// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= SceneHitProxyRendering.cpp: Scene hit proxy rendering. =============================================================================*/ #include "SceneHitProxyRendering.h" #include "RendererInterface.h" #include "BatchedElements.h" #include "Materials/Material.h" #include "PostProcess/SceneRenderTargets.h" #include "MaterialShaderType.h" #include "MeshMaterialShader.h" #include "ShaderBaseClasses.h" #include "SceneRendering.h" #include "DeferredShadingRenderer.h" #include "ScenePrivate.h" #include "DynamicPrimitiveDrawing.h" #include "ClearQuad.h" #include "VisualizeTexture.h" #include "MeshPassProcessor.inl" #include "GPUScene.h" #include "Rendering/ColorVertexBuffer.h" #include "Rendering/NaniteResources.h" #include "Rendering/NaniteStreamingManager.h" #include "ShaderPrint.h" #include "FXSystem.h" #include "GPUSortManager.h" #include "VT/VirtualTextureSystem.h" #include "SceneRenderingUtils.h" #include "InstanceCulling/InstanceCullingManager.h" #include "GPUMessaging.h" #include "HairStrands/HairStrandsData.h" static int32 GNaniteProgrammableRasterHitProxy = 1; static FAutoConsoleVariableRef CNaniteProgrammableRasterHitProxy( TEXT("r.Nanite.ProgrammableRaster.HitProxy"), GNaniteProgrammableRasterHitProxy, TEXT("A toggle that allows Nanite programmable raster in hit proxy passes.\n") TEXT(" 0: Programmable raster is disabled\n") TEXT(" 1: Programmable raster is enabled (default)"), ECVF_RenderThreadSafe); class FHitProxyShaderElementData : public FMeshMaterialShaderElementData { public: FHitProxyShaderElementData(FHitProxyId InBatchHitProxyId) : BatchHitProxyId(InBatchHitProxyId) { } FHitProxyId BatchHitProxyId; }; /** * A vertex shader for rendering the depth of a mesh. */ class FHitProxyVS : public FMeshMaterialShader { DECLARE_SHADER_TYPE(FHitProxyVS,MeshMaterial); public: static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters) { // Only compile the hit proxy vertex shader on desktop editor platforms return IsPCPlatform(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData) // and only compile for the default material or materials that are masked. && (Parameters.MaterialParameters.bIsSpecialEngineMaterial || !Parameters.MaterialParameters.bWritesEveryPixel || Parameters.MaterialParameters.bMaterialMayModifyMeshPosition || Parameters.MaterialParameters.bIsTwoSided); } void GetShaderBindings( const FScene* Scene, ERHIFeatureLevel::Type FeatureLevel, const FPrimitiveSceneProxy* PrimitiveSceneProxy, const FMaterialRenderProxy& MaterialRenderProxy, const FMaterial& Material, const FMeshPassProcessorRenderState& DrawRenderState, const FMeshMaterialShaderElementData& ShaderElementData, FMeshDrawSingleShaderBindings& ShaderBindings) { FMeshMaterialShader::GetShaderBindings(Scene, FeatureLevel, PrimitiveSceneProxy, MaterialRenderProxy, Material, DrawRenderState, ShaderElementData, ShaderBindings); #if WITH_EDITOR const FColorVertexBuffer* HitProxyIdBuffer = PrimitiveSceneProxy ? PrimitiveSceneProxy->GetCustomHitProxyIdBuffer() : nullptr; if(HitProxyIdBuffer) { ShaderBindings.Add(VertexFetch_HitProxyIdBuffer, HitProxyIdBuffer->GetColorComponentsSRV()); } else { ShaderBindings.Add(VertexFetch_HitProxyIdBuffer, GNullColorVertexBuffer.VertexBufferSRV); } #endif } protected: FHitProxyVS(const ShaderMetaType::CompiledShaderInitializerType& Initializer) : FMeshMaterialShader(Initializer) { VertexFetch_HitProxyIdBuffer.Bind(Initializer.ParameterMap, TEXT("VertexFetch_HitProxyIdBuffer"), SPF_Optional); } FHitProxyVS() {} LAYOUT_FIELD(FShaderResourceParameter, VertexFetch_HitProxyIdBuffer) }; IMPLEMENT_MATERIAL_SHADER_TYPE(,FHitProxyVS,TEXT("/Engine/Private/HitProxyVertexShader.usf"),TEXT("Main"),SF_Vertex); /** * A pixel shader for rendering the HitProxyId of an object as a unique color in the scene. */ class FHitProxyPS : public FMeshMaterialShader { DECLARE_SHADER_TYPE(FHitProxyPS,MeshMaterial); public: static bool ShouldCompilePermutation(const FMeshMaterialShaderPermutationParameters& Parameters) { // Only compile the hit proxy vertex shader on desktop editor platforms return IsPCPlatform(Parameters.Platform) && EnumHasAllFlags(Parameters.Flags, EShaderPermutationFlags::HasEditorOnlyData) // and only compile for default materials or materials that are masked. && (Parameters.MaterialParameters.bIsSpecialEngineMaterial || !Parameters.MaterialParameters.bWritesEveryPixel || Parameters.MaterialParameters.bMaterialMayModifyMeshPosition || Parameters.MaterialParameters.bIsTwoSided); } FHitProxyPS(const ShaderMetaType::CompiledShaderInitializerType& Initializer): FMeshMaterialShader(Initializer) { HitProxyId.Bind(Initializer.ParameterMap,TEXT("HitProxyId"), SPF_Optional); // There is no way to guarantee that this parameter will be preserved in a material that kill()s all fragments as the optimiser can remove the global - this happens in various projects. } FHitProxyPS() {} void GetShaderBindings( const FScene* Scene, ERHIFeatureLevel::Type FeatureLevel, const FPrimitiveSceneProxy* PrimitiveSceneProxy, const FMaterialRenderProxy& MaterialRenderProxy, const FMaterial& Material, const FMeshPassProcessorRenderState& DrawRenderState, const FHitProxyShaderElementData& ShaderElementData, FMeshDrawSingleShaderBindings& ShaderBindings) const { FMeshMaterialShader::GetShaderBindings(Scene, FeatureLevel, PrimitiveSceneProxy, MaterialRenderProxy, Material, DrawRenderState, ShaderElementData, ShaderBindings); FHitProxyId