FPrimitiveViewRelevance FTextRenderSceneProxy::GetViewRelevance(const FSceneView* View) const { FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View) && View->Family->EngineShowFlags.TextRender; Result.bShadowRelevance = IsShadowCast(View); Result.bRenderCustomDepth = ShouldRenderCustomDepth(); Result.bRenderInMainPass = ShouldRenderInMainPass(); Result.bUsesLightingChannels = GetLightingChannelMask() != GetDefaultLightingChannelMask(); if( IsRichView(*View->Family) || View->Family->EngineShowFlags.Bounds || View->Family->EngineShowFlags.Collision || IsSelected() || IsHovered() ) { Result.bDynamicRelevance = true; } else { Result.bStaticRelevance = true; } MaterialRelevance.SetPrimitiveViewRelevance(Result); return Result; }
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override { FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View); Result.bDynamicRelevance = true; Result.bShadowRelevance = IsShadowCast(View); return Result; }
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override { FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View) && View->Family->EngineShowFlags.CameraFrustums; Result.bDynamicRelevance = true; Result.bShadowRelevance = IsShadowCast(View); Result.bEditorPrimitiveRelevance = UseEditorCompositing(View); return Result; }
FPrimitiveViewRelevance FGeometryCacheSceneProxy::GetViewRelevance(const FSceneView* View) { FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View); Result.bShadowRelevance = IsShadowCast(View); Result.bDynamicRelevance = true; MaterialRelevance.SetPrimitiveViewRelevance(Result); return Result; }
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) override { const bool bVisible = !bDrawOnlyIfSelected || IsSelected(); FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View) && bVisible; Result.bDynamicRelevance = true; Result.bShadowRelevance = IsShadowCast(View); Result.bEditorPrimitiveRelevance = UseEditorCompositing(View); return Result; }
FPrimitiveViewRelevance FNavLinkRenderingProxy::GetViewRelevance(const FSceneView* View) { FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View) && IsSelected() && (View && View->Family && View->Family->EngineShowFlags.Navigation); Result.bDynamicRelevance = true; // ideally the TranslucencyRelevance should be filled out by the material, here we do it conservative Result.bSeparateTranslucencyRelevance = Result.bNormalTranslucencyRelevance = IsShown(View); Result.bShadowRelevance = IsShadowCast(View); Result.bEditorPrimitiveRelevance = UseEditorCompositing(View); return Result; }
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) { FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View) && (View->Family->EngineShowFlags.BillboardSprites); Result.bDynamicRelevance = true; #if WITH_EDITORONLY_DATA if (bTreatAsASprite) { if ( GIsEditor && SpriteCategoryIndex != INDEX_NONE && SpriteCategoryIndex < View->SpriteCategoryVisibility.Num() && !View->SpriteCategoryVisibility[ SpriteCategoryIndex ] ) { Result.bDrawRelevance = false; } } #endif Result.bShadowRelevance = IsShadowCast(View); Result.bEditorPrimitiveRelevance = UseEditorCompositing(View); return Result; }
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) override { bool bVisible = View->Family->EngineShowFlags.BillboardSprites; #if WITH_EDITOR if ( GIsEditor && bVisible && SpriteCategoryIndex != INDEX_NONE && SpriteCategoryIndex < View->SpriteCategoryVisibility.Num() ) { bVisible = View->SpriteCategoryVisibility[ SpriteCategoryIndex ]; } #endif FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View) && bVisible; Result.bOpaqueRelevance = true; Result.bNormalTranslucencyRelevance = false; Result.bDynamicRelevance = true; Result.bShadowRelevance = IsShadowCast(View); Result.bEditorPrimitiveRelevance = UseEditorCompositing(View); return Result; }