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440 lines
18 KiB
C++
440 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Components/BaseDynamicMeshSceneProxy.h"
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#include "MaterialDomain.h"
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#include "Materials/Material.h"
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#include "Materials/MaterialRenderProxy.h"
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#include "RayTracingDefinitions.h"
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#include "RayTracingInstance.h"
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#include "SceneInterface.h"
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#include "SceneManagement.h"
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#include "Engine/Engine.h" // for GEngine definition
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FBaseDynamicMeshSceneProxy::FBaseDynamicMeshSceneProxy(UBaseDynamicMeshComponent* Component)
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: FPrimitiveSceneProxy(Component),
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ParentBaseComponent(Component),
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ColorSpaceTransformMode(Component->GetVertexColorSpaceTransformMode()),
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bEnableRaytracing(Component->GetEnableRaytracing()),
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bEnableViewModeOverrides(Component->GetViewModeOverridesEnabled())
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{
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if (Component->GetColorOverrideMode() == EDynamicMeshComponentColorOverrideMode::Constant)
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{
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ConstantVertexColor = Component->GetConstantOverrideColor();
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bIgnoreVertexColors = true;
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}
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bUsePerTriangleNormals = Component->GetFlatShadingEnabled();
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}
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FBaseDynamicMeshSceneProxy::~FBaseDynamicMeshSceneProxy()
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{
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// we are assuming in code below that this is always called from the rendering thread
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check(IsInRenderingThread());
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// destroy all existing renderbuffers
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for (FMeshRenderBufferSet* BufferSet : AllocatedBufferSets)
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{
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FMeshRenderBufferSet::DestroyRenderBufferSet(BufferSet);
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}
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}
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FMeshRenderBufferSet* FBaseDynamicMeshSceneProxy::AllocateNewRenderBufferSet()
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{
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// should we hang onto these and destroy them in constructor? leaving to subclass seems risky?
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FMeshRenderBufferSet* RenderBufferSet = new FMeshRenderBufferSet(GetScene().GetFeatureLevel());
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RenderBufferSet->Material = UMaterial::GetDefaultMaterial(MD_Surface);
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RenderBufferSet->bEnableRaytracing = this->bEnableRaytracing && this->IsVisibleInRayTracing();
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AllocatedSetsLock.Lock();
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AllocatedBufferSets.Add(RenderBufferSet);
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AllocatedSetsLock.Unlock();
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return RenderBufferSet;
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}
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void FBaseDynamicMeshSceneProxy::ReleaseRenderBufferSet(FMeshRenderBufferSet* BufferSet)
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{
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FScopeLock Lock(&AllocatedSetsLock);
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if (ensure(AllocatedBufferSets.Contains(BufferSet)))
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{
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AllocatedBufferSets.Remove(BufferSet);
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Lock.Unlock();
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FMeshRenderBufferSet::DestroyRenderBufferSet(BufferSet);
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}
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}
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int32 FBaseDynamicMeshSceneProxy::GetNumMaterials() const
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{
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return ParentBaseComponent->GetNumMaterials();
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}
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UMaterialInterface* FBaseDynamicMeshSceneProxy::GetMaterial(int32 k) const
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{
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UMaterialInterface* Material = ParentBaseComponent->GetMaterial(k);
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return (Material != nullptr) ? Material : UMaterial::GetDefaultMaterial(MD_Surface);
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}
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void FBaseDynamicMeshSceneProxy::UpdatedReferencedMaterials()
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{
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#if WITH_EDITOR
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TArray<UMaterialInterface*> Materials;
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ParentBaseComponent->GetUsedMaterials(Materials, true);
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// Temporarily disable material verification while the enqueued render command is in flight.
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// The original value for bVerifyUsedMaterials gets restored when the command is executed.
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// If we do not do this, material verification might spuriously fail in cases where the render command for changing
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// the verfifcation material is still in flight but the render thread is already trying to render the mesh.
