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API > API/Runtime > API/Runtime/Landscape
References
| Module | Landscape |
| Header | /Engine/Source/Runtime/Landscape/Public/LandscapeEditLayerRenderer.h |
| Include | #include "LandscapeEditLayerRenderer.h" |
Syntax
class FMergeRenderContext
Remarks
Utility class that contains everything necessary to perform the batched merge : scratch render targets, list of batches, etc.
Constructors
| Type | Name | Description | |
|---|---|---|---|
FMergeRenderContext
(
const FMergeRenderContext& Other |
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FMergeRenderContext
(
FMergeRenderContext&& Other |
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FMergeRenderContext
(
ALandscape* InLandscape, |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| FTransform | ComputeVisualLogTransform
(
const FTransform& InTransform |
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| TArray< ULandscapeLayerInfoObject * > | ConvertTargetLayerBitIndicesToLayerInfos
(
const TBitArray<>& InTargetLayerBitIndices |
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| TArray< ULandscapeLayerInfoObject * > | ConvertTargetLayerBitIndicesToLayerInfosChecked
(
const TBitArray<>& InTargetLayerBitIndices |
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| TArray< FName > | ConvertTargetLayerBitIndicesToNames
(
const TBitArray<>& InTargetLayerBitIndices |
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| TArray< FName > | ConvertTargetLayerBitIndicesToNamesChecked
(
const TBitArray<>& InTargetLayerBitIndices |
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| TBitArray | ConvertTargetLayerNamesToBitIndices
(
TConstArrayView< FName > InTargetLayerNames |
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| TBitArray | ConvertTargetLayerNamesToBitIndicesChecked
(
TConstArrayView< FName > InTargetLayerNames |
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| void | CycleBlendRenderTargets
(
ERHIAccess InDesiredWriteAccess |
Cycle between the 3 render targets used for blending: Write becomes Read -> Read becomes ReadPrevious -> ReadPrevious becomes Write The new Write RT will be transitioned to state == InWriteAccess The new Read RT will be transitioned to state ERHIAccess::SRVMask The new ReadPrevious RT will stay in state ERHIAccess::SRVMask | |
| void | ForEachTargetLayer
(
const TBitArray<>& InTargetLayerBitIndices, |
Runs the given function for each all valid target layer in the bit indices in parameters, with the possibility of early exit Most easily used with a lambda as follows: ForEachTargetLayer(int32 InTargetLayerIndex, FName InTargetLayerName -> bool { return continueLoop ? true : false; }); | |
| void | ForEachTargetLayerChecked
(
const TBitArray<>& InTargetLayerBitIndices, |
||
| const TArray< FName > & | |||
| ULandscapeScratchRenderTarget * | |||
| ULandscapeScratchRenderTarget * | |||
| ULandscapeScratchRenderTarget * | |||
| const FMergeRenderBatch * | |||
| const TBitArray & | |||
| ALandscape * | GetLandscape () |
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| FIntPoint | |||
| const TArray< FMergeRenderBatch > & | |||
| int32 | GetTargetLayerIndexForName
(
const FName& InName |
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| int32 | GetTargetLayerIndexForNameChecked
(
const FName& InName |
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| FName | GetTargetLayerNameForIndex
(
int32 InIndex |
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| FName | GetTargetLayerNameForIndexChecked
(
int32 InIndex |
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| ULandscapeScratchRenderTarget * | GetValidityRenderTarget
(
const FName& InTargetLayerName |
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| int32 | |||
| void | |||
| bool | |||
| bool | IsValid () |
||
| bool | |||
| void | Render
(
TFunction< void(const FOnRenderBatchTargetGroupDoneParams&)> OnRenderBatchTargetGroupDone |
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| void | RenderExpandedRenderTarget
(
const FMergeRenderBatch& InRenderBatch |
Duplicates the vertex data from the (sub-)sections of the batch, assuming GetBlendRenderTargetRead() is the RT that is read from and GetBlendRenderTargetWrite() the one that is written to | |
| void | RenderValidityRenderTargets
(
const FMergeRenderBatch& InRenderBatch |
Render the stencil render targets for each target layer in this merge for this batch | |
| void |
Operators
| Type | Name | Description | |
|---|---|---|---|
| FMergeRenderContext & | operator=
(
const FMergeRenderContext& Other |
||
| FMergeRenderContext & | operator=
(
FMergeRenderContext&& Other |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FOnRenderBatchTargetGroupDoneParams |
Constants
| Name | Description |
|---|---|
| NumBlendRenderTargets | Blending is pretty much what we only do during the merge. |