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1000 lines
34 KiB
C++
1000 lines
34 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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MeshRendering.cpp: Mesh rendering implementation.
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=============================================================================*/
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#include "MaterialUtilitiesPrivatePCH.h"
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#include "Engine.h"
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#include "MeshRendering.h"
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#include "EngineModule.h"
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#include "LocalVertexFactory.h"
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#include "MeshBatch.h"
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#include "RendererInterface.h"
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#include "SceneUtils.h"
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#include "CanvasTypes.h"
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#include "Runtime/Engine/Classes/Materials/MaterialInterface.h"
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#include "Runtime/Engine/Classes/Materials/MaterialExpressionConstant.h"
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#include "Runtime/Engine/Classes/Engine/TextureRenderTarget2D.h"
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#include "Runtime/Engine/Classes/Engine/Texture2D.h"
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#include "Runtime/Engine/Classes/Engine/TextureCube.h"
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#include "Runtime/Engine/Public/TileRendering.h"
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#include "Runtime/Engine/Public/EngineModule.h"
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#include "Runtime/Engine/Public/ImageUtils.h"
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#include "Runtime/Engine/Public/CanvasTypes.h"
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#include "Runtime/Engine/Public/MaterialCompiler.h"
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#include "Runtime/Engine/Classes/Engine/TextureLODSettings.h"
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#include "Runtime/Engine/Classes/DeviceProfiles/DeviceProfileManager.h"
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#include "Runtime/Engine/Classes/Materials/MaterialParameterCollection.h"
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#include "RendererInterface.h"
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#include "Engine.h"
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#include "UnrealEd.h"
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#include "ThumbnailHelpers.h" // for FClassThumbnailScene
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#include "ShaderCompiler.h" // for GShaderCompilingManager
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FColor BoxBlurSample(TArray<FColor>& InBMP, int32 X, int32 Y, int32 InImageWidth, int32 InImageHeight, bool bIsNormalMap)
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{
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const int32 SampleCount = 8;
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static int32 PixelIndices[SampleCount] = { -(InImageWidth + 1), -InImageWidth, -(InImageWidth - 1),
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-1, 1,
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(InImageWidth + -1), InImageWidth, (InImageWidth + 1) };
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static int32 PixelOffsetX[SampleCount] = { -1, 0, 1,
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-1, 1,
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-1, 0, 1 };
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int32 PixelsSampled = 0;
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FLinearColor CombinedColor = FColor::Black;
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// Take samples for blur with square indices
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for (int32 SampleIndex = 0; SampleIndex < SampleCount; ++SampleIndex)
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{
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const int32 PixelIndex = ((Y * InImageWidth) + X) + PixelIndices[SampleIndex];
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const int32 XIndex = X + PixelOffsetX[SampleIndex];
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// Check if we are not out of texture bounds
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if (InBMP.IsValidIndex(PixelIndex) && XIndex >= 0 && XIndex < InImageWidth)
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{
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FLinearColor SampledColor = InBMP[PixelIndex].ReinterpretAsLinear();
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// Check if the pixel is a rendered one (not clear colour)
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if ((!(SampledColor.R == 1.0f && SampledColor.B == 1.0f && SampledColor.G == 0.0f)) && (!bIsNormalMap || SampledColor.B != 0.0f))
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{
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CombinedColor += SampledColor;
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++PixelsSampled;
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}
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}
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}
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CombinedColor /= PixelsSampled;
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if (PixelsSampled == 0)
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{
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return InBMP[((Y * InImageWidth) + X)];
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}
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return CombinedColor.ToFColor(false);
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}
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void PerformUVBorderSmear(TArray<FColor>& InBMP, int32 InImageWidth, int32 InImageHeight, bool IsNormalMap)
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{
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TArray<FColor> Swap;
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Swap.Append(InBMP);
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TArray<FColor>* Current = &InBMP;
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TArray<FColor>* Scratch = &Swap;
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bool bSwap = false;
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int32 MagentaPixels = 1;
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int32 LoopCount = 0;
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const int32 MaxIterations = 32;
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// Sampling
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while (MagentaPixels && (LoopCount <= MaxIterations))
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{
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MagentaPixels = 0;
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// Left / right, Top / down
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for (int32 Y = 0; Y < InImageHeight; Y++)
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{
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for (int32 X = 0; X < InImageWidth; X++)
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{
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int32 PixelIndex = (Y * InImageWidth) + X;
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FColor& Color = (*Current)[PixelIndex];
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if ((Color.R == 255 && Color.B == 255 && Color.G == 0) || (IsNormalMap && Color.B == 0))
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{
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MagentaPixels++;
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FColor SampledColor = BoxBlurSample(*Scratch, X, Y, InImageWidth, InImageHeight, IsNormalMap);
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// If it's a valid pixel
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if ((!(SampledColor.R == 255 && SampledColor.B == 255 && SampledColor.G == 0)) && (!IsNormalMap || SampledColor.B != 0))
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{
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Color = SampledColor;
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}
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else
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{
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// If we are at the end of our iterations, replace the pixels with black
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if (LoopCount == (MaxIterations - 1))
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{
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Color = FColor::Black;
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}
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}
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}
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}
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}
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TArray<FColor>& Temp = *Scratch;
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Scratch = Current;
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Current = &Temp;
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LoopCount++;
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}
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if (Current != &InBMP)
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{
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InBMP.Empty();
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InBMP.Append(*Current);
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}
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}
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/**
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* Vertex data for a screen quad.
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*/
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struct FMaterialMeshVertex
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{
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FVector Position;
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FPackedNormal TangentX,
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TangentZ;
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uint32 Color;
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FVector2D TextureCoordinate[MAX_STATIC_TEXCOORDS];
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void SetTangents(const FVector& InTangentX, const FVector& InTangentY, const FVector& InTangentZ)
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{
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TangentX = InTangentX;
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TangentZ = InTangentZ;
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// store determinant of basis in w component of normal vector
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TangentZ.Vector.W = GetBasisDeterminantSign(InTangentX, InTangentY, InTangentZ) < 0.0f ? 0 : 255;
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}
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};
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/**
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* A dummy vertex buffer used to give the FMeshVertexFactory something to reference as a stream source.
