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70 lines
1.6 KiB
Plaintext
70 lines
1.6 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved..
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/*=============================================================================
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InstancedStereo.usf: Resolve which view uniforms in a stereo pair to use.
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=============================================================================*/
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#pragma once
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// Explictly include view uniform buffers
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#include "/Engine/Generated/UniformBuffers/View.ush"
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#include "/Engine/Generated/UniformBuffers/InstancedView.ush"
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// ViewState, GetPrimaryView and GetInstancedView are generated by the shader compiler to ensure View uniform buffer changes are up to date.
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// see GenerateInstancedStereoCode()
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#include "/Engine/Generated/GeneratedInstancedStereo.ush"
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static ViewState ResolvedView;
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ViewState ResolveView()
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{
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return GetPrimaryView();
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}
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#if INSTANCED_STEREO
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static const float EyeOffsetScale[2] = { -1.0, 1.0 };
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static const float4 EyeClipEdge[2] = { float4(-1.0, 0.0, 0.0, 1.0), float4(1.0, 0.0, 0.0, 1.0) };
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#endif
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// Generated for Metal in GeneratedInstancedStereo.usf
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#if !(COMPILER_METAL && (COMPILER_HLSLCC == 1)) && (INSTANCED_STEREO || MOBILE_MULTI_VIEW)
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ViewState ResolveView(uint ViewIndex)
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{
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if (ViewIndex == 0)
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{
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return GetPrimaryView();
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}
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else
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{
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return GetInstancedView();
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}
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}
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#endif
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bool IsInstancedStereo()
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{
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#if INSTANCED_STEREO
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return InstancedView_StereoPassIndex > 0;
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#else
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return false;
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#endif
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}
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uint GetEyeIndex(uint InstanceId)
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{
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#if INSTANCED_STEREO
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return IsInstancedStereo() ? InstanceId & 1 : 0;
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#else
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return 0;
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#endif
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}
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uint GetInstanceId(uint InstanceId)
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{
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#if INSTANCED_STEREO
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return IsInstancedStereo() ? InstanceId / 2 : InstanceId;
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#else
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return InstanceId;
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#endif
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}
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