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- add FRayTracingGeometry structures to FMeshRenderBufferSet for primary and secondary triangle indices
- add UpdateRaytracingGeometryIfEnabled() function which rebuilds these raytracing data structures. This does a full rebuild, not clear if any kind of incremental update is possible currently, to revisit in future.
- call the above in the various places where we modify the existing index/vertex buffers.
- add UPrimitiveComponent::GetDynamicRayTracingInstances() implementation, mirrors GetDynamicMeshElements() implementation, uses new DrawRayTracingBatch() function
#rb juan.canada
#rnx
#jira none
#preflight 6157507e2363e400012ed95f
#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 17696127 in //UE5/Release-5.0/... via CL 17696138
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v875-17642767)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 17696156 by ryan schmidt in ue5-release-engine-test branch]
32 lines
680 B
C#
32 lines
680 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class GeometryFramework : ModuleRules
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{
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public GeometryFramework(ReadOnlyTargetRules Target) : base(Target)
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{
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//PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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// this is required for raytracing suppport?
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PublicIncludePaths.Add("../Shaders/Shared");
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PublicDependencyModuleNames.AddRange(
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new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"RenderCore",
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"RHI",
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"PhysicsCore",
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"InteractiveToolsFramework",
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"MeshDescription",
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"StaticMeshDescription",
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"SkeletalMeshDescription",
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"GeometryCore",
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"MeshConversion"
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}
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);
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}
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}
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