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*/
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class FMaterialMeshVertexBuffer : public FVertexBuffer
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{
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public:
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virtual void InitRHI() override
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{
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FRHIResourceCreateInfo CreateInfo;
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VertexBufferRHI = RHICreateVertexBuffer(sizeof(FMaterialMeshVertex), BUF_Static, CreateInfo);
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}
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};
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TGlobalResource<FMaterialMeshVertexBuffer> GDummyMeshRendererVertexBuffer;
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/**
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* Vertex factory for rendering meshes with materials.
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*/
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class FMeshVertexFactory : public FLocalVertexFactory
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{
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public:
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/** Default constructor. */
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FMeshVertexFactory()
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{
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FLocalVertexFactory::FDataType VertexData;
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// position
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VertexData.PositionComponent = FVertexStreamComponent(
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&GDummyMeshRendererVertexBuffer,
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STRUCT_OFFSET(FMaterialMeshVertex, Position),
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sizeof(FMaterialMeshVertex),
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VET_Float3
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);
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// tangents
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VertexData.TangentBasisComponents[0] = FVertexStreamComponent(
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&GDummyMeshRendererVertexBuffer,
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STRUCT_OFFSET(FMaterialMeshVertex, TangentX),
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sizeof(FMaterialMeshVertex),
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VET_PackedNormal
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);
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VertexData.TangentBasisComponents[1] = FVertexStreamComponent(
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&GDummyMeshRendererVertexBuffer,
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STRUCT_OFFSET(FMaterialMeshVertex, TangentZ),
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sizeof(FMaterialMeshVertex),
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VET_PackedNormal
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);
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// color
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VertexData.ColorComponent = FVertexStreamComponent(
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&GDummyMeshRendererVertexBuffer,
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STRUCT_OFFSET(FMaterialMeshVertex, Color),
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sizeof(FMaterialMeshVertex),
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VET_Color
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);
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// UVs
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int32 UVIndex;
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for (UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS - 1; UVIndex += 2)
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{
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VertexData.TextureCoordinates.Add(FVertexStreamComponent(
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&GDummyMeshRendererVertexBuffer,
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STRUCT_OFFSET(FMaterialMeshVertex, TextureCoordinate) + sizeof(FVector2D)* UVIndex,
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sizeof(FMaterialMeshVertex),
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VET_Float4
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));
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}
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// possible last UV channel if we have an odd number (by the way, MAX_STATIC_TEXCOORDS is even value, so most
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// likely the following code will never be executed)
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if (UVIndex < MAX_STATIC_TEXCOORDS)
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{
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VertexData.TextureCoordinates.Add(FVertexStreamComponent(
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&GDummyMeshRendererVertexBuffer,
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STRUCT_OFFSET(FMaterialMeshVertex, TextureCoordinate) + sizeof(FVector2D)* UVIndex,
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sizeof(FMaterialMeshVertex),
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VET_Float2
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));
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}
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ENQUEUE_UNIQUE_RENDER_COMMAND_TWOPARAMETER(
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FMeshVertexFactoryConstructor,
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FMeshVertexFactory*, FactoryParam, this,
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FLocalVertexFactory::FDataType, DataParam, VertexData,
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{
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FactoryParam->SetData(DataParam);
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}
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);
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FlushRenderingCommands();
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}
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};
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TGlobalResource<FMeshVertexFactory> GMeshVertexFactory;
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/**
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* Canvas render item enqueued into renderer command list.
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*/
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class FMeshMaterialRenderItem : public FCanvasBaseRenderItem
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{
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public:
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FMeshMaterialRenderItem(FSceneViewFamily* InViewFamily, const FRawMesh* InMesh, const FStaticLODModel* InLODModel, int32 InMaterialIndex, const FBox2D& InTexcoordBounds, const TArray<FVector2D>& InTexCoords, const FVector2D& InSize, const FMaterialRenderProxy* InMaterialRenderProxy, const FCanvas::FTransformEntry& InTransform /*= FCanvas::FTransformEntry(FMatrix::Identity)*/) : Data(new FRenderData(
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InViewFamily,
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InMesh,
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InLODModel,
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InMaterialIndex,
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InTexcoordBounds,
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InTexCoords,
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InSize,
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InMaterialRenderProxy,
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InTransform))
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{
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}
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~FMeshMaterialRenderItem()
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{
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}
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private:
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class FRenderData
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{
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public:
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FRenderData(
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FSceneViewFamily* InViewFamily,
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const FRawMesh* InMesh,
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const FStaticLODModel* InLODModel,
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int32 InMaterialIndex,
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const FBox2D& InTexcoordBounds,
