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UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionISMPoolComponent.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "GeometryCollection/GeometryCollectionISMPoolComponent.h"
#include "Components/HierarchicalInstancedStaticMeshComponent.h"
#include "Engine/CollisionProfile.h"
#include "Engine/StaticMesh.h"
#include "GeometryCollection/GeometryCollectionComponent.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionISMPoolComponent)
// Use the FreeLists to enable recycling of ISM components.
// Might want to add a Tick function to keep the pool at a stable value over time.
// We would always want some spare components for fast allocation, but want to clean up when numbers get too high.
static bool GUseComponentFreeList = true;
FAutoConsoleVariableRef CVarISMPoolUseComponentFreeList(
TEXT("r.ISMPool.UseComponentFreeList"),
GUseComponentFreeList,
TEXT("Recycle ISM components in the ISMPool."));
static int32 GComponentFreeListTargetSize = 50;
FAutoConsoleVariableRef CVarISMPoolComponentFreeListTargetSize(
TEXT("r.ISMPool.ComponentFreeListTargetSize"),
GComponentFreeListTargetSize,
TEXT("Target size for number of ISM components in the ISMPool."));
FGeometryCollectionMeshGroup::FMeshId FGeometryCollectionMeshGroup::AddMesh(const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, const FGeometryCollectionMeshInfo& ISMInstanceInfo)
{
FMeshId* MeshIndex = Meshes.Find(MeshInstance);
if (MeshIndex)
{
return *MeshIndex;
}
const FMeshId MeshInfoIndex = MeshInfos.Emplace(ISMInstanceInfo);
Meshes.Add(MeshInstance, MeshInfoIndex);
return MeshInfoIndex;
}
bool FGeometryCollectionMeshGroup::BatchUpdateInstancesTransforms(FGeometryCollectionISMPool& ISMPool, FMeshId MeshId, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
return BatchUpdateInstancesTransforms(ISMPool, MeshId, StartInstanceIndex, MakeArrayView(NewInstancesTransforms), bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
bool FGeometryCollectionMeshGroup::BatchUpdateInstancesTransforms(FGeometryCollectionISMPool& ISMPool, FMeshId MeshId, int32 StartInstanceIndex, TArrayView<const FTransform> NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
if (MeshInfos.IsValidIndex(MeshId))
{
return ISMPool.BatchUpdateInstancesTransforms(MeshInfos[MeshId], StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid mesh Id (%d) for this mesh group"), MeshId);
return false;
}
void FGeometryCollectionMeshGroup::RemoveAllMeshes(FGeometryCollectionISMPool& ISMPool)
{
for (const FGeometryCollectionMeshInfo& MeshInfo: MeshInfos)
{
ISMPool.RemoveISM(MeshInfo);
}
MeshInfos.Empty();
Meshes.Empty();
}
void FGeometryCollectionISM::CreateISM(AActor* InOwningActor, bool bInUseHISM)
{
check(InOwningActor);
if (bInUseHISM)
{
ISMComponent = NewObject<UHierarchicalInstancedStaticMeshComponent>(InOwningActor, NAME_None, RF_Transient | RF_DuplicateTransient);
}
else
{
ISMComponent = NewObject<UInstancedStaticMeshComponent>(InOwningActor, NAME_None, RF_Transient | RF_DuplicateTransient);
}
ISMComponent->SetRemoveSwap();
ISMComponent->SetCanEverAffectNavigation(false);
ISMComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
InOwningActor->AddInstanceComponent(ISMComponent);
ISMComponent->RegisterComponent();
}
void FGeometryCollectionISM::InitISM(const FGeometryCollectionStaticMeshInstance& InMeshInstance)
{
MeshInstance = InMeshInstance;
check(MeshInstance.StaticMesh);
check(ISMComponent != nullptr);
#if WITH_EDITOR
const FName ISMName = MakeUniqueObjectName(ISMComponent->GetOwner(), UInstancedStaticMeshComponent::StaticClass(), InMeshInstance.StaticMesh->GetFName());
const FString ISMNameString = ISMName.ToString();
ISMComponent->Rename(*ISMNameString);
#endif
ISMComponent->SetStaticMesh(MeshInstance.StaticMesh);
ISMComponent->EmptyOverrideMaterials();
for (int32 MaterialIndex = 0; MaterialIndex < MeshInstance.MaterialsOverrides.Num(); MaterialIndex++)
{
ISMComponent->SetMaterial(MaterialIndex, MeshInstance.MaterialsOverrides[MaterialIndex]);
}
ISMComponent->NumCustomDataFloats = MeshInstance.Desc.NumCustomDataFloats;
for (int32 DataIndex = 0; DataIndex < MeshInstance.CustomPrimitiveData.Num(); DataIndex++)
{
ISMComponent->SetDefaultCustomPrimitiveDataFloat(DataIndex, MeshInstance.CustomPrimitiveData[DataIndex]);
}
const bool bReverseCulling = (MeshInstance.Desc.Flags & FISMComponentDescription::ReverseCulling) != 0;
// Instead of reverse culling we put the mirror in the component transform so that PRIMITIVE_SCENE_DATA_FLAG_DETERMINANT_SIGN will be set for use by materials.
