertexFactory->GetType());
}
else
{
PixelShader = NULL;
}
const EMaterialTessellationMode TessellationMode = InMaterialResource.GetTessellationMode();
VertexShader = NULL;
HullShader = NULL;
DomainShader = NULL;
if (RHISupportsTessellation(GShaderPlatformForFeatureLevel[InFeatureLevel])
&& InVertexFactory->GetType()->SupportsTessellationShaders()
&& TessellationMode != MTM_NoTessellation)
{
VertexShader = InMaterialResource.GetShader<TDepthOnlyVS<false> >(VertexFactory->GetType());
HullShader = InMaterialResource.GetShader<FDepthOnlyHS>(VertexFactory->GetType());
DomainShader = InMaterialResource.GetShader<FDepthOnlyDS>(VertexFactory->GetType());
}
else
{
VertexShader = InMaterialResource.GetShader<TDepthOnlyVS<false> >(InVertexFactory->GetType());
}
}