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79 lines
2.7 KiB
C++
79 lines
2.7 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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CustomDepthRendering.cpp: CustomDepth rendering implementation.
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=============================================================================*/
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#include "RendererPrivate.h"
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#include "Engine.h"
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#include "ScenePrivate.h"
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#include "ScreenRendering.h"
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#include "PostProcessing.h"
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#include "RenderingCompositionGraph.h"
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#include "SceneFilterRendering.h"
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#include "SceneUtils.h"
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/*-----------------------------------------------------------------------------
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FCustomDepthPrimSet
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-----------------------------------------------------------------------------*/
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bool FCustomDepthPrimSet::DrawPrims(FRHICommandListImmediate& RHICmdList, const FViewInfo& View)
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{
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bool bDirty=false;
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if(Prims.Num())
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{
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SCOPED_DRAW_EVENT(RHICmdList, CustomDepth);
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for (int32 PrimIdx = 0; PrimIdx < Prims.Num(); PrimIdx++)
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{
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FPrimitiveSceneProxy* PrimitiveSceneProxy = Prims[PrimIdx];
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const FPrimitiveSceneInfo* PrimitiveSceneInfo = PrimitiveSceneProxy->GetPrimitiveSceneInfo();
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if (View.PrimitiveVisibilityMap[PrimitiveSceneInfo->GetIndex()])
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{
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const FPrimitiveViewRelevance& ViewRelevance = View.PrimitiveViewRelevanceMap[PrimitiveSceneInfo->GetIndex()];
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FDepthDrawingPolicyFactory::ContextType Context(DDM_AllOccluders);
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for (int32 MeshBatchIndex = 0; MeshBatchIndex < View.DynamicMeshElements.Num(); MeshBatchIndex++)
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{
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const FMeshBatchAndRelevance& MeshBatchAndRelevance = View.DynamicMeshElements[MeshBatchIndex];
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if (MeshBatchAndRelevance.PrimitiveSceneProxy == PrimitiveSceneProxy)
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{
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const FMeshBatch& MeshBatch = *MeshBatchAndRelevance.Mesh;
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FDepthDrawingPolicyFactory::DrawDynamicMesh(RHICmdList, View, Context, MeshBatch, false, true, MeshBatchAndRelevance.PrimitiveSceneProxy, MeshBatch.BatchHitProxyId);
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}
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}
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if (ViewRelevance.bStaticRelevance)
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{
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for (int32 StaticMeshIdx = 0; StaticMeshIdx < PrimitiveSceneInfo->StaticMeshes.Num(); StaticMeshIdx++)
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{
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const FStaticMesh& StaticMesh = PrimitiveSceneInfo->StaticMeshes[StaticMeshIdx];
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if (View.StaticMeshVisibilityMap[StaticMesh.Id])
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{
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float DitherValue = View.GetDitheredLODTransitionValue(StaticMesh);
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bDirty |= FDepthDrawingPolicyFactory::DrawStaticMesh(
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RHICmdList,
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View,
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FDepthDrawingPolicyFactory::ContextType(DDM_AllOccluders),
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StaticMesh,
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StaticMesh.Elements.Num() == 1 ? 1 : View.StaticMeshBatchVisibility[StaticMesh.Id],
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true,
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DitherValue,
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PrimitiveSceneProxy,
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StaticMesh.BatchHitProxyId
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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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}
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return bDirty;
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}
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