Add Render Layers to Camera and Render View for masking objects during rendering

This commit is contained in:
Wojtek Figat
2021-02-19 17:26:41 +01:00
parent d866526dd8
commit 09be8994e9
13 changed files with 246 additions and 52 deletions

View File

@@ -3,13 +3,16 @@
#pragma once
#include "../Actor.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Core/Math/BoundingFrustum.h"
#include "Engine/Core/Math/Viewport.h"
#include "Engine/Core/Math/Ray.h"
#include "Engine/Core/Config/LayersMask.h"
#if USE_EDITOR
#include "Engine/Content/AssetReference.h"
#include "Engine/Graphics/Models/ModelInstanceEntry.h"
#include "Engine/Content/Assets/Model.h"
#endif
/// <summary>
/// Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.).
@@ -21,6 +24,7 @@ DECLARE_SCENE_OBJECT(Camera);
// List with all created cameras actors on the scene
static Array<Camera*> Cameras;
// The current cut-scene camera. Set by the Scene Animation Player to the current shot camera.
static Camera* CutSceneCamera;
// The overriden main camera.
@@ -161,6 +165,12 @@ public:
/// </summary>
API_PROPERTY() void SetOrthographicScale(float value);
/// <summary>
/// The layers mask used for rendering using this camera. Can be used to include or exclude specific actor layers from the drawing.
/// </summary>
API_FIELD(Attributes="EditorOrder(100), EditorDisplay(\"Camera\")")
LayersMask RenderLayersMask;
public:
/// <summary>