hitProxyId = ShaderElementData.BatchHitProxyId; #if WITH_EDITOR if (PrimitiveSceneProxy && PrimitiveSceneProxy->GetCustomHitProxyIdBuffer()) { hitProxyId = FColor(0); } else #endif if (PrimitiveSceneProxy && ShaderElementData.BatchHitProxyId == FHitProxyId()) { hitProxyId = PrimitiveSceneProxy->GetPrimitiveSceneInfo()->DefaultDynamicHitProxyId; } // Per-instance hitproxies are supplied by the vertex factory. if (PrimitiveSceneProxy && PrimitiveSceneProxy->HasPerInstanceHitProxies()) { hitProxyId = FColor(0); } ShaderBindings.Add(HitProxyId, hitProxyId.GetColor().ReinterpretAsLinear()); } private: LAYOUT_FIELD(FShaderParameter, HitProxyId) }; IMPLEMENT_MATERIAL_SHADER_TYPE(,FHitProxyPS,TEXT("/Engine/Private/HitProxyPixelShader.usf"),TEXT("Main"),SF_Pixel); #if WITH_EDITOR void InitHitProxyRender(FRDGBuilder& GraphBuilder, const FSceneRenderer* SceneRenderer, FRDGTextureRef& OutHitProxyTexture, FRDGTextureRef& OutHitProxyDepthTexture) { auto& ViewFamily = *SceneRenderer->ActiveViewFamily; auto FeatureLevel = ViewFamily.Scene->GetFeatureLevel(); // Ensure VirtualTexture resources are allocated if (UseVirtualTexturing(FeatureLevel)) { FVirtualTextureSystem::Get().AllocateResources(GraphBuilder, FeatureLevel); FVirtualTextureSystem::Get().CallPendingCallbacks(); // Because there is no Update(), we need to manually finalize the resources FVirtualTextureSystem::Get().FinalizeResources(GraphBuilder, FeatureLevel); } // Initialize global system textures (pass-through if already initialized). GSystemTextures.InitializeTextures(GraphBuilder.RHICmdList, FeatureLevel); FRDGSystemTextures::Create(GraphBuilder); const FSceneTexturesConfig& SceneTexturesConfig = ViewFamily.SceneTexturesConfig; FMinimalSceneTextures::InitializeViewFamily(GraphBuilder, ViewFamily); const FMinimalSceneTextures& SceneTextures = ViewFamily.GetSceneTextures(); // Create a texture to store the resolved light attenuation values, and a render-targetable surface to hold the unresolved light attenuation values. { FRDGTextureDesc Desc(FRDGTextureDesc::Create2D(SceneTexturesConfig.Extent, PF_B8G8R8A8, FClearValueBinding::Black, TexCreate_RenderTargetable | TexCreate_ShaderResource)); OutHitProxyTexture = GraphBuilder.CreateTexture(Desc, TEXT("HitProxy")); // create non-MSAA version for hit proxies on PC if needed const EShaderPlatform CurrentShaderPlatform = GShaderPlatformForFeatureLevel[FeatureLevel]; FRDGTextureDesc DepthDesc = SceneTextures.Depth.Target->Desc; if (DepthDesc.NumSamples > 1 && RHISupportsSeparateMSAAAndResolveTextures(CurrentShaderPlatform)) { DepthDesc.NumSamples = 1; OutHitProxyDepthTexture = GraphBuilder.CreateTexture(DepthDesc, TEXT("NoMSAASceneDepthZ")); } else { OutHitProxyDepthTexture = SceneTextures.Depth.Target; } } } BEGIN_SHADER_PARAMETER_STRUCT(FHitProxyPassParameters, ) SHADER_PARAMETER_STRUCT_INCLUDE(FViewShaderParameters, View) SHADER_PARAMETER_RDG_UNIFORM_BUFFER(FSceneTextureUniformParameters, SceneTextures) SHADER_PARAMETER_STRUCT_INCLUDE(FInstanceCullingDrawParams, InstanceCullingDrawParams) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() BEGIN_SHADER_PARAMETER_STRUCT(FHitProxyCopyToViewFamilyParameters, ) RDG_TEXTURE_ACCESS(HitProxyTexture, ERHIAccess::SRVGraphics) RENDER_TARGET_BINDING_SLOTS() END_SHADER_PARAMETER_STRUCT() static void AddViewMeshElementsPass(const TIndirectArray &MeshElements, FRDGBuilder& GraphBuilder, FHitProxyPassParameters* PassParameters, const FScene* Scene, const FViewInfo& View, const FMeshPassProcessorRenderState& DrawRenderState, FInstanceCullingManager& InstanceCullingManager) { AddSimpleMeshPass(GraphBuilder, PassParameters, Scene, View, &InstanceCullingManager, RDG_EVENT_NAME("HitProxy::MeshElementsPass"), View.ViewRect, [&View, Scene, DrawRenderState, &MeshElements](FDynamicPassMeshDrawListContext* DynamicMeshPassContext) { FHitProxyMeshProcessor PassMeshProcessor( Scene, &View, View.bAllowTranslucentPrimitivesInHitProxy, DrawRenderState, DynamicMeshPassContext); const uint64 DefaultBatchElementMask = ~0ull; for (const FMeshBatch& MeshBatch : MeshElements) { PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr); } } ); } static void DoRenderHitProxies( FRDGBuilder& GraphBuilder, const FSceneRenderer* SceneRenderer, FRDGTextureRef HitProxyTexture, FRDGTextureRef HitProxyDepthTexture, const TArray>& NaniteRasterResults, FInstanceCullingManager& InstanceCullingManager) { auto& ViewFamily = *SceneRenderer->ActiveViewFamily; auto& Views = SceneRenderer->Views; const auto FeatureLevel = SceneRenderer->FeatureLevel; const bool bNeedToSwitchVerticalAxis = RHINeedsToSwitchVerticalAxis(GShaderPlatformForFeatureLevel[FeatureLevel]); const FIntPoint HitProxyTextureExtent = HitProxyTexture->Desc.Extent; { auto* PassParameters = GraphBuilder.AllocParameters(); PassParameters->RenderTargets[0] = FRenderTargetBinding(HitProxyTexture, ERenderTargetLoadAction::EClear); PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(HitProxyDepthTexture, ERenderTargetLoadAction::EClear, ERenderTargetLoadAction::EClear, FExclusiveDepthStencil::DepthWrite_StencilWrite); GraphBuilder.AddPass( RDG_EVENT_NAME("HitProxies::Clear"), PassParameters, ERDGPassFlags::Raster, [&Views, HitProxyTextureExtent](FRHICommandList& RHICmdList) { // Clear color for each view. for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { const FViewInfo& View = Views[ViewIndex]; RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f); DrawClearQuad(RHICmdList, true, FLinearColor::White, false, 