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This helps to cut fog shader code and state setup from most of the draws #rb Sebastien.Hillaire #ROBOMERGE-AUTHOR: dmitriy.dyomin #ROBOMERGE-SOURCE: CL 18721502 via CL 18721505 via CL 18721507 via CL 18724684 via CL 18725109 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472) [CL 18725126 by dmitriy dyomin in ue5-main branch]
171 lines
6.0 KiB
C++
171 lines
6.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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SkyPassRendering.cpp: Sky pass rendering implementation.
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=============================================================================*/
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#include "SkyPassRendering.h"
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#include "BasePassRendering.h"
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#include "MobileBasePassRendering.h"
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#include "DeferredShadingRenderer.h"
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#include "ScenePrivate.h"
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#include "SceneRendering.h"
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#include "MeshPassProcessor.inl"
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FSkyPassMeshProcessor::FSkyPassMeshProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, const FMeshPassProcessorRenderState& InPassDrawRenderState, FMeshPassDrawListContext* InDrawListContext)
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: FMeshPassProcessor(Scene, Scene->GetFeatureLevel(), InViewIfDynamicMeshCommand, InDrawListContext)
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, PassDrawRenderState(InPassDrawRenderState)
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{
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}
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void FSkyPassMeshProcessor::AddMeshBatch(const FMeshBatch& RESTRICT MeshBatch, uint64 BatchElementMask, const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy, int32 StaticMeshId)
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{
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const FMaterialRenderProxy* MaterialRenderProxy = MeshBatch.MaterialRenderProxy;
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while (MaterialRenderProxy)
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{
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const FMaterial* Material = MaterialRenderProxy->GetMaterialNoFallback(FeatureLevel);
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if (Material && Material->IsSky())
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{
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if (TryAddMeshBatch(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, *MaterialRenderProxy, *Material))
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{
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break;
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}
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}
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MaterialRenderProxy = MaterialRenderProxy->GetFallback(FeatureLevel);
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}
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}
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bool FSkyPassMeshProcessor::TryAddMeshBatch(
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const FMeshBatch& RESTRICT MeshBatch,
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uint64 BatchElementMask,
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const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
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int32 StaticMeshId,
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const FMaterialRenderProxy& MaterialRenderProxy,
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const FMaterial& Material)
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{
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const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
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const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, Material, OverrideSettings);
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const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, Material, OverrideSettings);
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return Process(MeshBatch, BatchElementMask, PrimitiveSceneProxy, StaticMeshId, MaterialRenderProxy, Material, MeshFillMode, MeshCullMode);
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}
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bool FSkyPassMeshProcessor::Process(
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const FMeshBatch& MeshBatch,
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uint64 BatchElementMask,
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const FPrimitiveSceneProxy* RESTRICT PrimitiveSceneProxy,
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int32 StaticMeshId,
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const FMaterialRenderProxy& RESTRICT MaterialRenderProxy,
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const FMaterial& RESTRICT MaterialResource,
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ERasterizerFillMode MeshFillMode,
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ERasterizerCullMode MeshCullMode)
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{
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typedef FUniformLightMapPolicy LightMapPolicyType;
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FUniformLightMapPolicy NoLightmapPolicy(LMP_NO_LIGHTMAP);
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const FVertexFactory* VertexFactory = MeshBatch.VertexFactory;
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if (Scene->GetShadingPath()==EShadingPath::Deferred)
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{
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TMeshProcessorShaders<
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TBasePassVertexShaderPolicyParamType<LightMapPolicyType>,
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TBasePassPixelShaderPolicyParamType<LightMapPolicyType>> SkyPassShaders;
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const bool bRenderSkylight = false;
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if (!GetBasePassShaders<LightMapPolicyType>(
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MaterialResource,
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VertexFactory->GetType(),
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NoLightmapPolicy,
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FeatureLevel,
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bRenderSkylight,
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false,
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&SkyPassShaders.VertexShader,
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&SkyPassShaders.PixelShader
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))
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{
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return false;
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}
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TBasePassShaderElementData<LightMapPolicyType> ShaderElementData(nullptr);
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ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);
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const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(SkyPassShaders.VertexShader, SkyPassShaders.PixelShader);
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BuildMeshDrawCommands(
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MeshBatch,
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BatchElementMask,
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PrimitiveSceneProxy,
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MaterialRenderProxy,
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MaterialResource,
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PassDrawRenderState,
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SkyPassShaders,
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MeshFillMode,
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MeshCullMode,
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SortKey,
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EMeshPassFeatures::Default,
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ShaderElementData);
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}
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else
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{
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TMeshProcessorShaders<
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TMobileBasePassVSPolicyParamType<LightMapPolicyType>,
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TMobileBasePassPSPolicyParamType<LightMapPolicyType>> SkyPassShaders;
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if (!MobileBasePass::GetShaders(
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LMP_NO_LIGHTMAP,
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0,
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MaterialResource,
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VertexFactory->GetType(),
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false,
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SkyPassShaders.VertexShader,
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SkyPassShaders.PixelShader
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))
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{
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return false;
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}
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// Mask sky pixels so we can skip them when rendering per-pixel fog
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PassDrawRenderState.SetDepthStencilState(TStaticDepthStencilState<
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false, CF_DepthNearOrEqual,
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true, CF_Always, SO_Keep, SO_Keep, SO_Replace,
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false, CF_Always, SO_Keep, SO_Keep, SO_Keep,
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0x00, STENCIL_MOBILE_SKY_MASK>::GetRHI());
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PassDrawRenderState.SetStencilRef(1);
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TMobileBasePassShaderElementData<LightMapPolicyType> ShaderElementData(nullptr, false);
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ShaderElementData.InitializeMeshMaterialData(ViewIfDynamicMeshCommand, PrimitiveSceneProxy, MeshBatch, StaticMeshId, false);
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const FMeshDrawCommandSortKey SortKey = CalculateMeshStaticSortKey(SkyPassShaders.VertexShader, SkyPassShaders.PixelShader);
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BuildMeshDrawCommands(
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MeshBatch,
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BatchElementMask,
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PrimitiveSceneProxy,
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MaterialRenderProxy,
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MaterialResource,
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PassDrawRenderState,
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SkyPassShaders,
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MeshFillMode,
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MeshCullMode,
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SortKey,
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EMeshPassFeatures::Default,
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ShaderElementData);
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}
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return true;
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}
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FMeshPassProcessor* CreateSkyPassProcessor(const FScene* Scene, const FSceneView* InViewIfDynamicMeshCommand, FMeshPassDrawListContext* InDrawListContext)
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{
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FMeshPassProcessorRenderState DrawRenderState;
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FExclusiveDepthStencil::Type BasePassDepthStencilAccess_NoDepthWrite = FExclusiveDepthStencil::Type(Scene->DefaultBasePassDepthStencilAccess & ~FExclusiveDepthStencil::DepthWrite);
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SetupBasePassState(BasePassDepthStencilAccess_NoDepthWrite, false, DrawRenderState);
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return new(FMemStack::Get()) FSkyPassMeshProcessor(Scene, InViewIfDynamicMeshCommand, DrawRenderState, InDrawListContext);
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}
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FRegisterPassProcessorCreateFunction RegisterSkyPass(&CreateSkyPassProcessor, EShadingPath::Deferred, EMeshPass::SkyPass, EMeshPassFlags::MainView);
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FRegisterPassProcessorCreateFunction RegisterMobileSkyPass(&CreateSkyPassProcessor, EShadingPath::Mobile, EMeshPass::SkyPass, EMeshPassFlags::MainView);
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