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const TArray<FVector2D>& InTexCoords,
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const FVector2D& InSize,
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const FMaterialRenderProxy* InMaterialRenderProxy = NULL,
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const FCanvas::FTransformEntry& InTransform = FCanvas::FTransformEntry(FMatrix::Identity))
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: ViewFamily(InViewFamily)
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, StaticMesh(InMesh)
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, SkeletalMesh(InLODModel)
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, MaterialIndex(InMaterialIndex)
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, TexcoordBounds(InTexcoordBounds)
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, TexCoords(InTexCoords)
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, Size(InSize)
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, MaterialRenderProxy(InMaterialRenderProxy)
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, Transform(InTransform)
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{}
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FSceneViewFamily* ViewFamily;
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const FRawMesh* StaticMesh;
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const FStaticLODModel* SkeletalMesh;
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int32 MaterialIndex;
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FBox2D TexcoordBounds;
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const TArray<FVector2D>& TexCoords;
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FVector2D Size;
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const FMaterialRenderProxy* MaterialRenderProxy;
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FCanvas::FTransformEntry Transform;
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};
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FRenderData* Data;
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public:
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static void EnqueueMaterialRender(class FCanvas* InCanvas, FSceneViewFamily* InViewFamily, const FRawMesh* InMesh, const FStaticLODModel* InLODModel, int32 InMaterialIndex, const FBox2D& InTexcoordBounds, const TArray<FVector2D>& InTexCoords, const FVector2D& InSize, const FMaterialRenderProxy* InMaterialRenderProxy)
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{
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// get sort element based on the current sort key from top of sort key stack
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FCanvas::FCanvasSortElement& SortElement = InCanvas->GetSortElement(InCanvas->TopDepthSortKey());
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// get the current transform entry from top of transform stack
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const FCanvas::FTransformEntry& TopTransformEntry = InCanvas->GetTransformStack().Top();
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// create a render batch
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FMeshMaterialRenderItem* RenderBatch = new FMeshMaterialRenderItem(
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InViewFamily,
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InMesh,
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InLODModel,
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InMaterialIndex,
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InTexcoordBounds,
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InTexCoords,
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InSize,
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InMaterialRenderProxy,
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TopTransformEntry);
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SortElement.RenderBatchArray.Add(RenderBatch);
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}
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static int32 FillStaticMeshData(bool bDuplicateTris, const FRawMesh& RawMesh, FRenderData& Data, TArray<FMaterialMeshVertex>& OutVerts, TArray<int32>& OutIndices)
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{
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// count triangles for selected material
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int32 NumTris = 0;
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int32 TotalNumFaces = RawMesh.FaceMaterialIndices.Num();
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for (int32 FaceIndex = 0; FaceIndex < TotalNumFaces; FaceIndex++)
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{
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if (RawMesh.FaceMaterialIndices[FaceIndex] == Data.MaterialIndex)
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{
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NumTris++;
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}
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}
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if (NumTris == 0)
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{
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// there's nothing to do here
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return 0;
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}
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// vertices are not shared between triangles in FRawMesh, so NumVerts is NumTris * 3
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int32 NumVerts = NumTris * 3;
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// reserve renderer data
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OutVerts.Empty(NumVerts);
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OutIndices.Empty(bDuplicateTris ? NumVerts * 2 : NumVerts);
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float U = Data.TexcoordBounds.Min.X;
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float V = Data.TexcoordBounds.Min.Y;
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float SizeU = Data.TexcoordBounds.Max.X - Data.TexcoordBounds.Min.X;
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float SizeV = Data.TexcoordBounds.Max.Y - Data.TexcoordBounds.Min.Y;
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float ScaleX = (SizeU != 0) ? Data.Size.X / SizeU : 1.0;
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float ScaleY = (SizeV != 0) ? Data.Size.Y / SizeV : 1.0;
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uint32 DefaultColor = FColor::White.DWColor();
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// count number of texture coordinates for this mesh
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int32 NumTexcoords = 1;
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for (NumTexcoords = 1; NumTexcoords < MAX_STATIC_TEXCOORDS; NumTexcoords++)
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{
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if (RawMesh.WedgeTexCoords[NumTexcoords].Num() == 0)
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break;
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}
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// check if we should use NewUVs or original UV set
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bool bUseNewUVs = Data.TexCoords.Num() > 0;
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if (bUseNewUVs)
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{
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check(Data.TexCoords.Num() == RawMesh.WedgeTexCoords[0].Num());
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ScaleX = Data.Size.X;
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ScaleY = Data.Size.Y;
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}
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// add vertices
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int32 VertIndex = 0;
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bool bHasVertexColor = (RawMesh.WedgeColors.Num() > 0);
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for (int32 FaceIndex = 0; FaceIndex < TotalNumFaces; FaceIndex++)
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{
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if (RawMesh.FaceMaterialIndices[FaceIndex] == Data.MaterialIndex)
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{
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for (int32 Corner = 0; Corner < 3; Corner++)
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{
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int32 SrcVertIndex = FaceIndex * 3 + Corner;
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// add vertex
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FMaterialMeshVertex* Vert = new(OutVerts)FMaterialMeshVertex();
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if (!bUseNewUVs)
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{
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// compute vertex position from original UV