0, false, 0, HitProxyTextureExtent, FIntRect()); // Clear the depth buffer for each DPG. DrawClearQuad(RHICmdList, false, FLinearColor(), true, (float)ERHIZBuffer::FarPlane, true, 0, HitProxyTextureExtent, FIntRect()); } }); } // Nanite hit proxies if (NaniteRasterResults.Num() == Views.Num()) { for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex) { Nanite::DrawHitProxies(GraphBuilder, *SceneRenderer->Scene, Views[ViewIndex], NaniteRasterResults[ViewIndex], HitProxyTexture, HitProxyDepthTexture); } } // HairStrands hit proxies for (const FViewInfo& View : Views) { if (View.HairStrandsMeshElements.Num() > 0) { HairStrands::DrawHitProxies(GraphBuilder, *SceneRenderer->Scene, View, InstanceCullingManager, HitProxyTexture, HitProxyDepthTexture); } } for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { FViewInfo& View = const_cast(Views[ViewIndex]); FScene* LocalScene = SceneRenderer->Scene; View.BeginRenderView(); auto* PassParameters = GraphBuilder.AllocParameters(); PassParameters->View = View.GetShaderParameters(); // Adjust the visibility map for this view if (View.bAllowTranslucentPrimitivesInHitProxy) { View.ParallelMeshDrawCommandPasses[EMeshPass::HitProxy].BuildRenderingCommands(GraphBuilder, LocalScene->GPUScene, PassParameters->InstanceCullingDrawParams); } else { View.ParallelMeshDrawCommandPasses[EMeshPass::HitProxyOpaqueOnly].BuildRenderingCommands(GraphBuilder, LocalScene->GPUScene, PassParameters->InstanceCullingDrawParams); } PassParameters->RenderTargets[0] = FRenderTargetBinding(HitProxyTexture, ERenderTargetLoadAction::ELoad); PassParameters->RenderTargets.DepthStencil = FDepthStencilBinding(HitProxyDepthTexture, ERenderTargetLoadAction::ELoad, ERenderTargetLoadAction::ELoad, FExclusiveDepthStencil::DepthWrite_StencilWrite); PassParameters->SceneTextures = CreateSceneTextureUniformBuffer(GraphBuilder, &SceneRenderer->GetActiveSceneTextures(), SceneRenderer->FeatureLevel, ESceneTextureSetupMode::None); GraphBuilder.AddPass( RDG_EVENT_NAME("HitProxies::Render"), PassParameters, ERDGPassFlags::Raster, [SceneRenderer, &View, LocalScene, FeatureLevel, bNeedToSwitchVerticalAxis, PassParameters](FRHICommandListImmediate& RHICmdList) { FMeshPassProcessorRenderState DrawRenderState; // Set the device viewport for the view. RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f); // Depth tests + writes, no alpha blending. DrawRenderState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); DrawRenderState.SetBlendState(TStaticBlendState<>::GetRHI()); const bool bHitTesting = true; // Adjust the visibility map for this view if (View.bAllowTranslucentPrimitivesInHitProxy) { View.ParallelMeshDrawCommandPasses[EMeshPass::HitProxy].DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams); } else { View.ParallelMeshDrawCommandPasses[EMeshPass::HitProxyOpaqueOnly].DispatchDraw(nullptr, RHICmdList, &PassParameters->InstanceCullingDrawParams); } DrawDynamicMeshPass(View, RHICmdList, [&View, &DrawRenderState, LocalScene](FDynamicPassMeshDrawListContext* DynamicMeshPassContext) { FHitProxyMeshProcessor PassMeshProcessor( LocalScene, &View, View.bAllowTranslucentPrimitivesInHitProxy, DrawRenderState, DynamicMeshPassContext); const uint64 DefaultBatchElementMask = ~0ull; for (int32 MeshIndex = 0; MeshIndex < View.DynamicEditorMeshElements.Num(); MeshIndex++) { const FMeshBatchAndRelevance& MeshBatchAndRelevance = View.DynamicEditorMeshElements[MeshIndex]; PassMeshProcessor.AddMeshBatch(*MeshBatchAndRelevance.Mesh, DefaultBatchElementMask, MeshBatchAndRelevance.PrimitiveSceneProxy); } }); View.SimpleElementCollector.DrawBatchedElements(RHICmdList, DrawRenderState, View, EBlendModeFilter::All, SDPG_World); View.SimpleElementCollector.DrawBatchedElements(RHICmdList, DrawRenderState, View, EBlendModeFilter::All, SDPG_Foreground); View.EditorSimpleElementCollector.DrawBatchedElements(RHICmdList, DrawRenderState, View, EBlendModeFilter::All, SDPG_World); View.EditorSimpleElementCollector.DrawBatchedElements(RHICmdList, DrawRenderState, View, EBlendModeFilter::All, SDPG_Foreground); DrawDynamicMeshPass(View, RHICmdList, [&View, &DrawRenderState, LocalScene](FDynamicPassMeshDrawListContext* DynamicMeshPassContext) { FHitProxyMeshProcessor PassMeshProcessor( LocalScene, &View, View.bAllowTranslucentPrimitivesInHitProxy, DrawRenderState, DynamicMeshPassContext); const uint64 DefaultBatchElementMask = ~0ull; for (int32 MeshIndex = 0; MeshIndex < View.ViewMeshElements.Num(); MeshIndex++) { const FMeshBatch& MeshBatch = View.ViewMeshElements[MeshIndex]; PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr); } }); DrawDynamicMeshPass(View, RHICmdList, [&View, &DrawRenderState, LocalScene](FDynamicPassMeshDrawListContext* DynamicMeshPassContext) { FHitProxyMeshProcessor PassMeshProcessor( LocalScene, &View, View.bAllowTranslucentPrimitivesInHitProxy, DrawRenderState, DynamicMeshPassContext); const uint64 DefaultBatchElementMask = ~0ull; for (int32 MeshIndex = 0; MeshIndex < View.TopViewMeshElements.Num(); MeshIndex++) { const FMeshBatch& MeshBatch = View.TopViewMeshElements[MeshIndex]; PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr); } }); // Draw the view's batched simple elements(lines, sprites, etc). View.BatchedViewElements.Draw(RHICmdList, DrawRenderState, FeatureLevel, bNeedToSwitchVerticalAxis, View, true); // Some elements should never be occluded (e.g. gizmos). // So we render those twice, first