//ISMComponent->SetReverseCulling(bReverseCulling);
const FVector Scale = bReverseCulling ? FVector(-1, 1, 1) : FVector(1, 1, 1);
ISMComponent->SetRelativeTransform(FTransform(FQuat::Identity, MeshInstance.Desc.Position, Scale));
ISMComponent->SetMobility((MeshInstance.Desc.Flags & FISMComponentDescription::StaticMobility) != 0 ? EComponentMobility::Static : EComponentMobility::Stationary);
ISMComponent->SetCachedMaxDrawDistance(MeshInstance.Desc.EndCullDistance);
ISMComponent->SetCullDistances(MeshInstance.Desc.StartCullDistance, MeshInstance.Desc.EndCullDistance);
ISMComponent->SetCastShadow((MeshInstance.Desc.Flags & FISMComponentDescription::AffectShadow) != 0);
ISMComponent->bAffectDynamicIndirectLighting = (MeshInstance.Desc.Flags & FISMComponentDescription::AffectDynamicIndirectLighting) != 0;
ISMComponent->bAffectDistanceFieldLighting = (MeshInstance.Desc.Flags & FISMComponentDescription::AffectDistanceFieldLighting) != 0;
ISMComponent->bWorldPositionOffsetWritesVelocity = (MeshInstance.Desc.Flags & FISMComponentDescription::WorldPositionOffsetWritesVelocity) != 0;
ISMComponent->bUseGpuLodSelection = (MeshInstance.Desc.Flags & FISMComponentDescription::GpuLodSelection) != 0;
ISMComponent->bOverrideMinLOD = MeshInstance.Desc.MinLod > 0;
ISMComponent->MinLOD = MeshInstance.Desc.MinLod;
ISMComponent->SetLODDistanceScale(MeshInstance.Desc.LodScale);
ISMComponent->SetMeshDrawCommandStatsCategory(MeshInstance.Desc.StatsCategory);
ISMComponent->ComponentTags = MeshInstance.Desc.Tags;
}
FInstanceGroups::FInstanceGroupId FGeometryCollectionISM::AddInstanceGroup(int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
// When adding new group it will always have a single range
const FInstanceGroups::FInstanceGroupId InstanceGroupIndex = InstanceGroups.AddGroup(InstanceCount);
const FInstanceGroups::FInstanceGroupRange& NewInstanceGroup = InstanceGroups.GroupRanges[InstanceGroupIndex];
FTransform ZeroScaleTransform;
ZeroScaleTransform.SetIdentityZeroScale();
TArray<FTransform> ZeroScaleTransforms;
ZeroScaleTransforms.Init(ZeroScaleTransform, InstanceCount);
ISMComponent->PreAllocateInstancesMemory(InstanceCount);
TArray<int32> RenderInstances = ISMComponent->AddInstances(ZeroScaleTransforms, true, true);
// Ensure that remapping arrays are big enough to hold any new items.
InstanceIndexToRenderIndex.SetNum(InstanceGroups.GetMaxInstanceIndex(), false);
RenderIndexToInstanceIndex.SetNum(ISMComponent->PerInstanceSMData.Num(), false);
// Store mapping between our fixed instance index and the mutable ISM render index.