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const FVector2D& UV = RawMesh.WedgeTexCoords[0][SrcVertIndex];
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Vert->Position.Set((UV.X - U) * ScaleX, (UV.Y - V) * ScaleY, 0);
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}
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else
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{
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const FVector2D& UV = Data.TexCoords[SrcVertIndex];
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Vert->Position.Set(UV.X * ScaleX, UV.Y * ScaleY, 0);
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}
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Vert->SetTangents(RawMesh.WedgeTangentX[SrcVertIndex], RawMesh.WedgeTangentY[SrcVertIndex], RawMesh.WedgeTangentZ[SrcVertIndex]);
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for (int32 TexcoordIndex = 0; TexcoordIndex < NumTexcoords; TexcoordIndex++)
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Vert->TextureCoordinate[TexcoordIndex] = RawMesh.WedgeTexCoords[TexcoordIndex][SrcVertIndex];
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Vert->TextureCoordinate[6].X = RawMesh.VertexPositions[RawMesh.WedgeIndices[SrcVertIndex]].X;
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Vert->TextureCoordinate[6].Y = RawMesh.VertexPositions[RawMesh.WedgeIndices[SrcVertIndex]].Y;
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Vert->TextureCoordinate[7].X = RawMesh.VertexPositions[RawMesh.WedgeIndices[SrcVertIndex]].Z;
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Vert->Color = bHasVertexColor ? RawMesh.WedgeColors[SrcVertIndex].DWColor() : DefaultColor;
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// add index
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OutIndices.Add(VertIndex);
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VertIndex++;
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}
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if (bDuplicateTris)
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{
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// add the same triangle with opposite vertex order
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OutIndices.Add(VertIndex - 3);
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OutIndices.Add(VertIndex - 1);
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OutIndices.Add(VertIndex - 2);
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}
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}
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}
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return NumTris;
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}
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static int32 FillSkeletalMeshData(bool bDuplicateTris, const FStaticLODModel& LODModel, FRenderData& Data, TArray<FMaterialMeshVertex>& OutVerts, TArray<int32>& OutIndices)
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{
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TArray<FSoftSkinVertex> Vertices;
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FMultiSizeIndexContainerData IndexData;
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LODModel.GetVertices(Vertices);
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LODModel.MultiSizeIndexContainer.GetIndexBufferData(IndexData);
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int32 NumTris = 0;
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int32 NumVerts = 0;
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#if WITH_APEX_CLOTHING
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const int32 SectionCount = LODModel.NumNonClothingSections();
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#else
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const int32 SectionCount = LODModel.Sections.Num();
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#endif // #if WITH_APEX_CLOTHING
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// count triangles and vertices for selected material
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for (int32 SectionIndex = 0; SectionIndex < SectionCount; SectionIndex++)
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{
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const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
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if (Section.MaterialIndex == Data.MaterialIndex)
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{
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NumTris += Section.NumTriangles;
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NumVerts += Section.GetNumVertices();
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}
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}
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if (NumTris == 0)
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{
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// there's nothing to do here
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return 0;
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}
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bool bUseNewUVs = Data.TexCoords.Num() > 0;
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if (bUseNewUVs)
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{
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// we should split all merged vertices because UVs are prepared per-corner, i.e. has
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// (NumTris * 3) vertices
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NumVerts = NumTris * 3;
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}
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// reserve renderer data
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OutVerts.Empty(NumVerts);
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OutIndices.Empty(bDuplicateTris ? NumVerts * 2 : NumVerts);
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float U = Data.TexcoordBounds.Min.X;
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float V = Data.TexcoordBounds.Min.Y;
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float SizeU = Data.TexcoordBounds.Max.X - Data.TexcoordBounds.Min.X;
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float SizeV = Data.TexcoordBounds.Max.Y - Data.TexcoordBounds.Min.Y;
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float ScaleX = (SizeU != 0) ? Data.Size.X / SizeU : 1.0;
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float ScaleY = (SizeV != 0) ? Data.Size.Y / SizeV : 1.0;
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uint32 DefaultColor = FColor::White.DWColor();
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|
|
int32 NumTexcoords = LODModel.NumTexCoords;
|
|
|
|
// check if we should use NewUVs or original UV set
|
|
if (bUseNewUVs)
|
|
{
|
|
ScaleX = Data.Size.X;
|
|
ScaleY = Data.Size.Y;
|
|
}
|
|
|
|
// add vertices
|
|
if (!bUseNewUVs)
|
|
{
|
|
// Use original UV from mesh, render indexed mesh as indexed mesh.
|
|
|
|
uint32 FirstVertex = 0;
|
|
uint32 OutVertexIndex = 0;
|
|
|
|
for (int32 SectionIndex = 0; SectionIndex < SectionCount; SectionIndex++)
|
|
{
|
|
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
|
|
const int32 NumVertsInSection = Section.GetNumVertices();
|
|
|
|
if (Section.MaterialIndex == Data.MaterialIndex)
|
|
{
|
|
// offset to remap source mesh vertex index to destination vertex index
|
|
int32 IndexOffset = FirstVertex - OutVertexIndex;
|
|
|
|
// copy vertices
|
|
int32 SrcVertIndex = FirstVertex;
|
|
for (int32 VertIndex = 0; VertIndex < NumVertsInSection; VertIndex++)
|
|
{
|
|
const FSoftSkinVertex& SrcVert = Vertices[SrcVertIndex];
|
|
FMaterialMeshVertex* DstVert = new(OutVerts)FMaterialMeshVertex();
|
|
|
|
// compute vertex position from original UV
|
|
const FVector2D& UV = SrcVert.UVs[0];
|
|
DstVert->Position.Set((UV.X - U) * ScaleX, (UV.Y - V) * ScaleY, 0);
|
|
|
|
DstVert->SetTangents(SrcVert.TangentX, SrcVert.TangentY, SrcVert.TangentZ);
|
|
for (int32 TexcoordIndex = 0; TexcoordIndex < NumTexcoords; TexcoordIndex++)
|
|
DstVert->TextureCoordinate[TexcoordIndex] = SrcVert.UVs[TexcoordIndex];
|
|
DstVert->Color = SrcVert.Color.DWColor();
|
|
|
|
SrcVertIndex++;
|
|
OutVertexIndex++;
|
|
}
|
|
|
|
// copy indices
|
|
int32 Index = Section.BaseIndex;
|
|
for (uint32 TriIndex = 0; TriIndex < Section.NumTriangles; TriIndex++)
|
|
{
|
|
uint32 Index0 = IndexData.Indices[Index++] - IndexOffset;
|
|
uint32 Index1 = IndexData.Indices[Index++] - IndexOffset;
|
|
uint32 Index2 = IndexData.Indices[Index++] - IndexOffset;
|
|
OutIndices.Add(Index0);
|
|
OutIndices.Add(Index1);
|
|
OutIndices.Add(Index2);
|
|
if (bDuplicateTris)
|
|
{
|
|
// add the same triangle with opposite vertex order
|
|
OutIndices.Add(Index0);
|
|
OutIndices.Add(Index2);
|
|
OutIndices.Add(Index1);
|
|
}
|
|
}
|
|
}
|
|
FirstVertex += NumVertsInSection;
|
|
}
|
|
}
|
|
else // bUseNewUVs
|
|
{
|
|
// Use external UVs. These UVs are prepared per-corner, so we should convert indexed mesh to non-indexed, without
|
|
// sharing of vertices between triangles.
