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The refactor to get rid of the FSceneTextures and FSceneTexturesConfig global singletons has also been preserved. The FViewFamilyInfo is used to hold those structures, so client facing API functions that lack a scene renderer reference can still pull the FSceneTextures[Config] from the view family pointer. All other scene renderer state has been moved from FViewFamilyInfo back into FSceneRenderer. #jira none #rnx #rb ola.olsson krzysztof.narkowicz zach.bethel #preflight 629f770e233ae0a8f8fb7f2e [CL 20540730 by jason hoerner in ue5-main branch]
48 lines
1.9 KiB
C++
48 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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MobileTranslucentRendering.cpp: translucent rendering implementation.
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=============================================================================*/
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#include "CoreMinimal.h"
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#include "HAL/IConsoleManager.h"
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#include "RHI.h"
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#include "HitProxies.h"
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#include "Shader.h"
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#include "StaticBoundShaderState.h"
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#include "SceneUtils.h"
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#include "RHIStaticStates.h"
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#include "PostProcess/SceneRenderTargets.h"
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#include "GlobalShader.h"
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#include "SceneRenderTargetParameters.h"
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#include "SceneRendering.h"
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#include "LightMapRendering.h"
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#include "MaterialShaderType.h"
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#include "MeshMaterialShaderType.h"
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#include "MeshMaterialShader.h"
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#include "BasePassRendering.h"
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#include "DynamicPrimitiveDrawing.h"
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#include "TranslucentRendering.h"
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#include "MobileBasePassRendering.h"
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#include "ScenePrivate.h"
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#include "ScreenRendering.h"
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#include "PostProcess/SceneFilterRendering.h"
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#include "PipelineStateCache.h"
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#include "MeshPassProcessor.inl"
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#include "ClearQuad.h"
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void FMobileSceneRenderer::RenderTranslucency(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
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{
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const bool bShouldRenderTranslucency = ShouldRenderTranslucency(StandardTranslucencyPass) && ViewFamily.EngineShowFlags.Translucency && !ViewFamily.UseDebugViewPS();
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if (bShouldRenderTranslucency)
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{
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CSV_SCOPED_TIMING_STAT_EXCLUSIVE(RenderTranslucency);
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SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime);
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SCOPED_DRAW_EVENT(RHICmdList, Translucency);
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SCOPED_GPU_STAT(RHICmdList, Translucency);
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RHICmdList.SetViewport(View.ViewRect.Min.X, View.ViewRect.Min.Y, 0.0f, View.ViewRect.Max.X, View.ViewRect.Max.Y, 1.0f);
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View.ParallelMeshDrawCommandPasses[StandardTranslucencyMeshPass].DispatchDraw(nullptr, RHICmdList, &MeshPassInstanceCullingDrawParams[StandardTranslucencyMeshPass]);
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}
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}
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