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const uint8 bRestoreVerifyUsedMaterials = bVerifyUsedMaterials;
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bVerifyUsedMaterials = false;
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ENQUEUE_RENDER_COMMAND(FMeshRenderBufferSetDestroy)(
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[this, Materials, bRestoreVerifyUsedMaterials](FRHICommandListImmediate& RHICmdList)
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{
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this->SetUsedMaterialForVerification(Materials);
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this->bVerifyUsedMaterials = bRestoreVerifyUsedMaterials;
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});
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#endif
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}
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FMaterialRenderProxy* FBaseDynamicMeshSceneProxy::GetEngineVertexColorMaterialProxy(FMeshElementCollector& Collector, const FEngineShowFlags& EngineShowFlags, bool bProxyIsSelected, bool bIsHovered)
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{
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FMaterialRenderProxy* ForceOverrideMaterialProxy = nullptr;
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#if UE_ENABLE_DEBUG_DRAWING
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if (bProxyIsSelected && EngineShowFlags.VertexColors && AllowDebugViewmodes())
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{
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// Override the mesh's material with our material that draws the vertex colors
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UMaterial* VertexColorVisualizationMaterial = NULL;
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switch (GVertexColorViewMode)
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{
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case EVertexColorViewMode::Color:
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VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_ColorOnly;
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break;
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case EVertexColorViewMode::Alpha:
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VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_AlphaAsColor;
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break;
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case EVertexColorViewMode::Red:
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VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_RedOnly;
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break;
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case EVertexColorViewMode::Green:
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VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_GreenOnly;
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break;
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case EVertexColorViewMode::Blue:
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VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_BlueOnly;
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break;
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}
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check(VertexColorVisualizationMaterial != NULL);
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// Note: static mesh renderer does something more complicated involving per-section selection,
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// but whole component selection seems ok for now
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bool bSectionIsSelected = bProxyIsSelected;
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auto VertexColorVisualizationMaterialInstance = new FColoredMaterialRenderProxy(
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VertexColorVisualizationMaterial->GetRenderProxy(),
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GetSelectionColor(FLinearColor::White, bSectionIsSelected, bIsHovered)
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);
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Collector.RegisterOneFrameMaterialProxy(VertexColorVisualizationMaterialInstance);
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ForceOverrideMaterialProxy = VertexColorVisualizationMaterialInstance;
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}
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#endif
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return ForceOverrideMaterialProxy;
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}
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void FBaseDynamicMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_BaseDynamicMeshSceneProxy_GetDynamicMeshElements);
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const FEngineShowFlags& EngineShowFlags = ViewFamily.EngineShowFlags;
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bool bIsWireframeViewMode = (AllowDebugViewmodes() && EngineShowFlags.Wireframe);
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bool bWantWireframeOnShaded = ParentBaseComponent->GetEnableWireframeRenderPass();
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bool bWireframe = bIsWireframeViewMode || bWantWireframeOnShaded;
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const bool bProxyIsSelected = IsSelected();
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// Get wireframe material proxy if requested and available, otherwise disable wireframe
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FMaterialRenderProxy* WireframeMaterialProxy = nullptr;
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if (bWireframe)
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{
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UMaterialInterface* WireframeMaterial = UBaseDynamicMeshComponent::GetDefaultWireframeMaterial_RenderThread();
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if (WireframeMaterial != nullptr)
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{
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FLinearColor UseWireframeColor = (bProxyIsSelected && (bWantWireframeOnShaded == false || bIsWireframeViewMode)) ?
