// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. /*============================================================================= DummyRenderResources.cpp: Implementations of frequently used render resources. =============================================================================*/ #include "CommonRenderResources.h" #include "Containers/DynamicRHIResourceArray.h" TGlobalResource GFilterVertexDeclaration; TGlobalResource GEmptyVertexDeclaration; TGlobalResource GScreenRectangleVertexBuffer; TGlobalResource GScreenRectangleIndexBuffer; IMPLEMENT_GLOBAL_SHADER(FScreenVertexShaderVS, "/Engine/Private/Tools/FullscreenVertexShader.usf", "MainVS", SF_Vertex); IMPLEMENT_GLOBAL_SHADER(FCopyRectPS, "/Engine/Private/ScreenPass.usf", "CopyRectPS", SF_Pixel); void FScreenRectangleVertexBuffer::InitRHI() { TResourceArray Vertices; Vertices.SetNumUninitialized(6); Vertices[0].Position = FVector4(1, 1, 0, 1); Vertices[0].UV = FVector2D(1, 1); Vertices[1].Position = FVector4(0, 1, 0, 1); Vertices[1].UV = FVector2D(0, 1); Vertices[2].Position = FVector4(1, 0, 0, 1); Vertices[2].UV = FVector2D(1, 0); Vertices[3].Position = FVector4(0, 0, 0, 1); Vertices[3].UV = FVector2D(0, 0); //The final two vertices are used for the triangle optimization (a single triangle spans the entire viewport ) Vertices[4].Position = FVector4(-1, 1, 0, 1); Vertices[4].UV = FVector2D(-1, 1); Vertices[5].Position = FVector4(1, -1, 0, 1); Vertices[5].UV = FVector2D(1, -1); // Create vertex buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&Vertices); VertexBufferRHI = RHICreateVertexBuffer(Vertices.GetResourceDataSize(), BUF_Static, CreateInfo); } void FScreenRectangleIndexBuffer::InitRHI() { // Indices 0 - 5 are used for rendering a quad. Indices 6 - 8 are used for triangle optimization. const uint16 Indices[] = { 0, 1, 2, 2, 1, 3, 0, 4, 5 }; TResourceArray IndexBuffer; uint32 NumIndices = ARRAY_COUNT(Indices); IndexBuffer.AddUninitialized(NumIndices); FMemory::Memcpy(IndexBuffer.GetData(), Indices, NumIndices * sizeof(uint16)); // Create index buffer. Fill buffer with initial data upon creation FRHIResourceCreateInfo CreateInfo(&IndexBuffer); IndexBufferRHI = RHICreateIndexBuffer(sizeof(uint16), IndexBuffer.GetResourceDataSize(), BUF_Static, CreateInfo); }