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Code/Engine/RendererCore/Components/SpriteRenderer.h
41 строка
1 KB
C-Core
Made occluded shape icon fade distance configurable (#1937)
11 май 2026, 15:02
Не верифицирован
11 май 2026, 15:02
8297894
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#pragma once #include <Core/ResourceManager/ResourceHandle.h> #include <RendererCore/Pipeline/Renderer.h> struct ezPerSpriteData; class ezRenderDataBatch; using ezShaderResourceHandle = ezTypedResourceHandle<class ezShaderResource>; /// Implements rendering of sprites. /// /// Sprites are rendered as quads that always face the camera. All sprites in a batch are rendered with a single draw call. class EZ_RENDERERCORE_DLL ezSpriteRenderer : public ezRenderer { EZ_ADD_DYNAMIC_REFLECTION(ezSpriteRenderer, ezRenderer); EZ_DISALLOW_COPY_AND_ASSIGN(ezSpriteRenderer); public: ezSpriteRenderer(); ~ezSpriteRenderer(); // ezRenderer implementation virtual void GetSupportedRenderDataTypes(ezDynamicArray<const ezRTTI*>& out_types) const override; virtual void RenderBatch(const ezRenderViewContext& renderContext, const ezRenderPipelinePass* pPass, const ezRenderDataBatch& batch) const override; static float s_fShapeIconScale; static float s_fShapeIconFadeDistance; protected: /// Creates a GPU buffer for per-sprite instance data. ezGALBufferHandle CreateSpriteDataBuffer(ezUInt32 uiBufferSize) const; /// Destroys a previously created sprite data buffer. void DeleteSpriteDataBuffer(ezGALBufferHandle hBuffer) const; /// Fills the sprite data array with per-instance information from the batch. void FillSpriteData(const ezRenderDataBatch& batch) const; ezShaderResourceHandle m_hShader; mutable ezDynamicArray<ezPerSpriteData, ezAlignedAllocatorWrapper> m_SpriteData; };