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GEngine->GetSelectedMaterialColor() : ParentBaseComponent->WireframeColor;
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FColoredMaterialRenderProxy* WireframeMaterialInstance = new FColoredMaterialRenderProxy(
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WireframeMaterial->GetRenderProxy(), UseWireframeColor);
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Collector.RegisterOneFrameMaterialProxy(WireframeMaterialInstance);
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WireframeMaterialProxy = WireframeMaterialInstance;
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}
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else
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{
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bWireframe = false;
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}
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}
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FMaterialRenderProxy* ForceOverrideMaterialProxy = GetEngineVertexColorMaterialProxy(Collector, EngineShowFlags, bProxyIsSelected, IsHovered());
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// If engine show flags aren't setting vertex color, also check if the component requested custom vertex color modes for the dynamic mesh
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if (!ForceOverrideMaterialProxy)
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{
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const bool bVertexColor = ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::VertexColors ||
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ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Polygroups ||
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ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Constant;
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if (bVertexColor)
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{
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ForceOverrideMaterialProxy = UBaseDynamicMeshComponent::GetDefaultVertexColorMaterial_RenderThread()->GetRenderProxy();
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}
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}
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ESceneDepthPriorityGroup DepthPriority = SDPG_World;
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TArray<FMeshRenderBufferSet*> Buffers;
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GetActiveRenderBufferSets(Buffers);
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FMaterialRenderProxy* SecondaryMaterialProxy = ForceOverrideMaterialProxy;
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if (ParentBaseComponent->HasSecondaryRenderMaterial() && ForceOverrideMaterialProxy == nullptr)
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{
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SecondaryMaterialProxy = ParentBaseComponent->GetSecondaryRenderMaterial()->GetRenderProxy();
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}
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bool bDrawSecondaryBuffers = ParentBaseComponent->GetSecondaryBuffersVisibility();
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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if (VisibilityMap & (1 << ViewIndex))
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{
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const FSceneView* View = Views[ViewIndex];
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bool bHasPrecomputedVolumetricLightmap;
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FMatrix PreviousLocalToWorld;
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int32 SingleCaptureIndex;
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bool bOutputVelocity;
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GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
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bOutputVelocity |= AlwaysHasVelocity();
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// Draw the mesh.
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for (FMeshRenderBufferSet* BufferSet : Buffers)
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{
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FMaterialRenderProxy* MaterialProxy = ForceOverrideMaterialProxy;
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if (!MaterialProxy)
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{
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UMaterialInterface* UseMaterial = BufferSet->Material;
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if (ParentBaseComponent->HasOverrideRenderMaterial(0))
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{
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UseMaterial = ParentBaseComponent->GetOverrideRenderMaterial(0);
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}
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MaterialProxy = UseMaterial->GetRenderProxy();
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}
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if (BufferSet->TriangleCount == 0)
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{
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continue;
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}
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// lock buffers so that they aren't modified while we are submitting them
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FScopeLock BuffersLock(&BufferSet->BuffersLock);
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// do we need separate one of these for each MeshRenderBufferSet?
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FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
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DynamicPrimitiveUniformBuffer.Set(GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, bOutputVelocity, GetCustomPrimitiveData());
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// If we want Wireframe-on-Shaded, we have to draw the solid. If View Mode Overrides are enabled, the solid
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// will be replaced with it's wireframe, so we might as well not.
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bool bDrawSolidWithWireframe = ( bWantWireframeOnShaded && (bIsWireframeViewMode == false || bEnableViewModeOverrides == false) );
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if (BufferSet->IndexBuffer.Indices.Num() > 0)
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{
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if (bWireframe)
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{
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if (bDrawSolidWithWireframe)
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{
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DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, MaterialProxy, /*bWireframe*/false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, WireframeMaterialProxy, /*bWireframe*/true, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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else
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{
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DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, MaterialProxy, /*bWireframe*/false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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}
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// draw secondary buffer if we have it, falling back to base material if we don't have the Secondary material
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FMaterialRenderProxy* UseSecondaryMaterialProxy = (SecondaryMaterialProxy != nullptr) ? SecondaryMaterialProxy : MaterialProxy;
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if (bDrawSecondaryBuffers && BufferSet->SecondaryIndexBuffer.Indices.Num() > 0 && UseSecondaryMaterialProxy != nullptr)
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{
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if (bWireframe)
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{
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if (bDrawSolidWithWireframe)
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{
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DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, /*bWireframe*/false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, /*bWireframe*/true, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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else