// todo: Improve ISM API so that we don't need to pay the memory overhead here to manage this.
for (int32 InstanceIndex = 0; InstanceIndex < InstanceCount; ++InstanceIndex)
{
InstanceIndexToRenderIndex[NewInstanceGroup.Start + InstanceIndex] = RenderInstances[InstanceIndex];
RenderIndexToInstanceIndex[RenderInstances[InstanceIndex]] = NewInstanceGroup.Start + InstanceIndex;
}
// Set any custom data.
if (CustomDataFloats.Num())
{
const int32 NumCustomDataFloats = ISMComponent->NumCustomDataFloats;
if (ensure(NumCustomDataFloats * InstanceCount == CustomDataFloats.Num()))
{
for (int32 InstanceIndex = 0; InstanceIndex < InstanceCount; ++InstanceIndex)
{
ISMComponent->SetCustomData(RenderInstances[InstanceIndex], CustomDataFloats.Slice(InstanceIndex * NumCustomDataFloats, NumCustomDataFloats));
}
}
}
return InstanceGroupIndex;
}
FGeometryCollectionISMPool::FISMIndex FGeometryCollectionISMPool::AddISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance)
{
FISMIndex* ISMIndexPtr = MeshToISMIndex.Find(MeshInstance);
if (ISMIndexPtr != nullptr)
{
return *ISMIndexPtr;
}
// Take an ISM from the current FreeLists if available instead of allocating a new slot.
const bool bIsHISM = (MeshInstance.Desc.Flags & FISMComponentDescription::UseHISM) != 0;
FISMIndex ISMIndex = INDEX_NONE;
if (bIsHISM && FreeListHISM.Num())
{
ISMIndex = FreeListHISM.Last();
FreeListHISM.RemoveAt(FreeListHISM.Num() - 1);
}
else if (!bIsHISM && FreeListISM.Num())
{
ISMIndex = FreeListISM.Last();
FreeListISM.RemoveAt(FreeListISM.Num() - 1);
}
else if (FreeList.Num())
{
ISMIndex = FreeList.Last();
FreeList.RemoveAt(FreeList.Num() - 1);
ISMs[ISMIndex].CreateISM(OwningComponent->GetOwner(), bIsHISM);
}
else
{
ISMIndex = ISMs.AddDefaulted();
ISMs[ISMIndex].CreateISM(OwningComponent->GetOwner(), bIsHISM);
}
ISMs[ISMIndex].InitISM(MeshInstance);
MeshToISMIndex.Add(MeshInstance, ISMIndex);
return ISMIndex;
}
FGeometryCollectionMeshInfo FGeometryCollectionISMPool::AddISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
FGeometryCollectionMeshInfo Info;
Info.ISMIndex = AddISM(OwningComponent, MeshInstance);
Info.InstanceGroupIndex = ISMs[Info.ISMIndex].AddInstanceGroup(InstanceCount, CustomDataFloats);
return Info;
}
bool FGeometryCollectionISMPool::BatchUpdateInstancesTransforms(FGeometryCollectionMeshInfo& MeshInfo, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
return BatchUpdateInstancesTransforms(MeshInfo, StartInstanceIndex, MakeArrayView(NewInstancesTransforms), bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
bool FGeometryCollectionISMPool::BatchUpdateInstancesTransforms(FGeometryCollectionMeshInfo& MeshInfo, int32 StartInstanceIndex, TArrayView<const FTransform> NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
if (ISMs.IsValidIndex(MeshInfo.ISMIndex))
{
FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GroupRanges[MeshInfo.InstanceGroupIndex];
ensure((StartInstanceIndex + NewInstancesTransforms.Num()) <= InstanceGroup.Count);
// If ISM component has identity transform (the common case) then we can skip world space to component space maths inside BatchUpdateInstancesTransforms()
bWorldSpace &= !ISM.ISMComponent->GetComponentTransform().Equals(FTransform::Identity, 0.f);
int32 StartIndex = ISM.InstanceIndexToRenderIndex[InstanceGroup.Start];
int32 TransformIndex = 0;
int32 BatchCount = 1;
for (int InstanceIndex = StartInstanceIndex + 1; InstanceIndex < NewInstancesTransforms.Num(); ++InstanceIndex)
{
// Flush batch for non-sequential instances.
int32 RenderIndex = ISM.InstanceIndexToRenderIndex[InstanceGroup.Start + InstanceIndex];
if (RenderIndex != (StartIndex + BatchCount))
{
TArrayView<const FTransform> BatchedTransformsView = MakeArrayView(NewInstancesTransforms.GetData() + TransformIndex, BatchCount);
ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchedTransformsView, bWorldSpace, bMarkRenderStateDirty, bTeleport);
StartIndex = RenderIndex;
TransformIndex += BatchCount;
BatchCount = 0;
}
BatchCount++;
}
// last one
TArrayView<const FTransform> BatchedTransformsView = MakeArrayView(NewInstancesTransforms.GetData() + TransformIndex, BatchCount);
return ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchedTransformsView, bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid ISM Id (%d) when updating the transform "), MeshInfo.ISMIndex);
return false;
}
void FGeometryCollectionISMPool::RemoveISM(const FGeometryCollectionMeshInfo& MeshInfo)
{
if (ISMs.IsValidIndex(MeshInfo.ISMIndex))
{
FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GroupRanges[MeshInfo.InstanceGroupIndex];
TArray<int32> InstancesToRemove;
InstancesToRemove.SetNum(InstanceGroup.Count);
for (int32 InstanceIndex = 0; InstanceIndex < InstanceGroup.Count; ++InstanceIndex)
{
// We need render index to pass to the ISMComponent.
