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UnrealEngine/Engine/Source/Runtime/Renderer/Public/FXRenderingUtils.h
2025-05-18 13:04:45 +08:00

105 lines
4.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "HAL/Platform.h"
#include "RenderGraphFwd.h"
#include "RHIDefinitions.h"
#include "SceneRenderTargetParameters.h"
#include "UObject/ObjectMacros.h"
class FMaterial;
class FPrimitiveSceneProxy;
class FRDGBuilder;
class FRHIShaderResourceView;
class FSceneInterface;
class FSceneView;
class FSceneViewFamily;
class FShaderParametersMetadata;
class FSceneUniformBuffer;
DECLARE_UNIFORM_BUFFER_STRUCT(FSceneUniformParameters, RENDERER_API)
#if RHI_RAYTRACING
class FRHIRayTracingScene;
class FRayTracingShaderBindingData;
#endif
namespace UE::FXRenderingUtils
{
RENDERER_API TConstStridedView<FSceneView> ConvertViewArray(TConstArrayView<FViewInfo> Views);
RENDERER_API FIntRect GetRawViewRectUnsafe(const FSceneView& View);
RENDERER_API bool CanMaterialRenderBeforeFXPostOpaque(const FSceneViewFamily& ViewFamily, const FPrimitiveSceneProxy& SceneProxy, const FMaterial& Material);
RENDERER_API const FGlobalDistanceFieldParameterData* GetGlobalDistanceFieldParameterData(TConstStridedView<FSceneView> Views);
RENDERER_API FRDGTextureRef GetSceneVelocityTexture(const FSceneView& View);
RENDERER_API TRDGUniformBufferRef<FSceneTextureUniformParameters> GetOrCreateSceneTextureUniformBuffer(
FRDGBuilder& GraphBuilder,
TConstStridedView<FSceneView> Views,
ERHIFeatureLevel::Type FeatureLevel,
ESceneTextureSetupMode SetupMode = ESceneTextureSetupMode::All);
RENDERER_API TRDGUniformBufferRef<FMobileSceneTextureUniformParameters> GetOrCreateMobileSceneTextureUniformBuffer(
FRDGBuilder& GraphBuilder,
TConstStridedView<FSceneView> Views,
EMobileSceneTextureSetupMode SetupMode = EMobileSceneTextureSetupMode::All);
namespace DistanceFields
{
RENDERER_API const FShaderParametersMetadata* GetObjectBufferParametersMetadata();
RENDERER_API const FShaderParametersMetadata* GetAtlasParametersMetadata();
RENDERER_API bool HasDataToBind(const FSceneView& View);
RENDERER_API void SetupObjectBufferParameters(FRDGBuilder& GraphBuilder, uint8* DestinationData, const FSceneView* View);
RENDERER_API void SetupAtlasParameters(FRDGBuilder& GraphBuilder, uint8* DestinationData, const FSceneView* View);
}
/**
* Creates a minimal Scene Uniform buffer for the given Scene, allocated using the FRDGBuilder (making it safe to keep reference).
*/
RENDERER_API FSceneUniformBuffer &CreateSceneUniformBuffer(FRDGBuilder& GraphBuilder, const FSceneInterface* Scene);
/**
* Get the RDG uniform buffer from the FSceneUniformBuffer (not exposed in public API).
*/
RENDERER_API TRDGUniformBufferRef<FSceneUniformParameters> GetSceneUniformBuffer(FRDGBuilder& GraphBuilder, FSceneUniformBuffer &SceneUniformBuffer);
#if RHI_RAYTRACING
namespace RayTracing
{
RENDERER_API bool HasRayTracingScene(const FSceneInterface* Scene);
RENDERER_API FRHIRayTracingScene* GetRayTracingScene(const FSceneInterface* Scene);
RENDERER_API FRHIShaderResourceView* GetRayTracingSceneView(FRHICommandListBase& RHICmdList, const FSceneInterface* Scene);
RENDERER_API FShaderBindingTableRHIRef CreateShaderBindingTable(FRHICommandListBase& RHICmdList, const FSceneInterface* Scene, uint32 LocalBindingDataSize);
RENDERER_API TConstArrayView<FRayTracingShaderBindingData> GetVisibleRayTracingShaderBindings(const FSceneView& View);
UE_DEPRECATED(5.3, "GetRayTracingSceneView now requires a command list.")
RENDERER_API FRHIShaderResourceView* GetRayTracingSceneView(const FSceneInterface* Scene);
}
#endif
}
/**
* This class exposes methods required by FX rendering that must access rendering internals.
*/
class FFXRenderingUtils
{
public:
FFXRenderingUtils() = delete;
FFXRenderingUtils(const FFXRenderingUtils&) = delete;
FFXRenderingUtils& operator=(const FFXRenderingUtils&) = delete;
/** Utility to determine if a material might render before the FXSystem's PostRenderOpaque is called for the view family */
UE_DEPRECATED(5.3, "Use UE::FXRenderingUtils::CanMaterialRenderBeforeFXPostOpaque")
static bool CanMaterialRenderBeforeFXPostOpaque(
const FSceneViewFamily& ViewFamily,
const FPrimitiveSceneProxy& SceneProxy,
const FMaterial& Material)
{
return UE::FXRenderingUtils::CanMaterialRenderBeforeFXPostOpaque(ViewFamily, SceneProxy, Material);
}
};