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{
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DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, /*bWireframe*/false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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}
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}
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}
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}
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}
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void FBaseDynamicMeshSceneProxy::DrawBatch(FMeshElementCollector& Collector, const FMeshRenderBufferSet& RenderBuffers, const FDynamicMeshIndexBuffer32& IndexBuffer, FMaterialRenderProxy* UseMaterial, bool bWireframe, ESceneDepthPriorityGroup DepthPriority, int ViewIndex, FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer) const
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{
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FMeshBatch& Mesh = Collector.AllocateMesh();
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FMeshBatchElement& BatchElement = Mesh.Elements[0];
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BatchElement.IndexBuffer = &IndexBuffer;
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Mesh.bWireframe = bWireframe;
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//Mesh.bDisableBackfaceCulling = bWireframe; // todo: doing this would be more consistent w/ other meshes in wireframe mode, but it is problematic for modeling tools - perhaps should be configurable
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Mesh.VertexFactory = &RenderBuffers.VertexFactory;
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Mesh.MaterialRenderProxy = UseMaterial;
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BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
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BatchElement.FirstIndex = 0;
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BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
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BatchElement.MinVertexIndex = 0;
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BatchElement.MaxVertexIndex = RenderBuffers.PositionVertexBuffer.GetNumVertices() - 1;
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Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
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Mesh.Type = PT_TriangleList;
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Mesh.DepthPriorityGroup = DepthPriority;
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// if this is a wireframe draw pass then we do not want to apply View Mode Overrides
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Mesh.bCanApplyViewModeOverrides = (bWireframe) ? false : this->bEnableViewModeOverrides;
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Collector.AddMesh(ViewIndex, Mesh);
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}
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#if RHI_RAYTRACING
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bool FBaseDynamicMeshSceneProxy::IsRayTracingRelevant() const
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{
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return true;
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}
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bool FBaseDynamicMeshSceneProxy::HasRayTracingRepresentation() const
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{
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return true;
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}
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void FBaseDynamicMeshSceneProxy::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext& Context, TArray<FRayTracingInstance>& OutRayTracingInstances)
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_BaseDynamicMeshSceneProxy_GetDynamicRayTracingInstances);
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ESceneDepthPriorityGroup DepthPriority = SDPG_World;
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TArray<FMeshRenderBufferSet*> Buffers;
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GetActiveRenderBufferSets(Buffers);
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// will use this material instead of any others below, if it becomes non-null
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UMaterialInterface* ForceOverrideMaterial = nullptr;
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const bool bVertexColor = ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::VertexColors ||
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ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Polygroups ||
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ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Constant;
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if (bVertexColor)
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{
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ForceOverrideMaterial = UBaseDynamicMeshComponent::GetDefaultVertexColorMaterial_RenderThread();
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}
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UMaterialInterface* UseSecondaryMaterial = ForceOverrideMaterial;
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if (ParentBaseComponent->HasSecondaryRenderMaterial() && ForceOverrideMaterial == nullptr)
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{
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UseSecondaryMaterial = ParentBaseComponent->GetSecondaryRenderMaterial();
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}
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bool bDrawSecondaryBuffers = ParentBaseComponent->GetSecondaryBuffersVisibility();
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bool bHasPrecomputedVolumetricLightmap;
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FMatrix PreviousLocalToWorld;
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int32 SingleCaptureIndex;
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bool bOutputVelocity;
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GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
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bOutputVelocity |= AlwaysHasVelocity();
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// is it safe to share this between primary and secondary raytracing batches?
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FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Context.RayTracingMeshResourceCollector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
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DynamicPrimitiveUniformBuffer.Set(GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, bOutputVelocity);
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// Draw the active buffer sets
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for (FMeshRenderBufferSet* BufferSet : Buffers)
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{
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UMaterialInterface* UseMaterial = BufferSet->Material;
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if (ParentBaseComponent->HasOverrideRenderMaterial(0))
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{
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UseMaterial = ParentBaseComponent->GetOverrideRenderMaterial(0);
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}
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if (ForceOverrideMaterial)
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{
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UseMaterial = ForceOverrideMaterial;
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}
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FMaterialRenderProxy* MaterialProxy = UseMaterial->GetRenderProxy();
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if (BufferSet->TriangleCount == 0)
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{
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continue;
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}
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if (BufferSet->bIsRayTracingDataValid == false)
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{
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continue;
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}
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// Lock buffers so that they aren't modified while we are submitting them.