|
|
|
|
uint32 OutVertexIndex = 0;
|
|
|
|
for (int32 SectionIndex = 0; SectionIndex < SectionCount; SectionIndex++)
|
|
{
|
|
const FSkelMeshSection& Section = LODModel.Sections[SectionIndex];
|
|
|
|
if (Section.MaterialIndex == Data.MaterialIndex)
|
|
{
|
|
// copy vertices
|
|
int32 LastIndex = Section.BaseIndex + Section.NumTriangles * 3;
|
|
for (int32 Index = Section.BaseIndex; Index < LastIndex; Index += 3)
|
|
{
|
|
for (int32 Corner = 0; Corner < 3; Corner++)
|
|
{
|
|
int32 CornerIndex = Index + Corner;
|
|
int32 SrcVertIndex = IndexData.Indices[CornerIndex];
|
|
const FSoftSkinVertex& SrcVert = Vertices[SrcVertIndex];
|
|
FMaterialMeshVertex* DstVert = new(OutVerts)FMaterialMeshVertex();
|
|
|
|
const FVector2D& UV = Data.TexCoords[CornerIndex];
|
|
DstVert->Position.Set(UV.X * ScaleX, UV.Y * ScaleY, 0);
|
|
|
|
DstVert->SetTangents(SrcVert.TangentX, SrcVert.TangentY, SrcVert.TangentZ);
|
|
for (int32 TexcoordIndex = 0; TexcoordIndex < NumTexcoords; TexcoordIndex++)
|
|
DstVert->TextureCoordinate[TexcoordIndex] = SrcVert.UVs[TexcoordIndex];
|
|
DstVert->Color = SrcVert.Color.DWColor();
|
|
|
|
OutIndices.Add(OutVertexIndex);
|
|
OutVertexIndex++;
|
|
}
|
|
if (bDuplicateTris)
|
|
{
|
|
// add the same triangle with opposite vertex order
|
|
OutIndices.Add(OutVertexIndex - 3);
|
|
OutIndices.Add(OutVertexIndex - 1);
|
|
OutIndices.Add(OutVertexIndex - 2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return NumTris;
|
|
}
|
|
|
|
static int32 FillQuadData(FRenderData& Data, TArray<FMaterialMeshVertex>& OutVerts, TArray<int32>& OutIndices)
|
|
{
|
|
OutVerts.Empty(4);
|
|
OutIndices.Empty(6);
|
|
|
|
float U = Data.TexcoordBounds.Min.X;
|
|
float V = Data.TexcoordBounds.Min.Y;
|
|
float SizeU = Data.TexcoordBounds.Max.X - Data.TexcoordBounds.Min.X;
|
|
float SizeV = Data.TexcoordBounds.Max.Y - Data.TexcoordBounds.Min.Y;
|
|
float ScaleX = (SizeU != 0) ? Data.Size.X / SizeU : 1.0;
|
|
float ScaleY = (SizeV != 0) ? Data.Size.Y / SizeV : 1.0;
|
|
uint32 DefaultColor = FColor::White.DWColor();
|
|
|
|
// add vertices
|
|
for (int32 VertIndex = 0; VertIndex < 4; VertIndex++)
|
|
{
|
|
FMaterialMeshVertex* Vert = new(OutVerts)FMaterialMeshVertex();
|
|
|
|
int X = VertIndex & 1;
|
|
int Y = (VertIndex >> 1) & 1;
|
|
|
|
Vert->Position.Set(ScaleX * X, ScaleY * Y, 0);
|
|
Vert->SetTangents(FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1));
|
|
FMemory::Memzero(&Vert->TextureCoordinate, sizeof(Vert->TextureCoordinate));
|
|
Vert->TextureCoordinate[0].Set(U + SizeU * X, V + SizeV * Y);
|
|
Vert->Color = DefaultColor;
|
|
}
|
|
|
|
// add indices
|
|
static const int32 Indices[6] = { 0, 2, 1, 2, 3, 1 };
|
|
OutIndices.Append(Indices, 6);
|
|
|
|
return 2;
|
|
}
|
|
|
|
static void RenderMaterial(FRHICommandListImmediate& RHICmdList, const class FSceneView& View, FRenderData& Data)
|
|
{
|
|
FMeshBatch MeshElement;
|
|
MeshElement.VertexFactory = &GMeshVertexFactory;
|
|
MeshElement.DynamicVertexStride = sizeof(FMaterialMeshVertex);
|
|
MeshElement.ReverseCulling = false;
|
|
MeshElement.UseDynamicData = true;
|
|
MeshElement.Type = PT_TriangleList;
|
|
MeshElement.DepthPriorityGroup = SDPG_Foreground;
|
|
FMeshBatchElement& BatchElement = MeshElement.Elements[0];
|
|
BatchElement.PrimitiveUniformBufferResource = &GIdentityPrimitiveUniformBuffer;
|
|
#if SHOW_WIREFRAME_MESH
|
|
MeshElement.bWireframe = true;
|
|
#endif
|
|
|
|
// Check if material is TwoSided - single-sided materials should be rendered with normal and reverse
|
|
// triangle corner orders, to avoid problems with inside-out meshes or mesh parts. Note:
|
|
// FExportMaterialProxy::GetMaterial() (which is really called here) ignores 'InFeatureLevel' parameter.
