Files
UnrealEngineUWP/Engine/Source/Developer/MaterialBaking/Private/MaterialRenderItemData.h
marcus wassmer b259f65406 Copying //UE4/Dev-Rendering[at]4854522 to Dev-Main (//UE4/Dev-Main)
#rb none

#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: marcus.wassmer
#ROBOMERGE-SOURCE: CL 4854553 in //UE4/Main/...
#ROBOMERGE-BOT: DEVVR (Main -> Dev-VR)

[CL 4854570 by marcus wassmer in Dev-VR branch]
2019-01-30 21:24:04 -05:00

30 lines
912 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, const FLightmapResourceCluster* InLightmapResourceCluster)
: FLightCacheInterface()
{
SetLightMap(InLightMap);
SetShadowMap(InShadowMap);
SetPrecomputedLightingBuffer(Buffer);
if (InLightmapResourceCluster)
{
SetResourceCluster(InLightmapResourceCluster);
}
}
virtual FLightInteraction GetInteraction(const class FLightSceneProxy* LightSceneProxy) const override
{
return LIT_CachedLightMap;
}
};