XinJiangBBH_LBE/Plugins/Streamline/Source/StreamlineShaders/Private/StreamlineShaders.cpp

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2025-03-13 11:09:44 +08:00
/*
* Copyright (c) 2022 - 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
*
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
* property and proprietary rights in and to this material, related
* documentation and any modifications thereto. Any use, reproduction,
* disclosure or distribution of this material and related documentation
* without an express license agreement from NVIDIA CORPORATION or
* its affiliates is strictly prohibited.
*/
#include "StreamlineShaders.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/IPluginManager.h"
#include "ShaderCore.h"
#define LOCTEXT_NAMESPACE "FStreamlineShadersModule"
DEFINE_LOG_CATEGORY_STATIC(LogStreamlineShaders, Log, All);
void FStreamlineShadersModule::StartupModule()
{
// write the plugin version to the log
// we use the StreamlineShaders module to write this information because it is the first plugin module loaded on supported platforms
TSharedPtr<IPlugin> ThisPlugin = IPluginManager::Get().FindPlugin(TEXT("Streamline"));
UE_LOG(LogStreamlineShaders, Log, TEXT("Loaded Streamline plugin version %s"), *ThisPlugin->GetDescriptor().VersionName);
FString PluginShaderDir = FPaths::Combine(ThisPlugin->GetBaseDir(), TEXT("Shaders"));
AddShaderSourceDirectoryMapping(TEXT("/Plugin/Streamline"), PluginShaderDir);
}
void FStreamlineShadersModule::ShutdownModule()
{
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FStreamlineShadersModule, StreamlineShaders)