to overwrite potentially nearer objects, // then again to allows proper occlusion within those elements. DrawRenderState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); DrawDynamicMeshPass(View, RHICmdList, [&View, &DrawRenderState, LocalScene](FDynamicPassMeshDrawListContext* DynamicMeshPassContext) { FHitProxyMeshProcessor PassMeshProcessor( LocalScene, &View, View.bAllowTranslucentPrimitivesInHitProxy, DrawRenderState, DynamicMeshPassContext); const uint64 DefaultBatchElementMask = ~0ull; for (int32 MeshIndex = 0; MeshIndex < View.TopViewMeshElements.Num(); MeshIndex++) { const FMeshBatch& MeshBatch = View.TopViewMeshElements[MeshIndex]; PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr); } }); View.TopBatchedViewElements.Draw(RHICmdList, DrawRenderState, FeatureLevel, bNeedToSwitchVerticalAxis, View, true); DrawRenderState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); DrawDynamicMeshPass(View, RHICmdList, [&View, &DrawRenderState, LocalScene](FDynamicPassMeshDrawListContext* DynamicMeshPassContext) { FHitProxyMeshProcessor PassMeshProcessor( LocalScene, &View, View.bAllowTranslucentPrimitivesInHitProxy, DrawRenderState, DynamicMeshPassContext); const uint64 DefaultBatchElementMask = ~0ull; for (int32 MeshIndex = 0; MeshIndex < View.TopViewMeshElements.Num(); MeshIndex++) { const FMeshBatch& MeshBatch = View.TopViewMeshElements[MeshIndex]; PassMeshProcessor.AddMeshBatch(MeshBatch, DefaultBatchElementMask, nullptr); } }); View.TopBatchedViewElements.Draw(RHICmdList, DrawRenderState, FeatureLevel, bNeedToSwitchVerticalAxis, View, true); }); } FRDGTextureRef ViewFamilyTexture = TryCreateViewFamilyTexture(GraphBuilder, ViewFamily); check(ViewFamilyTexture); // // Copy the hit proxy buffer into the view family's render target. // { auto* PassParameters = GraphBuilder.AllocParameters(); PassParameters->HitProxyTexture = HitProxyTexture; PassParameters->RenderTargets[0] = FRenderTargetBinding(ViewFamilyTexture, ERenderTargetLoadAction::ELoad); GraphBuilder.AddPass( RDG_EVENT_NAME("HitProxies::CopyOutput"), PassParameters, ERDGPassFlags::Raster, [&Views, HitProxyTextureExtent, HitProxyTexture, ViewFamilyTexture, FeatureLevel, bNeedToSwitchVerticalAxis](FRHICommandListImmediate& RHICmdList) { // Set up a FTexture that is used to draw the hit proxy buffer to the view family's render target. FTexture HitProxyRenderTargetTexture; HitProxyRenderTargetTexture.TextureRHI = HitProxyTexture->GetRHI(); HitProxyRenderTargetTexture.SamplerStateRHI = TStaticSamplerState<>::GetRHI(); // Generate the vertices and triangles mapping the hit proxy RT pixels into the view family's RT pixels. FBatchedElements BatchedElements; for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { const FViewInfo& View = Views[ViewIndex]; float InvBufferSizeX = 1.0f / HitProxyTextureExtent.X; float InvBufferSizeY = 1.0f / HitProxyTextureExtent.Y; const float U0 = View.ViewRect.Min.X * InvBufferSizeX; const float V0 = View.ViewRect.Min.Y * InvBufferSizeY; const float U1 = View.ViewRect.Max.X * InvBufferSizeX; const float V1 = View.ViewRect.Max.Y * InvBufferSizeY; // Note: High DPI . We are drawing to the size of the unscaled view rect because that is the size of the views render target // if we do not do this clicking would be off. const int32 V00 = BatchedElements.AddVertex(FVector4(View.UnscaledViewRect.Min.X, View.UnscaledViewRect.Min.Y, 0, 1), FVector2D(U0, V0), FLinearColor::White, FHitProxyId()); const int32 V10 = BatchedElements.AddVertex(FVector4(View.UnscaledViewRect.Max.X, View.UnscaledViewRect.Min.Y, 0, 1), FVector2D(U1, V0), FLinearColor::White, FHitProxyId()); const int32 V01 = BatchedElements.AddVertex(FVector4(View.UnscaledViewRect.Min.X, View.UnscaledViewRect.Max.Y, 0, 1), FVector2D(U0, V1), FLinearColor::White, FHitProxyId()); const int32 V11 = BatchedElements.AddVertex(FVector4(View.UnscaledViewRect.Max.X, View.UnscaledViewRect.Max.Y, 0, 1), FVector2D(U1, V1), FLinearColor::White, FHitProxyId()); BatchedElements.AddTriangle(V00, V10, V11, &HitProxyRenderTargetTexture, BLEND_Opaque); BatchedElements.AddTriangle(V00, V11, V01, &HitProxyRenderTargetTexture, BLEND_Opaque); } // Generate a transform which maps from view family RT pixel coordinates to Normalized Device Coordinates. FIntPoint ViewFamilyTextureExtent = ViewFamilyTexture->Desc.Extent; const FMatrix PixelToView = FTranslationMatrix(FVector(0, 0, 0)) * FMatrix( FPlane(1.0f / ((float)ViewFamilyTextureExtent.X / 2.0f), 0.0, 0.0f, 0.0f), FPlane(0.0f, -GProjectionSignY / ((float)ViewFamilyTextureExtent.Y / 2.0f), 0.0f, 0.0f), FPlane(0.0f, 0.0f, 1.0f, 0.0f), FPlane(-1.0f, GProjectionSignY, 0.0f, 1.0f) ); FSceneView SceneView = FBatchedElements::CreateProxySceneView(PixelToView, FIntRect(0, 0, ViewFamilyTextureExtent.X, ViewFamilyTextureExtent.Y)); FMeshPassProcessorRenderState DrawRenderState; DrawRenderState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); DrawRenderState.SetBlendState(TStaticBlendState<>::GetRHI()); BatchedElements.Draw( RHICmdList, DrawRenderState, FeatureLevel, bNeedToSwitchVerticalAxis, SceneView, false, 1.0f ); RHICmdList.EndScene(); }); } } #endif void FMobileSceneRenderer::RenderHitProxies(FRDGBuilder& GraphBuilder) { Scene->UpdateAllPrimitiveSceneInfos(GraphBuilder); GPU_MESSAGE_SCOPE(GraphBuilder); FGPUSceneScopeBeginEndHelper GPUSceneScopeBeginEndHelper(Scene->GPUScene, GPUSceneDynamicContext, Scene); PrepareViewRectsForRendering(GraphBuilder.RHICmdList); #if