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C++ FRHICommandList::CopyToResolveTarget方法代码示例

本文整理汇总了C++中FRHICommandList::CopyToResolveTarget方法的典型用法代码示例。如果您正苦于以下问题:C++ FRHICommandList::CopyToResolveTarget方法的具体用法?C++ FRHICommandList::CopyToResolveTarget怎么用?C++ FRHICommandList::CopyToResolveTarget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FRHICommandList的用法示例。


在下文中一共展示了FRHICommandList::CopyToResolveTarget方法的1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: FinishOcclusionTerm

void FinishOcclusionTerm(FRHICommandList& RHICmdList, const FViewInfo& View, const FLightSceneInfo* const LightSceneInfo, TRefCountPtr<IPooledRenderTarget>& LightShaftsSource, TRefCountPtr<IPooledRenderTarget>& LightShaftsDest)
{
	TShaderMapRef<FScreenVS> ScreenVertexShader(View.ShaderMap);

	const FIntPoint BufferSize = FSceneRenderTargets::Get(RHICmdList).GetBufferSizeXY();
	const uint32 DownsampleFactor	= GetLightShaftDownsampleFactor();
	const FIntPoint FilterBufferSize = BufferSize / DownsampleFactor;
	const FIntPoint DownSampledXY = View.ViewRect.Min / DownsampleFactor;
	const uint32 DownsampledSizeX = View.ViewRect.Width() / DownsampleFactor;
	const uint32 DownsampledSizeY = View.ViewRect.Height() / DownsampleFactor;

	SetRenderTarget(RHICmdList, LightShaftsDest->GetRenderTargetItem().TargetableTexture, FTextureRHIRef());
	RHICmdList.SetViewport(0, 0, 0.0f, FilterBufferSize.X, FilterBufferSize.Y, 1.0f);

	RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	TShaderMapRef<FFinishOcclusionPixelShader> MaskOcclusionTermPixelShader(View.ShaderMap);
	SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), AccumulateTermBoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *ScreenVertexShader, *MaskOcclusionTermPixelShader);
	/// ?
	MaskOcclusionTermPixelShader->SetParameters(RHICmdList, LightSceneInfo, View, LightShaftsSource);

	{
		// Apply a radial blur to the bloom and occlusion mask
		DrawRectangle( 
			RHICmdList,
			DownSampledXY.X, DownSampledXY.Y, 
			DownsampledSizeX, DownsampledSizeY,
			DownSampledXY.X, DownSampledXY.Y, 
			DownsampledSizeX, DownsampledSizeY,
			FilterBufferSize, FilterBufferSize,
			*ScreenVertexShader,
			EDRF_UseTriangleOptimization);
	}

	RHICmdList.CopyToResolveTarget(LightShaftsDest->GetRenderTargetItem().TargetableTexture, LightShaftsDest->GetRenderTargetItem().ShaderResourceTexture, false, FResolveParams());
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:38,代码来源:LightShaftRendering.cpp


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