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

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

static void BeginVelocityRendering(FRHICommandList& RHICmdList, TRefCountPtr<IPooledRenderTarget>& VelocityRT, bool bPerformClear)
{
	FTextureRHIRef VelocityTexture = VelocityRT->GetRenderTargetItem().TargetableTexture;
	FTexture2DRHIRef DepthTexture = GSceneRenderTargets.GetSceneDepthTexture();
	FLinearColor VelocityClearColor = FLinearColor::Black;
	if (bPerformClear)
	{
		// now make the FRHISetRenderTargetsInfo that encapsulates all of the info
		FRHIRenderTargetView ColorView(VelocityTexture, 0, -1, ERenderTargetLoadAction::EClear, ERenderTargetStoreAction::EStore);
		FRHIDepthRenderTargetView DepthView(DepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetStoreAction::ENoAction, true);

		FRHISetRenderTargetsInfo Info(1, &ColorView, DepthView);
		Info.ClearColors[0] = VelocityClearColor;

		// Clear the velocity buffer (0.0f means "use static background velocity").
		RHICmdList.SetRenderTargetsAndClear(Info);		
	}
	else
	{
		SetRenderTarget(RHICmdList, VelocityTexture, DepthTexture, ESimpleRenderTargetMode::EExistingColorAndReadOnlyDepth);

		// some platforms need the clear color when rendertargets transition to SRVs.  We propagate here to allow parallel rendering to always
		// have the proper mapping when the RT is transitioned.
		RHICmdList.BindClearMRTValues(true, 1, &VelocityClearColor, false, 1.0f, false, 0);
	}
}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:26,代码来源:VelocityRendering.cpp


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