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

130 lines
4.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "HAL/Platform.h"
#include "MeshBatch.h"
#include "MeshPassProcessor.h"
class FPrimitiveSceneInfo;
/**
* A mesh which is defined by a primitive at scene segment construction time and never changed.
* Lights are attached and detached as the segment containing the mesh is added or removed from a scene.
*/
class FStaticMeshBatch : public FMeshBatch
{
public:
/** The render info for the primitive which created this mesh. */
FPrimitiveSceneInfo* PrimitiveSceneInfo;
/** The index of the mesh in the scene's static meshes array. */
int32 Id;
// Constructor/destructor.
FStaticMeshBatch(FPrimitiveSceneInfo* InPrimitiveSceneInfo, const FMeshBatch& InMesh, FHitProxyId InHitProxyId);
~FStaticMeshBatch();
private:
/** Private copy constructor. */
FStaticMeshBatch(const FStaticMeshBatch& InStaticMesh);
};
namespace DecalRendering { enum { DecalRenderTargetMode_NumBits = 5 }; }
/**
* FStaticMeshBatch data which is InitViews specific. Stored separately for cache efficiency.
*/
class FStaticMeshBatchRelevance
{
public:
FStaticMeshBatchRelevance(
const FStaticMeshBatch& StaticMesh,
float InScreenSize,
bool InbSupportsCachingMeshDrawCommands,
bool InbUseSkyMaterial,
bool bInUseSingleLayerWaterMaterial,
bool bInUseAnisotropy,
bool bInSupportsNaniteRendering,
bool bInSupportsGPUScene,
bool bInUseForWaterInfoTextureDepth,
bool bInUseForLumenSceneCapture,
uint8 InDecalRenderTargetModeMask,
ERHIFeatureLevel::Type FeatureLevel);
int8 GetLODIndex() const { return bInvalidLODIndex ? -1 : int8(UnsignedLODIndex); }
/** Starting offset into continuous array of command infos for this mesh in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos. */
FMeshPassMask CommandInfosMask;
/** The index of the mesh in the scene's static meshes array. */
int32 Id;
/** The screen space size to draw this primitive at */
float ScreenSize;
/** Number of elements in this mesh. */
uint16 NumElements;
/* Every bit corresponds to one MeshPass. If bit is set, then FPrimitiveSceneInfo::CachedMeshDrawCommandInfos contains this mesh pass. */
uint16 CommandInfosBase;
private:
/** LOD index of the mesh, used for fading LOD transitions - unsigned and clamped for packing. */
uint8 UnsignedLODIndex : 4;
/** Original LOD index is negative */
uint8 bInvalidLODIndex : 1;
public:
/** LOD index of the mesh, used for fading LOD transitions. */
UE_DEPRECATED(5.4, "Public LODIndex member is deprecated and doesn't contain valid data anymore! Use GetLODIndex() function instead.")
int8 LODIndex : 1;
/** Whether the mesh batch should apply dithered LOD. */
uint8 bDitheredLODTransition : 1;
/** Whether the mesh batch can be selected through editor selection, aka hit proxies. */
uint8 bSelectable : 1;
uint8 CastShadow : 1; // Whether it can be used in shadow renderpasses.
uint8 bUseForMaterial : 1; // Whether it can be used in renderpasses requiring material outputs.
uint8 bUseForDepthPass : 1; // Whether it can be used in depth pass.
uint8 bUseAsOccluder : 1; // User hint whether it's a good occluder.
uint8 bUseSkyMaterial : 1; // Whether this batch uses a Sky material or not.
uint8 bUseSingleLayerWaterMaterial : 1; // Whether this batch uses a water material or not.
uint8 bUseHairStrands : 1; // Whether it contains hair strands geometry.
uint8 bUseAnisotropy : 1; // Whether material uses anisotropy parameter.
uint8 bOverlayMaterial : 1; // Whether mesh uses overlay material.
/** Whether the mesh batch can be used for rendering to a virtual texture. */
uint8 bRenderToVirtualTexture : 1;
/** What virtual texture material type this mesh batch should be rendered with. */
uint8 RuntimeVirtualTextureMaterialType : RuntimeVirtualTexture::MaterialType_NumBits;
/** Cached from vertex factory to avoid dereferencing VF in InitViews. */
uint8 bSupportsCachingMeshDrawCommands : 1;
/** Cached from vertex factory to avoid dereferencing VF in InitViews. */
uint8 bSupportsNaniteRendering : 1;
/** Cached from vertex factory to avoid dereferencing VF in shadow depth rendering. */
uint8 bSupportsGPUScene : 1;
/** Whether the mesh batch should be used in the depth-only passes of rendering the water info texture for the water plugin */
uint8 bUseForWaterInfoTextureDepth : 1;
/** Cached from lumen scene card capture */
uint8 bUseForLumenSceneCapture : 1;
/** What decal render target modes this mesh batch should be rendered to */
uint8 DecalRenderTargetModeMask : DecalRendering::DecalRenderTargetMode_NumBits;
/** Computes index of cached mesh draw command in FPrimitiveSceneInfo::CachedMeshDrawCommandInfos, for a given mesh pass. */
int32 GetStaticMeshCommandInfoIndex(EMeshPass::Type MeshPass) const;
};