Files
UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/CommonRenderResources.cpp
Rolando Caloca aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00

64 lines
2.5 KiB
C++

// 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<FFilterVertexDeclaration> GFilterVertexDeclaration;
TGlobalResource<FEmptyVertexDeclaration> GEmptyVertexDeclaration;
TGlobalResource<FScreenRectangleVertexBuffer> GScreenRectangleVertexBuffer;
TGlobalResource<FScreenRectangleIndexBuffer> 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<FFilterVertex, VERTEXBUFFER_ALIGNMENT> 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<uint16, INDEXBUFFER_ALIGNMENT> 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);
}