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FScopeLock BuffersLock(&BufferSet->BuffersLock);
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// draw primary index buffer
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if (BufferSet->IndexBuffer.Indices.Num() > 0
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&& BufferSet->PrimaryRayTracingGeometry.RayTracingGeometryRHI.IsValid())
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{
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ensure(BufferSet->PrimaryRayTracingGeometry.Initializer.IndexBuffer.IsValid());
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DrawRayTracingBatch(Context, *BufferSet, BufferSet->IndexBuffer, BufferSet->PrimaryRayTracingGeometry, MaterialProxy, DepthPriority, DynamicPrimitiveUniformBuffer, OutRayTracingInstances);
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}
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// draw secondary index buffer if we have it, falling back to base material if we don't have the Secondary material
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FMaterialRenderProxy* UseSecondaryMaterialProxy = (UseSecondaryMaterial != nullptr) ? UseSecondaryMaterial->GetRenderProxy() : MaterialProxy;
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if (bDrawSecondaryBuffers
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&& BufferSet->SecondaryIndexBuffer.Indices.Num() > 0
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&& UseSecondaryMaterialProxy != nullptr
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&& BufferSet->SecondaryRayTracingGeometry.RayTracingGeometryRHI.IsValid())
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{
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ensure(BufferSet->SecondaryRayTracingGeometry.Initializer.IndexBuffer.IsValid());
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DrawRayTracingBatch(Context, *BufferSet, BufferSet->SecondaryIndexBuffer, BufferSet->SecondaryRayTracingGeometry, UseSecondaryMaterialProxy, DepthPriority, DynamicPrimitiveUniformBuffer, OutRayTracingInstances);
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}
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}
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}
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void FBaseDynamicMeshSceneProxy::DrawRayTracingBatch(FRayTracingMaterialGatheringContext& Context, const FMeshRenderBufferSet& RenderBuffers, const FDynamicMeshIndexBuffer32& IndexBuffer, FRayTracingGeometry& RayTracingGeometry, FMaterialRenderProxy* UseMaterialProxy, ESceneDepthPriorityGroup DepthPriority, FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer, TArray<FRayTracingInstance>& OutRayTracingInstances) const
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{
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ensure(RayTracingGeometry.Initializer.IndexBuffer.IsValid());
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FRayTracingInstance RayTracingInstance;
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RayTracingInstance.Geometry = &RayTracingGeometry;
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RayTracingInstance.InstanceTransforms.Add(GetLocalToWorld());
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uint32 SectionIdx = 0;
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FMeshBatch MeshBatch;
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MeshBatch.VertexFactory = &RenderBuffers.VertexFactory;
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MeshBatch.SegmentIndex = 0;
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MeshBatch.MaterialRenderProxy = UseMaterialProxy;
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MeshBatch.ReverseCulling = IsLocalToWorldDeterminantNegative();
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MeshBatch.Type = PT_TriangleList;
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MeshBatch.DepthPriorityGroup = DepthPriority;
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MeshBatch.bCanApplyViewModeOverrides = this->bEnableViewModeOverrides;
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MeshBatch.CastRayTracedShadow = IsShadowCast(Context.ReferenceView);
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FMeshBatchElement& BatchElement = MeshBatch.Elements[0];
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BatchElement.IndexBuffer = &IndexBuffer;
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BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
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BatchElement.FirstIndex = 0;
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BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
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BatchElement.MinVertexIndex = 0;
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BatchElement.MaxVertexIndex = RenderBuffers.PositionVertexBuffer.GetNumVertices() - 1;
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RayTracingInstance.Materials.Add(MeshBatch);
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OutRayTracingInstances.Add(RayTracingInstance);
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}
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#endif // RHI_RAYTRACING
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