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Code/Engine/RendererCore/Pipeline/Passes/CopyTexturePass.h
25 строк
961 B
Sanakan8472
Render Graph (#1948)
03 июн 2026, 10:19
Не верифицирован
03 июн 2026, 10:19
60bb12c
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#pragma once #include <RendererCore/Pipeline/RenderPipelinePass.h> #include <RendererCore/Shader/ShaderResource.h> /// Render pass that copies a texture from input to output. /// /// Simple utility pass for duplicating textures within the render pipeline. /// Can be used to preserve intermediate results or create copies for multi-pass effects. // BEGIN-DOCS-CODE-SNIPPET: renderpass-header class EZ_RENDERERCORE_DLL ezCopyTexturePass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezCopyTexturePass, ezRenderPipelinePass); public: ezCopyTexturePass(); ~ezCopyTexturePass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; protected: ezRenderPipelineNodeInputPin m_PinInput; ezRenderPipelineNodeOutputPin m_PinOutput; }; // END-DOCS-CODE-SNIPPET