|
|
const FMaterial* Material = Data.MaterialRenderProxy->GetMaterial(GMaxRHIFeatureLevel);
|
|
bool bIsMaterialTwoSided = Material->IsTwoSided();
|
|
|
|
TArray<FMaterialMeshVertex> Verts;
|
|
TArray<int32> Indices;
|
|
|
|
int32 NumTris = 0;
|
|
if (Data.StaticMesh != nullptr)
|
|
{
|
|
check(Data.SkeletalMesh == nullptr)
|
|
NumTris = FillStaticMeshData(!bIsMaterialTwoSided, *Data.StaticMesh, Data, Verts, Indices);
|
|
}
|
|
else if (Data.SkeletalMesh != nullptr)
|
|
{
|
|
NumTris = FillSkeletalMeshData(!bIsMaterialTwoSided, *Data.SkeletalMesh, Data, Verts, Indices);
|
|
}
|
|
else
|
|
{
|
|
// both are null, use simple rectangle
|
|
NumTris = FillQuadData(Data, Verts, Indices);
|
|
}
|
|
if (NumTris == 0)
|
|
{
|
|
// there's nothing to do here
|
|
return;
|
|
}
|
|
|
|
MeshElement.UseDynamicData = true;
|
|
MeshElement.DynamicVertexData = Verts.GetData();
|
|
MeshElement.MaterialRenderProxy = Data.MaterialRenderProxy;
|
|
|
|
// an attempt to use index data
|
|
BatchElement.FirstIndex = 0;
|
|
BatchElement.NumPrimitives = bIsMaterialTwoSided ? NumTris : NumTris * 2;
|
|
BatchElement.DynamicIndexData = Indices.GetData();
|
|
BatchElement.DynamicIndexStride = sizeof(int32);
|
|
BatchElement.MinVertexIndex = 0;
|
|
BatchElement.MaxVertexIndex = Verts.Num() - 1;
|
|
|
|
GetRendererModule().DrawTileMesh(RHICmdList, View, MeshElement, false /*bIsHitTesting*/, FHitProxyId());
|
|
}
|
|
|
|
virtual bool Render_RenderThread(FRHICommandListImmediate& RHICmdList, const FCanvas* Canvas)
|
|
{
|
|
checkSlow(Data);
|
|
// current render target set for the canvas
|
|
const FRenderTarget* CanvasRenderTarget = Canvas->GetRenderTarget();
|
|
FIntRect ViewRect(FIntPoint(0, 0), CanvasRenderTarget->GetSizeXY());
|
|
|
|
// make a temporary view
|
|
FSceneViewInitOptions ViewInitOptions;
|
|
ViewInitOptions.ViewFamily = Data->ViewFamily;
|
|
ViewInitOptions.SetViewRectangle(ViewRect);
|
|
ViewInitOptions.ViewOrigin = FVector::ZeroVector;
|
|
ViewInitOptions.ViewRotationMatrix = FMatrix::Identity;
|
|
ViewInitOptions.ProjectionMatrix = Data->Transform.GetMatrix();
|
|
ViewInitOptions.BackgroundColor = FLinearColor::Black;
|
|
ViewInitOptions.OverlayColor = FLinearColor::White;
|
|
|
|
bool bNeedsToSwitchVerticalAxis = RHINeedsToSwitchVerticalAxis(Canvas->GetShaderPlatform()) && !Canvas->GetAllowSwitchVerticalAxis();
|
|
check(bNeedsToSwitchVerticalAxis == false);
|
|
|
|
FSceneView* View = new FSceneView(ViewInitOptions);
|
|
|
|
RenderMaterial(RHICmdList, *View, *Data);
|
|
|
|
delete View;
|
|
if (Canvas->GetAllowedModes() & FCanvas::Allow_DeleteOnRender)
|
|
{
|
|
delete Data;
|
|
}
|
|
if (Canvas->GetAllowedModes() & FCanvas::Allow_DeleteOnRender)
|
|
{
|
|
Data = NULL;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
virtual bool Render_GameThread(const FCanvas* Canvas)
|
|
{
|
|
checkSlow(Data);
|
|
// current render target set for the canvas
|
|
const FRenderTarget* CanvasRenderTarget = Canvas->GetRenderTarget();
|
|
FIntRect ViewRect(FIntPoint(0, 0), CanvasRenderTarget->GetSizeXY());
|
|
|
|
// make a temporary view
|
|
FSceneViewInitOptions ViewInitOptions;
|
|
ViewInitOptions.ViewFamily = Data->ViewFamily;
|
|
ViewInitOptions.SetViewRectangle(ViewRect);
|
|
ViewInitOptions.ViewOrigin = FVector::ZeroVector;
|
|
ViewInitOptions.ViewRotationMatrix = FMatrix::Identity;
|
|
ViewInitOptions.ProjectionMatrix = Data->Transform.GetMatrix();
|
|
ViewInitOptions.BackgroundColor = FLinearColor::Black;
|
|
ViewInitOptions.OverlayColor = FLinearColor::White;
|
|
|
|
FSceneView* View = new FSceneView(ViewInitOptions);
|
|
|
|
bool bNeedsToSwitchVerticalAxis = RHINeedsToSwitchVerticalAxis(Canvas->GetShaderPlatform()) && !Canvas->GetAllowSwitchVerticalAxis();
|
|
check(bNeedsToSwitchVerticalAxis == false);
|
|
struct FDrawMaterialParameters
|
|
{
|
|
FSceneView* View;
|
|
FRenderData* RenderData;
|
|
uint32 AllowedCanvasModes;
|
|
};
|
|
FDrawMaterialParameters DrawMaterialParameters =
|
|
{
|
|
View,
|
|
Data,
|
|
Canvas->GetAllowedModes()
|
|
};
|
|
ENQUEUE_UNIQUE_RENDER_COMMAND_ONEPARAMETER(
|
|
DrawMaterialCommand,
|
|
FDrawMaterialParameters, Parameters, DrawMaterialParameters,
|
|
{
|
|
RenderMaterial(RHICmdList, *Parameters.View, *Parameters.RenderData);
|
|
|
|
delete Parameters.View;
|
|
if (Parameters.AllowedCanvasModes & FCanvas::Allow_DeleteOnRender)
|
|
{
|
|
delete Parameters.RenderData;
|
|
}
|
|
});
|
|
if (Canvas->GetAllowedModes() & FCanvas::Allow_DeleteOnRender)
|
|
{
|
|
Data = NULL;
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
|
|
