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Code/Engine/RendererCore/Pipeline/Passes/SelectionHighlightPass.h
32 строки
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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/ConstantBufferStorage.h> #include <RendererCore/Shader/ShaderResource.h> /// Render pass that draws visual highlights around selected objects. /// /// Reads from the depth-stencil buffer to identify selected objects and renders /// a colored outline and optional overlay. Used in editors and tools to show selection state. class EZ_RENDERERCORE_DLL ezSelectionHighlightPass : public ezRenderPipelinePass { EZ_ADD_DYNAMIC_REFLECTION(ezSelectionHighlightPass, ezRenderPipelinePass); public: ezSelectionHighlightPass(const char* szName = "SelectionHighlightPass"); ~ezSelectionHighlightPass(); virtual ezStatus AddRenderPasses(const ezViewData& viewData, const ezCamera& camera, ezRenderGraph& ref_graph, const ezArrayPtr<const ezRenderPipelinePinConnection> inputs, ezArrayPtr<ezRenderPipelinePinConnection> outputs) override; virtual ezResult Serialize(ezStreamWriter& inout_stream) const override; virtual ezResult Deserialize(ezStreamReader& inout_stream) override; protected: ezRenderPipelineNodePassThroughPin m_PinColor; ///< Pass-through for color buffer with highlight rendered on top. ezRenderPipelineNodeInputPin m_PinDepthStencil; ///< Depth-stencil input used to identify selected objects. ezShaderResourceHandle m_hShader; ///< Shader for rendering the highlight effect. ezConstantBufferStorageHandle m_hConstantBuffer; ///< Constant buffer for highlight parameters. ezColor m_HighlightColor = ezColorScheme::LightUI(ezColorScheme::Yellow); ///< Color of the highlight outline. float m_fOverlayOpacity = 0.1f; ///< Opacity of the overlay drawn over selected objects. };