61 lines
1.8 KiB
C++
61 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "RHI.h"
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#include "RendererInterface.h"
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#include "MeshPassProcessor.h"
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class FScene;
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class FAnisotropyMeshProcessor : public FSceneRenderingAllocatorObject<FAnisotropyMeshProcessor>, public FMeshPassProcessor
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{
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public:
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FAnisotropyMeshProcessor(
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const FScene* Scene,
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ERHIFeatureLevel::Type InFeatureLevel,
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const FSceneView* InViewIfDynamicMeshCommand,
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const FMeshPassProcessorRenderState& InPassDrawRenderState,
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FMeshPassDrawListContext* InDrawListContext
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);
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FMeshPassProcessorRenderState PassDrawRenderState;
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virtual void AddMeshBatch(
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const FMeshBatch& RESTRICT MeshBatch,
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uint64 BatchElementMask,
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const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
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int32 StaticMeshId = -1
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) override final;
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virtual void CollectPSOInitializers(
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const FSceneTexturesConfig& SceneTexturesConfig,
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const FMaterial& Material,
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const FPSOPrecacheVertexFactoryData& VertexFactoryData,
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const FPSOPrecacheParams& PreCacheParams,
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TArray<FPSOPrecacheData>& PSOInitializers) override final;
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protected:
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bool TryAddMeshBatch(
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const FMeshBatch& RESTRICT MeshBatch,
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uint64 BatchElementMask,
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const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
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int32 StaticMeshId,
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const FMaterialRenderProxy& MaterialRenderProxy,
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const FMaterial& Material);
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bool Process(
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const FMeshBatch& MeshBatch,
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uint64 BatchElementMask,
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int32 StaticMeshId,
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const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
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const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
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const FMaterial& RESTRICT MaterialResource,
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ERasterizerFillMode MeshFillMode,
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ERasterizerCullMode MeshCullMode
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);
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};
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bool ShouldRenderAnisotropyPass(const FViewInfo& Views);
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bool ShouldRenderAnisotropyPass(TArrayView<FViewInfo> Views); |