本文整理汇总了C++中FRHICommandList::DrawPrimitive方法的典型用法代码示例。如果您正苦于以下问题:C++ FRHICommandList::DrawPrimitive方法的具体用法?C++ FRHICommandList::DrawPrimitive怎么用?C++ FRHICommandList::DrawPrimitive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FRHICommandList
的用法示例。
在下文中一共展示了FRHICommandList::DrawPrimitive方法的3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: GetGlobalShaderMap
static void ResolveColorWideInternal2(
FRHICommandList& RHICmdList,
const ERHIFeatureLevel::Type CurrentFeatureLevel,
const FTextureRHIRef& SrcTexture,
const FIntPoint& SrcOrigin)
{
auto ShaderMap = GetGlobalShaderMap(CurrentFeatureLevel);
TShaderMapRef<FWideCustomResolveVS> VertexShader(ShaderMap);
TShaderMapRef<FWideCustomResolvePS<MSAA, Width>> PixelShader(ShaderMap);
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, CurrentFeatureLevel, BoundShaderState, GetVertexDeclarationFVector4(), *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, SrcTexture, SrcOrigin);
RHICmdList.DrawPrimitive(PT_TriangleList, 0, 1, 1);
}
示例2: Visualise
void FLightPropagationVolume::Visualise(FRHICommandList& RHICmdList, const FViewInfo& View) const
{
SCOPED_DRAW_EVENT(RHICmdList, LpvVisualise);
check(View.GetFeatureLevel() == ERHIFeatureLevel::SM5);
TShaderMapRef<FLpvVisualiseVS> VertexShader(View.ShaderMap);
TShaderMapRef<FLpvVisualiseGS> GeometryShader(View.ShaderMap);
TShaderMapRef<FLpvVisualisePS> PixelShader(View.ShaderMap);
RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
RHICmdList.SetRasterizerState(TStaticRasterizerState<FM_Solid, CM_None>::GetRHI());
RHICmdList.SetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_One, BF_One>::GetRHI());
SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), LpvVisBoundShaderState, GSimpleElementVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader, *GeometryShader);
VertexShader->SetParameters(RHICmdList, View);
GeometryShader->SetParameters(RHICmdList, View);
PixelShader->SetParameters(RHICmdList, this, View);
RHICmdList.SetStreamSource(0, NULL, 0, 0);
RHICmdList.DrawPrimitive(PT_PointList, 0, 1, 32 * 3);
PixelShader->UnbindBuffers(RHICmdList);
}
示例3: RunBenchmarkShader
void RunBenchmarkShader(FRHICommandList& RHICmdList, FVertexBufferRHIParamRef VertexThroughputBuffer, const FSceneView& View, TRefCountPtr<IPooledRenderTarget>& Src, float WorkScale)
{
auto ShaderMap = GetGlobalShaderMap(View.GetFeatureLevel());
TShaderMapRef<FPostProcessBenchmarkVS<VsMethod>> VertexShader(ShaderMap);
TShaderMapRef<FPostProcessBenchmarkPS<PsMethod>> PixelShader(ShaderMap);
bool bVertexTest = VsMethod == 1;
FVertexDeclarationRHIParamRef VertexDeclaration = bVertexTest
? GVertexThroughputDeclaration.DeclRHI
: GFilterVertexDeclaration.VertexDeclarationRHI;
static FGlobalBoundShaderState BoundShaderState;
SetGlobalBoundShaderState(RHICmdList, View.GetFeatureLevel(), BoundShaderState, VertexDeclaration, *VertexShader, *PixelShader);
PixelShader->SetParameters(RHICmdList, View, Src);
VertexShader->SetParameters(RHICmdList, View);
if (bVertexTest)
{
// Vertex Tests
uint32 TotalNumPrimitives = FMath::CeilToInt(GBenchmarkPrimitives * WorkScale);
uint32 TotalNumVertices = TotalNumPrimitives * 3;
while (TotalNumVertices != 0)
{
uint32 VerticesThisPass = FMath::Min(TotalNumVertices, GBenchmarkVertices);
uint32 PrimitivesThisPass = VerticesThisPass / 3;
RHICmdList.SetStreamSource(0, VertexThroughputBuffer, sizeof(FBenchmarkVertex), 0);
RHICmdList.DrawPrimitive(PT_TriangleList, 0, PrimitivesThisPass, 1);
TotalNumVertices -= VerticesThisPass;
}
}
else
{
// Pixel Tests
// single pass was not fine grained enough so we reduce the pass size based on the fractional part of WorkScale
float TotalHeight = GBenchmarkResolution * WorkScale;
// rounds up
uint32 PassCount = (uint32)FMath::CeilToFloat(TotalHeight / GBenchmarkResolution);
for (uint32 i = 0; i < PassCount; ++i)
{
float Top = i * GBenchmarkResolution;
float Bottom = FMath::Min(Top + GBenchmarkResolution, TotalHeight);
float LocalHeight = Bottom - Top;
DrawRectangle(
RHICmdList,
0, 0,
GBenchmarkResolution, LocalHeight,
0, 0,
GBenchmarkResolution, LocalHeight,
FIntPoint(GBenchmarkResolution, GBenchmarkResolution),
FIntPoint(GBenchmarkResolution, GBenchmarkResolution),
*VertexShader,
EDRF_Default);
}
}
}