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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/CustomDepthRendering.cpp

79 lines
2.7 KiB
C++

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