38 lines
1.6 KiB
C++
38 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*==============================================================================
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Texture2DPreview.h: Definitions for previewing 2d textures.
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==============================================================================*/
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#pragma once
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#include "CoreMinimal.h"
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#include "BatchedElements.h"
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/**
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* Batched element parameters for previewing 2d textures.
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*/
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class UNREALED_API FBatchedElementTexture2DPreviewParameters: public FBatchedElementParameters
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{
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public:
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FBatchedElementTexture2DPreviewParameters(float InMipLevel, float InLayerIndex, bool bInIsNormalMap, bool bInIsSingleChannel, bool bInIsSingleVTPhysicalSpace, bool bInIsVirtualTexture, bool bInIsTextureArray)
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: MipLevel(InMipLevel), LayerIndex(InLayerIndex), bIsNormalMap(bInIsNormalMap), bIsSingleChannelFormat(bInIsSingleChannel), bIsSingleVTPhysicalSpace(bInIsSingleVTPhysicalSpace), bIsVirtualTexture(bInIsVirtualTexture), bIsTextureArray(bInIsTextureArray)
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{
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}
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/** Binds vertex and pixel shaders for this element */
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virtual void BindShaders(FRHICommandList& RHICmdList, FGraphicsPipelineStateInitializer& GraphicsPSOInit, ERHIFeatureLevel::Type InFeatureLevel, const FMatrix& InTransform, const float InGamma, const FMatrix& ColorWeights, const FTexture* Texture) override;
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private:
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/** Parameters that need to be passed to the shader */
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float MipLevel;
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float LayerIndex;
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bool bIsNormalMap;
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bool bIsSingleChannelFormat;
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bool bIsSingleVTPhysicalSpace;
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/** Parameters that are used to select a shader permutation */
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bool bIsVirtualTexture;
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bool bIsTextureArray;
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};
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