29 lines
1.7 KiB
C++
29 lines
1.7 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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#pragma once
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#include "MeshPassProcessor.h"
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class FEditorPrimitivesBasePassMeshProcessor : public FMeshPassProcessor
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{
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public:
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FEditorPrimitivesBasePassMeshProcessor(const FScene* InScene, ERHIFeatureLevel::Type InFeatureLevel, const FSceneView* InViewIfDynamicMeshCommand, const FMeshPassProcessorRenderState& InDrawRenderState, bool bTranslucentBasePass, FMeshPassDrawListContext* InDrawListContext);
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virtual void AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId = -1) override final;
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const FMeshPassProcessorRenderState PassDrawRenderState;
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const bool bTranslucentBasePass;
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private:
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bool TryAddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy& MaterialRenderProxy, const FMaterial& Material);
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bool ProcessDeferredShadingPath(const FMeshBatch& MeshBatch, uint64 BatchElementMask, const FMaterial& Material, const FMaterialRenderProxy& MaterialRenderProxy, const FPrimitiveSceneProxy* PrimitiveSceneProxy, int32 StaticMeshId);
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bool 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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DECLARE_GPU_STAT_NAMED_EXTERN(EditorPrimitives, TEXT("Editor Primitives"));
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