WITH_EDITOR FSceneTexturesConfig::InitializeViewFamily(*ActiveViewFamily); FSceneTexturesConfig& SceneTexturesConfig = GetActiveSceneTexturesConfig(); FSceneTexturesConfig::Set(SceneTexturesConfig); FRDGTextureRef HitProxyTexture = nullptr; FRDGTextureRef HitProxyDepthTexture = nullptr; InitHitProxyRender(GraphBuilder, this, HitProxyTexture, HitProxyDepthTexture); FInstanceCullingManager& InstanceCullingManager = *GraphBuilder.AllocObject(Scene->GPUScene.IsEnabled(), GraphBuilder); // Find the visible primitives. InitViews(GraphBuilder, SceneTexturesConfig, InstanceCullingManager); GEngine->GetPreRenderDelegateEx().Broadcast(GraphBuilder); // Global dynamic buffers need to be committed before rendering. DynamicIndexBuffer.Commit(); DynamicVertexBuffer.Commit(); DynamicReadBuffer.Commit(); InstanceCullingManager.FlushRegisteredViews(GraphBuilder); TArray> NaniteRasterResults; ::DoRenderHitProxies(GraphBuilder, this, HitProxyTexture, HitProxyDepthTexture, NaniteRasterResults, InstanceCullingManager); GEngine->GetPostRenderDelegateEx().Broadcast(GraphBuilder); #endif } void FDeferredShadingSceneRenderer::RenderHitProxies(FRDGBuilder& GraphBuilder) { static const bool bNaniteEnabled = UseNanite(ShaderPlatform); Scene->UpdateAllPrimitiveSceneInfos(GraphBuilder); GPU_MESSAGE_SCOPE(GraphBuilder); FGPUSceneScopeBeginEndHelper GPUSceneScopeBeginEndHelper(Scene->GPUScene, GPUSceneDynamicContext, Scene); PrepareViewRectsForRendering(GraphBuilder.RHICmdList); #if WITH_EDITOR FSceneTexturesConfig::InitializeViewFamily(*ActiveViewFamily); FSceneTexturesConfig& SceneTexturesConfig = GetActiveSceneTexturesConfig(); FSceneTexturesConfig::Set(SceneTexturesConfig); FRDGTextureRef HitProxyTexture = nullptr; FRDGTextureRef HitProxyDepthTexture = nullptr; InitHitProxyRender(GraphBuilder, this, HitProxyTexture, HitProxyDepthTexture); const FIntPoint HitProxyTextureSize = HitProxyDepthTexture->Desc.Extent; FInstanceCullingManager& InstanceCullingManager = *GraphBuilder.AllocObject(Scene->GPUScene.IsEnabled(), GraphBuilder); // Find the visible primitives. { FLumenSceneFrameTemporaries LumenFrameTemporaries; FILCUpdatePrimTaskData ILCTaskData; InitViews(GraphBuilder, SceneTexturesConfig, FExclusiveDepthStencil::DepthWrite_StencilWrite, ILCTaskData, InstanceCullingManager); InitViewsAfterPrepass(GraphBuilder, LumenFrameTemporaries, ILCTaskData, InstanceCullingManager); } extern TSet PersistentViewUniformBufferExtensions; for (IPersistentViewUniformBufferExtension* Extension : PersistentViewUniformBufferExtensions) { Extension->BeginFrame(); for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { // Must happen before RHI thread flush so any tasks we dispatch here can land in the idle gap during the flush Extension->PrepareView(&Views[ViewIndex]); } } for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { ShaderPrint::BeginView(GraphBuilder, Views[ViewIndex]); } { FRDGExternalAccessQueue ExternalAccessQueue; Scene->GPUScene.Update(GraphBuilder, *Scene, ExternalAccessQueue); for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { Scene->GPUScene.UploadDynamicPrimitiveShaderDataForView(GraphBuilder, Scene, Views[ViewIndex], ExternalAccessQueue); } ExternalAccessQueue.Submit(GraphBuilder); } InstanceCullingManager.FlushRegisteredViews(GraphBuilder); if (bNaniteEnabled) { Nanite::GGlobalResources.Update(GraphBuilder); Nanite::GStreamingManager.BeginAsyncUpdate(GraphBuilder); Nanite::GStreamingManager.EndAsyncUpdate(GraphBuilder); } GEngine->GetPreRenderDelegateEx().Broadcast(GraphBuilder); // Global dynamic buffers need to be committed before rendering. DynamicIndexBufferForInitViews.Commit(); DynamicVertexBufferForInitViews.Commit(); DynamicReadBufferForInitViews.Commit(); // Notify the FX system that the scene is about to be rendered. if (FXSystem && Views.IsValidIndex(0)) { FGPUSortManager* GPUSortManager = FXSystem->GetGPUSortManager(); FXSystem->PreRender(GraphBuilder, Views, false); if (GPUSortManager) { GPUSortManager->OnPreRender(GraphBuilder); } // Call PostRenderOpaque now as this is irrelevant for when rendering hit proxies. // because we don't tick the particles in the render loop (see last param being "false"). FXSystem->PostRenderOpaque(GraphBuilder, Views, false /*bAllowGPUParticleUpdate*/); if (GPUSortManager) { GPUSortManager->OnPostRenderOpaque(GraphBuilder); } } TArray> NaniteRasterResults; if (bNaniteEnabled) { NaniteRasterResults.AddDefaulted(Views.Num()); Nanite::FSharedContext SharedContext{}; SharedContext.FeatureLevel = Scene->GetFeatureLevel(); SharedContext.ShaderMap = GetGlobalShaderMap(SharedContext.FeatureLevel); SharedContext.Pipeline = Nanite::EPipeline::HitProxy; Nanite::FRasterState RasterState; Nanite::FRasterContext RasterContext = Nanite::InitRasterContext(GraphBuilder, SharedContext, HitProxyTextureSize, false); Nanite::FCullingContext::FConfiguration CullingConfig = {0}; CullingConfig.bForceHWRaster = RasterContext.RasterScheduling == Nanite::ERasterScheduling::HardwareOnly; CullingConfig.bProgrammableRaster = GNaniteProgrammableRasterHitProxy != 0; for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { const FViewInfo& View = Views[ViewIndex]; CullingConfig.SetViewFlags(View); Nanite::FCullingContext CullingContext = Nanite::InitCullingContext( GraphBuilder, SharedContext, *Scene, nullptr, FIntRect(), CullingConfig ); Nanite::FPackedView PackedView = Nanite::CreatePackedViewFromViewInfo(View, HitProxyTextureSize, NANITE_VIEW_FLAG_HZBTEST | NANITE_VIEW_FLAG_NEAR_CLIP); Nanite::CullRasterize(GraphBuilder, Scene->NaniteRasterPipelines[ENaniteMeshPass::BasePass], *Scene, View, { PackedView }, SharedContext, CullingContext, RasterContext, RasterState); Nanite::ExtractResults(GraphBuilder, CullingContext, RasterContext, NaniteRasterResults[ViewIndex]); } } ::DoRenderHitProxies(GraphBuilder, this, HitProxyTexture, HitProxyDepthTexture, NaniteRasterResults, InstanceCullingManager); for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { ShaderPrint::EndView(Views[ViewIndex]); } GEngine->GetPostRenderDelegateEx().Broadcast(GraphBuilder); #endif } #if WITH_EDITOR bool FHitProxyMeshProcessor::TryAddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material) { const EBlendMode BlendMode = Material->GetBlendMode(); const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch); const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, *Material, OverrideSettings); const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, *Material, OverrideSettings); if (Material->WritesEveryPixel() && !Material->IsTwoSided() && !Material->MaterialModifiesMeshPosition_RenderThread()) { // Default material doesn't handle masked, and doesn't have the correct bIsTwoSided setting. MaterialRenderProxy = UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy(); check(MaterialRenderProxy); Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel); } check(Material && MaterialRenderProxy); bool bAddTranslucentPrimitive = bAllowTranslucentPrimitivesInHitProxy; // Check whether the primitive overrides the pass to force translucent hit proxies. if (!bAddTranslucentPrimitive) { FHitProxyId HitProxyId = MeshBatch.BatchHitProxyId; // Fallback to the primitive default hit proxy id if the mesh batch doesn't have one. if (MeshBatch.BatchHitProxyId == FHitProxyId() && PrimitiveSceneProxy) { if (const FPrimitiveSceneInfo* PrimitiveSceneInfo = PrimitiveSceneProxy->GetPrimitiveSceneInfo()) { HitProxyId = PrimitiveSceneInfo->DefaultDynamicHitProxyId; } } if (const HHitProxy* HitProxy = GetHitProxyById(HitProxyId)) { bAddTranslucentPrimitive = HitProxy->AlwaysAllowsTranslucentPrimitives(); } } bool bResult = true; if (bAddTranslucentPrimitive || !IsTranslucentBlendMode(BlendMode)) { bResult = Process(MeshBatch, BatchElementMask, StaticMeshId, PrimitiveSceneProxy, *MaterialRenderProxy, *Material, MeshFillMode, MeshCullMode); } return bResult; } void FHitProxyMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId) { if (MeshBatch.BatchHitProxyId == FHitProxyId::InvisibleHitProxyId) { return; } if (MeshBatch.bUseForMaterial && MeshBatch.bSelectable && Scene->RequiresHitProxies() && (!PrimitiveSceneProxy || PrimitiveSceneProxy->IsSelectable())) { const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy; while (MaterialRenderProxy) { const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel); if (Material && Material->GetRenderingThreadShaderMap()) { if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, MaterialRenderProxy, Material)) { break; } } MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel); } } } bool GetHitProxyPassShaders( const FMaterial& Material, FVertexFactoryType* VertexFactoryType, ERHIFeatureLevel::Type FeatureLevel, TShaderRef& VertexShader, TShaderRef& PixelShader) { FMaterialShaderTypes ShaderTypes; ShaderTypes.AddShaderType(); ShaderTypes.AddShaderType(); FMaterialShaders Shaders; if (!Material.TryGetShaders(ShaderTypes, VertexFactoryType, Shaders)) { return false; } Shaders.TryGetVertexShader(VertexShader); Shaders.TryGetPixelShader(PixelShader); return true; } bool FHitProxyMeshProcessor::Process( const FMeshBatch& MeshBatch, uint64 BatchElementMask, int32 StaticMeshId, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, const FMaterialRenderProxy& RESTRICT MaterialRenderProxy, const FMaterial& RESTRICT MaterialResource, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode) { const FVertexFactory* VertexFactory = MeshBatch.VertexFactory; TMeshProcessorShaders< FHitProxyVS, FHitProxyPS> HitProxyPassShaders; if (!GetHitProxyPassShaders( MaterialResource, VertexFactory->GetType(), FeatureLevel, HitProxyPassShaders.VertexShader, HitProxyPassShaders.PixelShader)) { return false; } FHitProxyShaderElementData ShaderElementData(MeshBatch.BatchHitProxyId); ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false); const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(HitProxyPassShaders.VertexShader, HitProxyPassShaders.PixelShader); BuildMeshDrawCommands( MeshBatch, BatchElementMask, PrimitiveSceneProxy, MaterialRenderProxy, MaterialResource, PassDrawRenderState, HitProxyPassShaders, MeshFillMode, MeshCullMode, SortKey, EMeshPassFeatures::Default, ShaderElementData); return true; } FHitProxyMeshProcessor::FHitProxyMeshProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, bool InbAllowTranslucentPrimitivesInHitProxy, const FMeshPassProcessorRenderState& InRenderState, FMeshPassDrawListContext* InDrawListContext) : FMeshPassProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, InDrawListContext) , PassDrawRenderState(InRenderState) , bAllowTranslucentPrimitivesInHitProxy(InbAllowTranslucentPrimitivesInHitProxy) { } FMeshPassProcessor* CreateHitProxyPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext) { FMeshPassProcessorRenderState PassDrawRenderState; PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); PassDrawRenderState.SetBlendState(TStaticBlendState<>::GetRHI()); return