初始提交: UE5.3项目基础框架
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// Copyright 2020-2024 CesiumGS, Inc. and Contributors
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#pragma once
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#include <Components/PrimitiveComponent.h>
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#include <CoreMinimal.h>
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#include "CustomDepthParameters.generated.h"
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USTRUCT(BlueprintType)
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struct CESIUMRUNTIME_API FCustomDepthParameters {
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GENERATED_USTRUCT_BODY()
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public:
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/** If true, this component will be rendered in the CustomDepth pass (usually
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* used for outlines) */
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UPROPERTY(
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EditAnywhere,
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AdvancedDisplay,
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BlueprintReadOnly,
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Category = Rendering,
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meta = (DisplayName = "Render CustomDepth Pass"))
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bool RenderCustomDepth = false;
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/** Mask used for stencil buffer writes. */
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UPROPERTY(
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EditAnywhere,
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AdvancedDisplay,
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BlueprintReadOnly,
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Category = "Rendering",
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meta = (EditCondition = "RenderCustomDepth"))
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ERendererStencilMask CustomDepthStencilWriteMask =
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ERendererStencilMask::ERSM_Default;
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/** Optionally write this 0-255 value to the stencil buffer in CustomDepth
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* pass (Requires project setting or r.CustomDepth == 3) */
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UPROPERTY(
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EditAnywhere,
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AdvancedDisplay,
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BlueprintReadOnly,
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Category = Rendering,
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meta = (UIMin = "0", UIMax = "255", EditCondition = "RenderCustomDepth"))
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int32 CustomDepthStencilValue = 0;
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bool operator==(const FCustomDepthParameters& other) const {
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return RenderCustomDepth == other.RenderCustomDepth &&
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CustomDepthStencilWriteMask == other.CustomDepthStencilWriteMask &&
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CustomDepthStencilValue == other.CustomDepthStencilValue;
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}
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bool operator!=(const FCustomDepthParameters& other) const {
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return !(*this == other);
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}
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};
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