Files
UnrealEngineUWP/Engine/Source/Developer/MaterialBaking/Private/MaterialRenderItemData.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

24 lines
729 B
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "LightMapHelpers.h"
#include "Components.h"
#include "LocalVertexFactory.h"
#include "SceneManagement.h"
/** Simple implementation for light cache to simulated lightmap behaviour (used for accessing prebaked ambient occlusion values) */
class FMeshRenderInfo : public FLightCacheInterface
{
public:
FMeshRenderInfo(const FLightMap* InLightMap, const FShadowMap* InShadowMap, FUniformBufferRHIRef Buffer)
: FLightCacheInterface(InLightMap, InShadowMap)
{
SetPrecomputedLightingBuffer(Buffer);
}
virtual FLightInteraction GetInteraction(const class FLightSceneProxy* LightSceneProxy) const override
{
return LIT_CachedLightMap;
}
};