new(FMemStack::Get()) FHitProxyMeshProcessor(Scene, InViewIfDynamicMeshCommand, true, PassDrawRenderState, InDrawListContext); } FMeshPassProcessor* CreateHitProxyOpaqueOnlyPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext) { FMeshPassProcessorRenderState PassDrawRenderState; PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); PassDrawRenderState.SetBlendState(TStaticBlendState<>::GetRHI()); return new(FMemStack::Get()) FHitProxyMeshProcessor(Scene, InViewIfDynamicMeshCommand, false, PassDrawRenderState, InDrawListContext); } FRegisterPassProcessorCreateFunction RegisterHitProxyPass(&CreateHitProxyPassProcessor, EShadingPath::Deferred, EMeshPass::HitProxy, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView); FRegisterPassProcessorCreateFunction RegisterHitProxyOpaqueOnlyPass(&CreateHitProxyOpaqueOnlyPassProcessor, EShadingPath::Deferred, EMeshPass::HitProxyOpaqueOnly, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView); FRegisterPassProcessorCreateFunction RegisterMobileHitProxyPass(&CreateHitProxyPassProcessor, EShadingPath::Mobile, EMeshPass::HitProxy, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView); FRegisterPassProcessorCreateFunction RegisterMobileHitProxyOpaqueOnlyPass(&CreateHitProxyOpaqueOnlyPassProcessor, EShadingPath::Mobile, EMeshPass::HitProxyOpaqueOnly, EMeshPassFlags::CachedMeshCommands | EMeshPassFlags::MainView); bool FEditorSelectionMeshProcessor::TryAddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material) { const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch); const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, *Material, OverrideSettings); const ERasterizerCullMode MeshCullMode = CM_None; if (Material->WritesEveryPixel() && !Material->IsTwoSided() && !Material->MaterialModifiesMeshPosition_RenderThread()) { // Default material doesn't handle masked, and doesn't have the correct bIsTwoSided setting. MaterialRenderProxy = UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy(); check(MaterialRenderProxy); Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel); } check(Material && MaterialRenderProxy); return Process(MeshBatch, BatchElementMask, StaticMeshId, PrimitiveSceneProxy, *MaterialRenderProxy, *Material, MeshFillMode, MeshCullMode); } void FEditorSelectionMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId) { if (MeshBatch.bUseForMaterial && MeshBatch.bUseSelectionOutline && PrimitiveSceneProxy && PrimitiveSceneProxy->WantsSelectionOutline() && (PrimitiveSceneProxy->IsSelected() || PrimitiveSceneProxy->IsHovered())) { const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy; while (MaterialRenderProxy) { const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel); if (Material && Material->GetRenderingThreadShaderMap()) { if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, MaterialRenderProxy, Material)) { break; } } MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel); } } } bool FEditorSelectionMeshProcessor::Process( const FMeshBatch& MeshBatch, uint64 BatchElementMask, int32 StaticMeshId, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, const FMaterialRenderProxy& RESTRICT MaterialRenderProxy, const FMaterial& RESTRICT MaterialResource, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode) { const FVertexFactory* VertexFactory = MeshBatch.VertexFactory; TMeshProcessorShaders< FHitProxyVS, FHitProxyPS> HitProxyPassShaders; if (!GetHitProxyPassShaders( MaterialResource, VertexFactory->GetType(), FeatureLevel, HitProxyPassShaders.VertexShader, HitProxyPassShaders.PixelShader)) { return false; } const int32 StencilRef = GetStencilValue(ViewIfDynamicMeshCommand, PrimitiveSceneProxy); PassDrawRenderState.SetStencilRef(StencilRef); FHitProxyId DummyId; FHitProxyShaderElementData ShaderElementData(DummyId); ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false); const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(HitProxyPassShaders.VertexShader, HitProxyPassShaders.PixelShader); BuildMeshDrawCommands( MeshBatch, BatchElementMask, PrimitiveSceneProxy, MaterialRenderProxy, MaterialResource, PassDrawRenderState, HitProxyPassShaders, MeshFillMode, MeshCullMode, SortKey, EMeshPassFeatures::Default, ShaderElementData); return true; } int32 FEditorSelectionMeshProcessor::GetStencilValue(const FSceneView* View, const FPrimitiveSceneProxy* PrimitiveSceneProxy) { const bool bActorSelectionColorIsSubdued = View->bHasSelectedComponents; const int32* ExistingStencilValue = PrimitiveSceneProxy->IsIndividuallySelected() ? ProxyToStencilIndex.Find(PrimitiveSceneProxy) : ActorNameToStencilIndex.Find(PrimitiveSceneProxy->GetOwnerName()); int32 StencilValue = 0; if (PrimitiveSceneProxy->GetOwnerName() == NAME_BSP) { StencilValue = 1; } else if (ExistingStencilValue != nullptr) { StencilValue = *ExistingStencilValue; } else if (PrimitiveSceneProxy->IsIndividuallySelected()) { // Any component that is individually selected should have a stencil value of < 128 so that it can have a unique color. We offset the value by 2 because 0 means no selection and 1 is for bsp StencilValue = ProxyToStencilIndex.Num() % 126 + 2; ProxyToStencilIndex.Add(PrimitiveSceneProxy, StencilValue); } else { // If we are subduing actor color highlight then use the top level bits to indicate that to the shader. StencilValue = bActorSelectionColorIsSubdued ? ActorNameToStencilIndex.Num() % 128 + 128 : ActorNameToStencilIndex.Num() % 126 + 