Files
UnrealEngineUWP/Engine/Source/Developer/MaterialBaking/Private/MaterialRenderItem.h
Daniel Wright dc8e85ddc6 Renamed FDrawingPolicyRenderState -> FMeshPassProcessorRenderState
#rb none

[CL 4736358 by Daniel Wright in Dev-Rendering branch]
2019-01-16 16:09:39 -05:00

52 lines
2.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CanvasTypes.h"
#include "MaterialRenderItemData.h"
#include "DynamicMeshBuilder.h"
class FSceneViewFamily;
class FMaterialRenderProxy;
class FSceneView;
class FRHICommandListImmediate;
struct FMaterialData;
struct FMeshData;
struct FMeshPassProcessorRenderState;
class FMeshMaterialRenderItem : public FCanvasBaseRenderItem
{
public:
FMeshMaterialRenderItem(const FMaterialData* InMaterialSettings, const FMeshData* InMeshSettings, EMaterialProperty InMaterialProperty);
/** Begin FCanvasBaseRenderItem overrides */
virtual bool Render_RenderThread(FRHICommandListImmediate& RHICmdList, FMeshPassProcessorRenderState& DrawRenderState, const FCanvas* Canvas) final;
virtual bool Render_GameThread(const FCanvas* Canvas, FRenderThreadScope& RenderScope) final;
/** End FCanvasBaseRenderItem overrides */
/** Populate vertices and indices according to available mesh data and otherwise uses simple quad */
void GenerateRenderData();
protected:
/** Enqueues the current material to be rendered */
void QueueMaterial(FRHICommandListImmediate& RHICmdList, FMeshPassProcessorRenderState& DrawRenderState, const FSceneView* View);
/** Helper functions to populate render data using either mesh data or a simple quad */
void PopulateWithQuadData();
void PopulateWithMeshData();
public:
/** Mesh and material settings to use while baking out the material */
const FMeshData* MeshSettings;
const FMaterialData* MaterialSettings;
/** Material property to bake out */
EMaterialProperty MaterialProperty;
/** Material render proxy (material/shader) to use while baking */
FMaterialRenderProxy* MaterialRenderProxy;
/** Vertex and index data representing the mesh or a quad */
TArray<FDynamicMeshVertex> Vertices;
TArray<uint32> Indices;
/** Light cache interface object to simulate lightmap behaviour in case the material used prebaked ambient occlusion */
FLightCacheInterface* LCI;
/** View family to use while baking */
FSceneViewFamily* ViewFamily;
};