90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CanvasTypes.h"
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#include "MaterialRenderItemData.h"
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#include "MeshBuilderOneFrameResources.h"
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#include "DynamicMeshBuilder.h"
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class FSceneViewFamily;
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class FMaterialRenderProxy;
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class FSceneView;
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class FRHICommandListImmediate;
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struct FMaterialData;
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struct FMeshData;
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struct FMeshPassProcessorRenderState;
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// This will hold onto the resources until not needed anymore.
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// Move constructor makes it easier to send the destruction to another thread (render thread).
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class FMeshBuilderResources : public FMeshBuilderOneFrameResources
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{
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public:
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FMeshBuilderResources() = default;
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FMeshBuilderResources(FMeshBuilderResources&& Other)
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{
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if (this != &Other)
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{
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VertexBuffer = Other.VertexBuffer;
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IndexBuffer = Other.IndexBuffer;
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VertexFactory = Other.VertexFactory;
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PrimitiveUniformBuffer = Other.PrimitiveUniformBuffer;
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Other.VertexBuffer = nullptr;
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Other.IndexBuffer = nullptr;
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Other.VertexFactory = nullptr;
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Other.PrimitiveUniformBuffer = nullptr;
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}
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}
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void Clear()
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{
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FMeshBuilderOneFrameResources::~FMeshBuilderOneFrameResources();
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VertexBuffer = nullptr;
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IndexBuffer = nullptr;
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VertexFactory = nullptr;
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PrimitiveUniformBuffer = nullptr;
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}
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};
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class FMeshMaterialRenderItem : public FCanvasBaseRenderItem
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{
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public:
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FMeshMaterialRenderItem(const FIntPoint& InTextureSize, const FMeshData* InMeshSettings, FDynamicMeshBufferAllocator* InDynamicMeshBufferAllocator = nullptr);
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virtual ~FMeshMaterialRenderItem();
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/** Begin FCanvasBaseRenderItem overrides */
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virtual bool Render_RenderThread(FCanvasRenderContext& RenderContext, FMeshPassProcessorRenderState& DrawRenderState, const FCanvas* Canvas) final;
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virtual bool Render_GameThread(const FCanvas* Canvas, FCanvasRenderThreadScope& RenderScope) final;
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/** End FCanvasBaseRenderItem overrides */
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/** Populate vertices and indices according to available mesh data and otherwise uses simple quad */
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void GenerateRenderData();
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protected:
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/** Enqueues the current material to be rendered */
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void QueueMaterial(FCanvasRenderContext& RenderContext, FMeshPassProcessorRenderState& DrawRenderState, const FSceneView* View);
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/** Helper functions to populate render data using either mesh data or a simple quad */
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void PopulateWithQuadData();
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void PopulateWithMeshData();
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public:
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/** Mesh settings to use while baking out the material */
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const FMeshData* MeshSettings;
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/** The texture size to use while baking */
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FIntPoint TextureSize;
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/** Material render proxy (material/shader) to use while baking */
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FMaterialRenderProxy* MaterialRenderProxy;
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/** Vertex and index data representing the mesh or a quad */
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TArray<FDynamicMeshVertex> Vertices;
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TArray<uint32> Indices;
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/** Light cache interface object to simulate lightmap behavior in case the material used prebaked ambient occlusion */
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FLightCacheInterface* LCI;
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/** View family to use while baking */
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FSceneViewFamily* ViewFamily;
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private:
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FMeshBatch MeshElement;
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bool bMeshElementDirty;
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FMeshBuilderResources MeshBuilderResources;
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FDynamicMeshBufferAllocator* DynamicMeshBufferAllocator;
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};
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