bool FMeshRenderer::RenderMaterial(struct FMaterialMergeData& InMaterialData, FMaterialRenderProxy* InMaterialProxy, EMaterialProperty InMaterialProperty, UTextureRenderTarget2D* InRenderTarget, TArray<FColor>& OutBMP)
|
|
{
|
|
check(IsInGameThread());
|
|
check(InRenderTarget);
|
|
FTextureRenderTargetResource* RTResource = InRenderTarget->GameThread_GetRenderTargetResource();
|
|
|
|
{
|
|
// Create a canvas for the render target and clear it to black
|
|
FCanvas Canvas(RTResource, NULL, FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime, GMaxRHIFeatureLevel);
|
|
|
|
#if 0 // original FFlattenMaterial code - kept here for comparison
|
|
|
|
#if !SHOW_WIREFRAME_MESH
|
|
Canvas.Clear(InRenderTarget->ClearColor);
|
|
#else
|
|
Canvas.Clear(FLinearColor::Yellow);
|
|
#endif
|
|
|
|
FVector2D UV0(InMaterialData.TexcoordBounds.Min.X, InMaterialData.TexcoordBounds.Min.Y);
|
|
FVector2D UV1(InMaterialData.TexcoordBounds.Max.X, InMaterialData.TexcoordBounds.Max.Y);
|
|
FCanvasTileItem TileItem(FVector2D(0.0f, 0.0f), InMaterialProxy, FVector2D(InRenderTarget->SizeX, InRenderTarget->SizeY), UV0, UV1);
|
|
TileItem.bFreezeTime = true;
|
|
Canvas.DrawItem(TileItem);
|
|
|
|
Canvas.Flush_GameThread();
|
|
#else
|
|
|
|
// create ViewFamily
|
|
float CurrentRealTime = 0.f;
|
|
float CurrentWorldTime = 0.f;
|
|
float DeltaWorldTime = 0.f;
|
|
|
|
const FRenderTarget* CanvasRenderTarget = Canvas.GetRenderTarget();
|
|
FSceneViewFamily ViewFamily(FSceneViewFamily::ConstructionValues(
|
|
CanvasRenderTarget,
|
|
NULL,
|
|
FEngineShowFlags(ESFIM_Game))
|
|
.SetWorldTimes(CurrentWorldTime, DeltaWorldTime, CurrentRealTime)
|
|
.SetGammaCorrection(CanvasRenderTarget->GetDisplayGamma()));
|
|
|
|
static bool GRendererInitialized = false;
|
|
|
|
if (!GRendererInitialized)
|
|
{
|
|
// Force global shaders to be compiled and saved
|
|
if (GShaderCompilingManager)
|
|
{
|
|
// Process any asynchronous shader compile results that are ready, limit execution time
|
|
GShaderCompilingManager->ProcessAsyncResults(false, true);
|
|
}
|
|
|
|
// Initialize the renderer in a case if material LOD computed in UStaticMesh::PostLoad()
|
|
// when loading a scene on UnrealEd startup. Use GetRendererModule().BeginRenderingViewFamily()
|
|
// for that. Prepare a dummy scene because it is required by that function.
|
|
FClassThumbnailScene DummyScene;
|
|
DummyScene.SetClass(AStaticMeshActor::StaticClass());
|
|
ViewFamily.Scene = DummyScene.GetScene();
|
|
int32 X = 0, Y = 0, Width = 256, Height = 256;
|
|
DummyScene.GetView(&ViewFamily, X, Y, Width, Height);
|
|
GetRendererModule().BeginRenderingViewFamily(&Canvas, &ViewFamily);
|
|
GRendererInitialized = true;
|
|
ViewFamily.Scene = NULL;
|
|
}
|
|
|
|
#if !SHOW_WIREFRAME_MESH
|
|
Canvas.Clear(InRenderTarget->ClearColor);
|
|
#else
|
|
Canvas.Clear(FLinearColor::Yellow);
|
|
#endif
|
|
|
|
// add item for rendering
|
|
FMeshMaterialRenderItem::EnqueueMaterialRender(
|
|
&Canvas,
|
|
&ViewFamily,
|
|
InMaterialData.Mesh,
|
|
InMaterialData.LODModel,
|
|
InMaterialData.MaterialIndex,
|
|
InMaterialData.TexcoordBounds,
|
|
InMaterialData.TexCoords,
|
|
FVector2D(InRenderTarget->SizeX, InRenderTarget->SizeY),
|
|
InMaterialProxy
|
|
);
|
|
|
|
// rendering is performed here
|
|
Canvas.Flush_GameThread();
|
|
#endif
|
|
|
|
FlushRenderingCommands();
|
|
Canvas.SetRenderTarget_GameThread(NULL);
|
|
FlushRenderingCommands();
|
|
}
|
|
|
|
bool bNormalmap = (InMaterialProperty == MP_Normal);
|
|
FReadSurfaceDataFlags ReadPixelFlags(bNormalmap ? RCM_SNorm : RCM_UNorm);
|
|
ReadPixelFlags.SetLinearToGamma(false);
|
|
|
|
bool result = false;
|
|
|
|
if (InMaterialProperty != MP_EmissiveColor)
|
|
{
|
|
// Read normal color image
|
|
result = RTResource->ReadPixels(OutBMP, ReadPixelFlags);
|
|
}
|
|
else
|
|
{
|
|
// Read HDR emissive image
|
|
TArray<FFloat16Color> Color16;
|
|
result = RTResource->ReadFloat16Pixels(Color16);
|
|
// Find color scale value
|
|
float MaxValue = 0;
|
|
for (int32 PixelIndex = 0; PixelIndex < Color16.Num(); PixelIndex++)
|
|
{
|
|
FFloat16Color& Pixel16 = Color16[PixelIndex];
|
|
float R = Pixel16.R.GetFloat();
|
|
float G = Pixel16.G.GetFloat();
|
|
float B = Pixel16.B.GetFloat();
|
|
float Max = FMath::Max3(R, G, B);
|
|
if (Max > MaxValue)
|
|
{
|
|
MaxValue = Max;
|
|
}
|
|
}
|
|
if (MaxValue <= 0.01f)
|
|
{
|
|
// Black emissive, drop it
|
|
return false;
|
|
}
|
|
// Now convert Float16 to Color
|
|
OutBMP.SetNumUninitialized(Color16.Num());
|
|
float Scale = 255.0f / MaxValue;
|
|
