Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/EditorPrimitivesRendering.h
2025-05-18 13:04:45 +08:00

29 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
EditorPrimitivesRendering
=============================================================================*/
#pragma once
#include "MeshPassProcessor.h"
class FEditorPrimitivesBasePassMeshProcessor : public FMeshPassProcessor
{
public:
FEditorPrimitivesBasePassMeshProcessor(const FScene* InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView* InViewIfDynamicMeshCommand, const FMeshPassProcessorRenderState& InDrawRenderState, bool bTranslucentBasePass, FMeshPassDrawListContext* InDrawListContext);
virtual void AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId = -1) override final;
const FMeshPassProcessorRenderState PassDrawRenderState;
const bool bTranslucentBasePass;
private:
bool TryAddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy& MaterialRenderProxy, const FMaterial& Material);
bool ProcessDeferredShadingPath(const FMeshBatch& MeshBatch, uint64 BatchElementMask, const FMaterial& Material, const FMaterialRenderProxy& MaterialRenderProxy, const FPrimitiveSceneProxy* PrimitiveSceneProxy, int32 StaticMeshId);
bool ProcessMobileShadingPath(const FMeshBatch& MeshBatch, uint64 BatchElementMask, const FMaterial& Material, const FMaterialRenderProxy& MaterialRenderProxy, const FPrimitiveSceneProxy* PrimitiveSceneProxy, int32 StaticMeshId);
};
DECLARE_GPU_STAT_NAMED_EXTERN(EditorPrimitives, TEXT("Editor Primitives"));