ue渲染列表

scenevisibility.cpp

 

MarkRelevant()

逐个primitive 加到 分属于各个pass的渲染list

 

ComputeDynamicMeshRelevance()

NumElements = MeshBatch.Mesh->Elements.Num();

每个pass里elements数量更新

 

MobileBasePass.cpp

FMobileBasePassMeshProcessor::Process()

定义回调

meshBatch

FMeshPassProcessor postprocess前面各个pass继承这个processor有自己的rendering

 

MobileShadingRenderer.cpp

SetupMobileBasePassAfterShadowInit()

添加回调

 

总的结构

renderer里 排布各个pass

pass用的数据来自meshPassProcessor  (FCustomDepthPassMeshProcessor)

xxRendering里(或者setup)定义processor addMeshBatch,用父类meshPassProcessor.addMeshBatch 

它们被renderer的render()调用 位于renderer这层 物理位置在rendering.cpp

 

FPrimitiveViewRelevance

 

FPrimitiveSceneProxy::FPrimitiveSceneProxy(const UPrimitiveComponent* InComponent, FName InResourceName)

, bCastVolumetricTranslucentShadow(InComponent->bCastDynamicShadow && InComponent->CastShadow && InComponent->bCastVolumetricTranslucentShadow)

 

if (MeshBatch.CastShadow)
	{
		// Determine the mesh's material and blend mode.
		const FMaterialRenderProxy* FallbackMaterialRenderProxyPtr = nullptr;
		const FMaterial& Material = MeshBatch.MaterialRenderProxy->GetMaterialWithFallback(FeatureLevel, FallbackMaterialRenderProxyPtr);
		const FMaterialRenderProxy& MaterialRenderProxy = FallbackMaterialRenderProxyPtr ? *FallbackMaterialRenderProxyPtr : *MeshBatch.MaterialRenderProxy;

		const EBlendMode BlendMode = Material.GetBlendMode();
		const float MaterialTranslucentShadowStartOffset = Material.GetTranslucentShadowStartOffset();
		const FMeshDrawingPolicyOverrideSettings OverrideSettings = ComputeMeshOverrideSettings(MeshBatch);
		const ERasterizerFillMode MeshFillMode = ComputeMeshFillMode(MeshBatch, Material, OverrideSettings);
		const ERasterizerCullMode MeshCullMode = ComputeMeshCullMode(MeshBatch, Material, OverrideSettings);
		const bool bIsTranslucent = IsTranslucentBlendMode(BlendMode);

  开关数据放在material里 用这种方式拿到

  还可以放component 作用于整个mesh的数据 

 

设置pass rt

BeginRenderPass

posted on 2021-01-08 13:45  minggoddess  阅读(330)  评论(0编辑  收藏  举报