for (int32 PixelIndex = 0; PixelIndex < Color16.Num(); PixelIndex++)
|
|
{
|
|
FFloat16Color& Pixel16 = Color16[PixelIndex];
|
|
FColor& Pixel8 = OutBMP[PixelIndex];
|
|
Pixel8.R = (uint8)FMath::RoundToInt(Pixel16.R.GetFloat() * Scale);
|
|
Pixel8.G = (uint8)FMath::RoundToInt(Pixel16.G.GetFloat() * Scale);
|
|
Pixel8.B = (uint8)FMath::RoundToInt(Pixel16.B.GetFloat() * Scale);
|
|
}
|
|
InMaterialData.EmissiveScale = MaxValue;
|
|
}
|
|
|
|
PerformUVBorderSmear(OutBMP, InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight(), bNormalmap);
|
|
|
|
//#define SAVE_INTERMEDIATE_TEXTURES 1
|
|
#ifdef SAVE_INTERMEDIATE_TEXTURES
|
|
FilenameString = FString::Printf(
|
|
TEXT( "D:/TextureTest/%s-mat%d-prop%d.bmp"),
|
|
*InMaterialProxy->GetFriendlyName(), InMaterialData.MaterialIndex, (int32)InMaterialProperty);
|
|
FFileHelper::CreateBitmap(*FilenameString, InRenderTarget->GetSurfaceWidth(), InRenderTarget->GetSurfaceHeight(), OutBMP.GetData());
|
|
#endif // SAVE_INTERMEDIATE_TEXTURES
|
|
return result;
|
|
}
|
|
|
|
bool FMeshRenderer::RenderMaterialTexCoordScales(struct FMaterialMergeData& InMaterialData, FMaterialRenderProxy* InMaterialProxy, UTextureRenderTarget2D* InRenderTarget, TArray<FFloat16Color>& OutScales)
|
|
{
|
|
check(IsInGameThread());
|
|
check(InRenderTarget);
|
|
// create ViewFamily
|
|
float CurrentRealTime = 0.f;
|
|
float CurrentWorldTime = 0.f;
|
|
float DeltaWorldTime = 0.f;
|
|
|
|
// Create a canvas for the render target and clear it to black
|
|
FTextureRenderTargetResource* RTResource = InRenderTarget->GameThread_GetRenderTargetResource();
|
|
FCanvas Canvas(RTResource, NULL, FApp::GetCurrentTime() - GStartTime, FApp::GetDeltaTime(), FApp::GetCurrentTime() - GStartTime, GMaxRHIFeatureLevel);
|
|
const FRenderTarget* CanvasRenderTarget = Canvas.GetRenderTarget();
|
|
Canvas.Clear(FLinearColor::Black);
|
|
|
|
// Set show flag view mode to output tex coord scale
|
|
FEngineShowFlags ShowFlags(ESFIM_Game);
|
|
ApplyViewMode(VMI_MaterialTexCoordScalesAccuracy, false, ShowFlags);
|
|
ShowFlags.MaterialTexCoordScalesAnalysis = true; // This will bind the DVSM_MaterialTexCoordScalesAnalysis
|
|
|
|
FSceneViewFamily ViewFamily(FSceneViewFamily::ConstructionValues(CanvasRenderTarget, nullptr, ShowFlags)
|
|
.SetWorldTimes(CurrentWorldTime, DeltaWorldTime, CurrentRealTime)
|
|
.SetGammaCorrection(CanvasRenderTarget->GetDisplayGamma()));
|
|
|
|
// The next line ensures a constant view vector of (0,0,1) for all pixels. Required because here SVPositionToTranslatedWorld is identity, making excessive view angle increase per pixel.
|
|
// That creates bad side effects for anything that depends on the view vector, like parallax or bump offset mappings. For those, we want the tangent
|
|
// space view vector to be perpendicular to the surface in order to generate the same results as if the feature was turned off. Which gives the good results
|
|
// since any sub height sampling would in pratice requires less and less texture resolution, where as we are only concerned about the highest resolution the material needs.
|
|
// This can be seen in the debug view mode, by a checkboard of white and cyan (up to green) values. The white value meaning the highest resolution taken is the good one
|
|
// (blue meaning the texture has more resolution than required). Checkboard are only possible when a texture is sampled several times, like in parallax.
|
|
//
|
|
// Additionnal to affecting the view vector, it also forces a constant world position value, zeroing any textcoord scales that depends on the world position (as the UV don't change).
|
|
// This is alright thought since the uniform quad can obviously not compute a valid mapping for world space texture mapping (only rendering the mesh at its world position could fix that).
|
|
// The zero scale will be caught as an error, and the computed scale will fallback to 1.f
|
|
ViewFamily.bNullifyWorldSpacePosition = true;
|
|
|
|
// add item for rendering
|
|
FMeshMaterialRenderItem::EnqueueMaterialRender(
|
|
&Canvas,
|
|
&ViewFamily,
|
|
InMaterialData.Mesh,
|
|
InMaterialData.LODModel,
|
|
InMaterialData.MaterialIndex,
|
|
InMaterialData.TexcoordBounds,
|
|
InMaterialData.TexCoords,
|
|
FVector2D(InRenderTarget->SizeX, InRenderTarget->SizeY),
|
|
InMaterialProxy
|
|
);
|
|
|
|
// rendering is performed here
|
|
Canvas.Flush_GameThread();
|
|
|
|
FlushRenderingCommands();
|
|
Canvas.SetRenderTarget_GameThread(NULL);
|
|
FlushRenderingCommands();
|
|
|
|
return RTResource->ReadFloat16Pixels(OutScales);
|
|
} |