2; ActorNameToStencilIndex.Add(PrimitiveSceneProxy->GetOwnerName(), StencilValue); } return StencilValue; } FEditorSelectionMeshProcessor::FEditorSelectionMeshProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext) : FMeshPassProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, InDrawListContext) { checkf(InViewIfDynamicMeshCommand, TEXT("Editor selection mesh process required dynamic mesh command mode.")); ActorNameToStencilIndex.Add(NAME_BSP, 1); PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); PassDrawRenderState.SetBlendState(TStaticBlendStateWriteMask::GetRHI()); } FMeshPassProcessor* CreateEditorSelectionPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext) { return new(FMemStack::Get()) FEditorSelectionMeshProcessor(Scene, InViewIfDynamicMeshCommand, InDrawListContext); } FRegisterPassProcessorCreateFunction RegisterEditorSelectionPass(&CreateEditorSelectionPassProcessor, EShadingPath::Deferred, EMeshPass::EditorSelection, EMeshPassFlags::MainView); FRegisterPassProcessorCreateFunction RegisterMobileEditorSelectionPass(&CreateEditorSelectionPassProcessor, EShadingPath::Mobile, EMeshPass::EditorSelection, EMeshPassFlags::MainView); void FEditorLevelInstanceMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId) { if (MeshBatch.bUseForMaterial && PrimitiveSceneProxy && PrimitiveSceneProxy->IsEditingLevelInstanceChild()) { const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy; while (MaterialRenderProxy) { const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel); if (Material && Material->GetRenderingThreadShaderMap()) { if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, MaterialRenderProxy, Material)) { break; } } MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel); } } } bool FEditorLevelInstanceMeshProcessor::TryAddMeshBatch( const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId, const FMaterialRenderProxy* MaterialRenderProxy, const FMaterial* Material) { // Determine the mesh's material and blend mode. const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch); const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, *Material, OverrideSettings); const ERasterizerCullMode MeshCullMode = CM_None; if (Material->WritesEveryPixel() && !Material->IsTwoSided() && !Material->MaterialModifiesMeshPosition_RenderThread()) { // Default material doesn't handle masked, and doesn't have the correct bIsTwoSided setting. MaterialRenderProxy = UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy(); check(MaterialRenderProxy); Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel); } check(Material && MaterialRenderProxy); return Process(MeshBatch, BatchElementMask, StaticMeshId, PrimitiveSceneProxy, *MaterialRenderProxy, *Material, MeshFillMode, MeshCullMode); } bool FEditorLevelInstanceMeshProcessor::Process( const FMeshBatch& MeshBatch, uint64 BatchElementMask, int32 StaticMeshId, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, const FMaterialRenderProxy& RESTRICT MaterialRenderProxy, const FMaterial& RESTRICT MaterialResource, ERasterizerFillMode MeshFillMode, ERasterizerCullMode MeshCullMode) { const FVertexFactory* VertexFactory = MeshBatch.VertexFactory; TMeshProcessorShaders< FHitProxyVS, FHitProxyPS> HitProxyPassShaders; if (!GetHitProxyPassShaders( MaterialResource, VertexFactory->GetType(), FeatureLevel, HitProxyPassShaders.VertexShader, HitProxyPassShaders.PixelShader )) { return false; } const int32 StencilRef = GetStencilValue(ViewIfDynamicMeshCommand, PrimitiveSceneProxy); PassDrawRenderState.SetStencilRef(StencilRef); FHitProxyId DummyId; FHitProxyShaderElementData ShaderElementData(DummyId); ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false); const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(HitProxyPassShaders.VertexShader, HitProxyPassShaders.PixelShader); BuildMeshDrawCommands( MeshBatch, BatchElementMask, PrimitiveSceneProxy, MaterialRenderProxy, MaterialResource, PassDrawRenderState, HitProxyPassShaders, MeshFillMode, MeshCullMode, SortKey, EMeshPassFeatures::Default, ShaderElementData); return true; } int32 FEditorLevelInstanceMeshProcessor::GetStencilValue(const FSceneView* View, const FPrimitiveSceneProxy* PrimitiveSceneProxy) { // Set the stencil value to 1 for primitives which belong to an editing level instance, 0 otherwise return PrimitiveSceneProxy->IsEditingLevelInstanceChild() ? 1 : 0; } FEditorLevelInstanceMeshProcessor::FEditorLevelInstanceMeshProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext) : FMeshPassProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, InDrawListContext) { checkf(InViewIfDynamicMeshCommand, TEXT("Editor selection mesh process required dynamic mesh command mode.")); PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState::GetRHI()); PassDrawRenderState.SetBlendState(TStaticBlendStateWriteMask::GetRHI()); } FMeshPassProcessor* CreateEditorLevelInstancePassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext) { return new(FMemStack::Get()) FEditorLevelInstanceMeshProcessor(Scene, InViewIfDynamicMeshCommand, InDrawListContext); } FRegisterPassProcessorCreateFunction RegisterEditorLevelInstancePass(&CreateEditorLevelInstancePassProcessor, EShadingPath::Deferred, EMeshPass::EditorLevelInstance, EMeshPassFlags::MainView); FRegisterPassProcessorCreateFunction RegisterMobileEditorLevelInstancePass(&CreateEditorLevelInstancePassProcessor, EShadingPath::Mobile, EMeshPass::EditorLevelInstance, EMeshPassFlags::MainView); #endif