void SetParameters( FRHICommandList& RHICmdList, const FSceneView& View ) { FGeometryShaderRHIParamRef ShaderRHI = GetGeometryShader(); FGlobalShader::SetParameters(RHICmdList, ShaderRHI, View); }
CPUTResult CPUTAssetLibraryOGL::GetGeometryShader( const cString &name, const cString &shaderMain, const cString &shaderProfile, CPUTShaderOGL **ppGeometryShader, bool nameIsFullPathAndFilename, CPUT_SHADER_MACRO *pShaderMacros ) { std::vector<cString> filenames; filenames.push_back(name); return GetGeometryShader(filenames, shaderMain, shaderProfile, ppGeometryShader, nameIsFullPathAndFilename, pShaderMacros); }
void SetMesh(FRHICommandList& RHICmdList, const FVertexFactory* VertexFactory,const FSceneView& View,const FPrimitiveSceneProxy* Proxy,const FMeshBatchElement& BatchElement,const FMeshDrawingRenderState& DrawRenderState) { FMeshMaterialShader::SetMesh(RHICmdList, (FGeometryShaderRHIParamRef)GetGeometryShader(),VertexFactory,View,Proxy,BatchElement,DrawRenderState); }
void SetParameters(FRHICommandList& RHICmdList, const FVertexFactory* VertexFactory,const FMaterialRenderProxy* MaterialRenderProxy,const FSceneView* View) { FMeshMaterialShader::SetParameters(RHICmdList, (FGeometryShaderRHIParamRef)GetGeometryShader(), MaterialRenderProxy, *MaterialRenderProxy->GetMaterial(View->GetFeatureLevel()), *View, View->ViewUniformBuffer, ESceneRenderTargetsMode::SetTextures); }