Files
UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/Private/MeshPaintVirtualTextureThumbnailRenderer.cpp
jeremy moore 678fecd300 Add MeshPaintVirtualTexture object type.
This is an implementation of UTexture2D that is always a streaming virtual texture with specific tile settings from the renderer project settings.
It allocates a virtual texture on creation (instead of relying on a he material do the allocation), and tracks the allocated virtual textures.
It can provide a 2 dword descriptor giving the location of the virtual texture in the shared virtual texture pool.
It can provide a description of the shared virtual texture pool for binding to the view uniform buffer.

[CL 34578717 by jeremy moore in ue5-main branch]
2024-06-21 18:18:16 -04:00

20 lines
763 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshPaintVirtualTextureThumbnailRenderer.h"
#include "VT/MeshPaintVirtualTexture.h"
UMeshPaintVirtualTextureThumbnailRenderer::UMeshPaintVirtualTextureThumbnailRenderer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
bool UMeshPaintVirtualTextureThumbnailRenderer::CanVisualizeAsset(UObject* Object)
{
return UTextureThumbnailRenderer::CanVisualizeAsset(Object);
}
void UMeshPaintVirtualTextureThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas, bool bAdditionalViewFamily)
{
UTextureThumbnailRenderer::Draw(Object, X, Y, Width, Height, RenderTarget, Canvas, bAdditionalViewFamily);
}