179 lines
6.7 KiB
C++
179 lines
6.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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EditorPrimitivesRendering
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=============================================================================*/
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#include "EditorPrimitivesRendering.h"
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#include "BasePassRendering.h"
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#include "ScenePrivate.h"
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#include "MobileBasePassRendering.h"
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#include "MeshPassProcessor.inl"
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DEFINE_GPU_STAT(EditorPrimitives);
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FEditorPrimitivesBasePassMeshProcessor::FEditorPrimitivesBasePassMeshProcessor(const FScene* Scene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView* InViewIfDynamicMeshCommand, const FMeshPassProcessorRenderState& InDrawRenderState, bool bInTranslucentBasePass, FMeshPassDrawListContext* InDrawListContext)
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: FMeshPassProcessor(EMeshPass::Num, Scene, InFeatureLevel, InViewIfDynamicMeshCommand, InDrawListContext)
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, PassDrawRenderState(InDrawRenderState)
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, bTranslucentBasePass(bInTranslucentBasePass)
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{}
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void FEditorPrimitivesBasePassMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
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{
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if (MeshBatch.bUseForMaterial)
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{
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const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
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while (MaterialRenderProxy)
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{
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const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
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if (Material && Material->GetRenderingThreadShaderMap())
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{
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if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, *MaterialRenderProxy, *Material))
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{
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break;
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}
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}
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MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel);
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}
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}
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}
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bool FEditorPrimitivesBasePassMeshProcessor::TryAddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy& MaterialRenderProxy, const FMaterial& Material)
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{
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const bool bIsTranslucent = IsTranslucentBlendMode(Material);
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bool bResult = true;
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if (bIsTranslucent == bTranslucentBasePass
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&& (!PrimitiveSceneProxy || PrimitiveSceneProxy->ShouldRenderInMainPass())
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&& ShouldIncludeDomainInMeshPass(Material.GetMaterialDomain()))
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{
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if (GetFeatureLevelShadingPath(FeatureLevel) == EShadingPath::Mobile)
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{
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bResult = ProcessMobileShadingPath(MeshBatch, BatchElementMask, Material, MaterialRenderProxy, PrimitiveSceneProxy, StaticMeshId);
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}
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else
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{
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bResult = ProcessDeferredShadingPath(MeshBatch, BatchElementMask, Material, MaterialRenderProxy, PrimitiveSceneProxy, StaticMeshId);
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}
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}
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return bResult;
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}
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bool FEditorPrimitivesBasePassMeshProcessor::ProcessDeferredShadingPath(const FMeshBatch& MeshBatch, uint64 BatchElementMask, const FMaterial& Material, const FMaterialRenderProxy& MaterialRenderProxy, const FPrimitiveSceneProxy* PrimitiveSceneProxy, int32 StaticMeshId)
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{
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FUniformLightMapPolicy NoLightmapPolicy(LMP_NO_LIGHTMAP);
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typedef FUniformLightMapPolicy LightMapPolicyType;
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const FVertexFactory* VertexFactory = MeshBatch.VertexFactory;
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const bool bRenderSkylight = false;
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TMeshProcessorShaders<
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TBasePassVertexShaderPolicyParamType<LightMapPolicyType>,
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TBasePassPixelShaderPolicyParamType<LightMapPolicyType>> BasePassShaders;
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if (!GetBasePassShaders<LightMapPolicyType>(
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Material,
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VertexFactory->GetType(),
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NoLightmapPolicy,
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FeatureLevel,
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bRenderSkylight,
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false, // 128bit
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false, // bIsDebug
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GBL_Default,
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&BasePassShaders.VertexShader,
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&BasePassShaders.PixelShader
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))
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{
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return false;
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}
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FMeshPassProcessorRenderState DrawRenderState(PassDrawRenderState);
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if (bTranslucentBasePass)
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{
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extern void SetTranslucentRenderState(FMeshPassProcessorRenderState& DrawRenderState, const FMaterial& Material, const EShaderPlatform Platform, ETranslucencyPass::Type InTranslucencyPassType);
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SetTranslucentRenderState(DrawRenderState, Material, Scene->GetShaderPlatform(), ETranslucencyPass::TPT_TranslucencyStandard);
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}
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const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
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ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(Material, OverrideSettings);
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ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(Material, OverrideSettings);
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TBasePassShaderElementData<LightMapPolicyType> ShaderElementData(nullptr);
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ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);
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const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(BasePassShaders.VertexShader, BasePassShaders.PixelShader);
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BuildMeshDrawCommands(
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MeshBatch,
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BatchElementMask,
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PrimitiveSceneProxy,
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MaterialRenderProxy,
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Material,
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DrawRenderState,
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BasePassShaders,
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MeshFillMode,
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MeshCullMode,
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SortKey,
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EMeshPassFeatures::Default,
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ShaderElementData);
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return true;
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}
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bool FEditorPrimitivesBasePassMeshProcessor::ProcessMobileShadingPath(const FMeshBatch& MeshBatch, uint64 BatchElementMask, const FMaterial& Material, const FMaterialRenderProxy& MaterialRenderProxy, const FPrimitiveSceneProxy* PrimitiveSceneProxy, int32 StaticMeshId)
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{
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FUniformLightMapPolicy NoLightmapPolicy(LMP_NO_LIGHTMAP);
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typedef FUniformLightMapPolicy LightMapPolicyType;
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const FVertexFactory* VertexFactory = MeshBatch.VertexFactory;
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const EMobileLocalLightSetting LocalLightSetting = EMobileLocalLightSetting::LOCAL_LIGHTS_DISABLED;
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TMeshProcessorShaders<
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TMobileBasePassVSPolicyParamType<FUniformLightMapPolicy>,
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TMobileBasePassPSPolicyParamType<FUniformLightMapPolicy>> BasePassShaders;
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if (!MobileBasePass::GetShaders(
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NoLightmapPolicy.GetIndirectPolicy(),
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LocalLightSetting,
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Material,
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VertexFactory->GetType(),
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BasePassShaders.VertexShader,
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BasePassShaders.PixelShader))
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{
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return false;
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}
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FMeshPassProcessorRenderState DrawRenderState(PassDrawRenderState);
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if (bTranslucentBasePass)
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{
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MobileBasePass::SetTranslucentRenderState(DrawRenderState, Material, Material.GetShadingModels());
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}
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const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
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ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(Material, OverrideSettings);
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ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(Material, OverrideSettings);
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TMobileBasePassShaderElementData<LightMapPolicyType> ShaderElementData(nullptr, false);
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ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);
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const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(BasePassShaders.VertexShader, BasePassShaders.PixelShader);
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BuildMeshDrawCommands(
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MeshBatch,
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BatchElementMask,
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PrimitiveSceneProxy,
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MaterialRenderProxy,
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Material,
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DrawRenderState,
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BasePassShaders,
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MeshFillMode,
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MeshCullMode,
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SortKey,
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EMeshPassFeatures::Default,
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ShaderElementData);
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return true;
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} |