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Defines an individual render batch when merging the landscape. A batch corresponds to a target layer group on a world's region, i.e. a set of weightmaps (or the heightmap) to render on a portion of the world. Each batch is composed of a series of render steps.
| Name | FMergeRenderBatch |
| Type | struct |
| Header File | /Engine/Source/Runtime/Landscape/Public/LandscapeEditLayerMergeRenderContext.h |
| Include Path | #include "LandscapeEditLayerMergeRenderContext.h" |
Syntax
struct FMergeRenderBatch
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ComponentsToRender | TSet< ULandscapeComponent * > | List of all components involved in this batch | LandscapeEditLayerMergeRenderContext.h | |
| ComponentToTargetLayerBitIndices | TMap< ULandscapeComponent *, TBitArray<> > | List of components involved in this batch and the target layers they're writing to (redundant with ComponentsToRender but we keep the latter for convenience) (each bit corresponds to a target layer name in FMergeContext's AllTargetLayerNames) | LandscapeEditLayerMergeRenderContext.h | |
| Landscape | ALandscape * | LandscapeEditLayerMergeRenderContext.h | ||
| MaxComponentKey | FIntPoint | LandscapeEditLayerMergeRenderContext.h | ||
| MinComponentKey | FIntPoint | LandscapeEditLayerMergeRenderContext.h | ||
| RenderSteps | TArray< FMergeRenderStep > | Sequential list of rendering operations that need to be performed to fully render this batch | LandscapeEditLayerMergeRenderContext.h | |
| Resolution | FIntPoint | TODO [jonathan.bard] : rename EffectiveResolution and make private maybe? | LandscapeEditLayerMergeRenderContext.h | |
| SectionRect | FIntRect | Section of the landscape being covered by this batch (in landscape vertex coordinates, inclusive bounds) | LandscapeEditLayerMergeRenderContext.h | |
| TargetLayerBitIndices | TBitArray | List of all target layers being rendered in this batch (i.e. bitwise OR of all of the render steps' TargetLayerGroupBitIndices). | LandscapeEditLayerMergeRenderContext.h | |
| TargetLayersToComponents | TArray< TSet< ULandscapeComponent * > > | Reverse lookup of ComponentToTargetLayerBitIndices : one entry per element in ComponentToTargetLayerBitIndices, each entry containing all of the components involved in this merge for this target layer | LandscapeEditLayerMergeRenderContext.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Compute the rects corresponding to the sub-sections that need to be read from and written to when expanding the render target (inclusive bounds) | LandscapeEditLayerMergeRenderContext.h | ||
FIntRect ComputeSectionRect
(
ULandscapeComponent* InComponent, |
Find the area in the render batch render target corresponding to this component | LandscapeEditLayerMergeRenderContext.h | |
int32 ComputeSubsectionRects
(
ULandscapeComponent* InComponent, |
Find the area in the render batch render target corresponding to each of the subsections of this component | LandscapeEditLayerMergeRenderContext.h | |
FIntPoint GetRenderTargetResolution
(
bool bInWithDuplicateBorders |
LandscapeEditLayerMergeRenderContext.h |