InstancesToRemove[InstanceIndex] = ISM.InstanceIndexToRenderIndex[InstanceGroup.Start + InstanceIndex];
// Clear the stored render index since we're about to remove it.
ISM.InstanceIndexToRenderIndex[InstanceGroup.Start + InstanceIndex] = -1;
}
// we sort the array on the spot because we use it after calling RemoveInstances to fix up our own indices
InstancesToRemove.Sort(TGreater<int32>());
constexpr bool bArrayAlreadySorted = true;
ISM.ISMComponent->RemoveInstances(InstancesToRemove, bArrayAlreadySorted);
// Fix up instance index remapping to match what will have happened in our ISM component in RemoveInstances()
check(ISM.ISMComponent->SupportsRemoveSwap());
for (int32 RenderIndex : InstancesToRemove)
{
ISM.RenderIndexToInstanceIndex.RemoveAtSwap(RenderIndex, 1, false);
if (RenderIndex < ISM.RenderIndexToInstanceIndex.Num())
{
const int32 MovedInstanceIndex = ISM.RenderIndexToInstanceIndex[RenderIndex];
ISM.InstanceIndexToRenderIndex[MovedInstanceIndex] = RenderIndex;
}
}
ISM.InstanceGroups.RemoveGroup(MeshInfo.InstanceGroupIndex);
if (ISM.InstanceGroups.IsEmpty())
{
// No live instances, so take opportunity to reset indexing.
ISM.InstanceGroups.Reset();
ISM.InstanceIndexToRenderIndex.Reset();
ISM.RenderIndexToInstanceIndex.Reset();
}
if (GUseComponentFreeList && ISM.ISMComponent->PerInstanceSMData.Num() == 0)
{
// Remove component and push this ISM slot to the free list.
MeshToISMIndex.Remove(ISM.MeshInstance);
const bool bIsHISM = (ISM.MeshInstance.Desc.Flags & FISMComponentDescription::UseHISM) != 0;
if (bIsHISM)
{
FreeListHISM.Add(MeshInfo.ISMIndex);
}
else
{
FreeListISM.Add(MeshInfo.ISMIndex);
}
#if WITH_EDITOR
ISM.ISMComponent->Rename(nullptr);
#endif
}
}
}
void FGeometryCollectionISMPool::Clear()
{
MeshToISMIndex.Reset();
FreeList.Reset();
FreeListISM.Reset();
FreeListHISM.Reset();
if (ISMs.Num() > 0)
{
if (AActor* OwningActor = ISMs[0].ISMComponent->GetOwner())
{
for(FGeometryCollectionISM& ISM : ISMs)
{
ISM.ISMComponent->UnregisterComponent();
ISM.ISMComponent->DestroyComponent();
OwningActor->RemoveInstanceComponent(ISM.ISMComponent);
}
}
ISMs.Reset();
}
}
void FGeometryCollectionISMPool::GarbageCollect()
{
// Release one component per call until we reach minimum pool size.
const int32 NumFreeISMSlots = FreeListISM.Num();
const int32 NumFreeHISMSlots = FreeListHISM.Num();
if (NumFreeISMSlots + NumFreeHISMSlots > GComponentFreeListTargetSize)
{
int32 ISMIndex = INDEX_NONE;
if (NumFreeHISMSlots >= NumFreeISMSlots)
{
ISMIndex = FreeListHISM.Last();
FreeListHISM.RemoveAt(FreeListHISM.Num() - 1);
}
else
{
ISMIndex = FreeListISM.Last();
FreeListISM.RemoveAt(FreeListISM.Num() - 1);
}
UInstancedStaticMeshComponent* ISM = ISMs[ISMIndex].ISMComponent;
ISM->UnregisterComponent();
ISM->DestroyComponent();
ISM->GetOwner()->RemoveInstanceComponent(ISM);
ISMs[ISMIndex].ISMComponent = nullptr;
FreeList.Add(ISMIndex);
}
}
UGeometryCollectionISMPoolComponent::UGeometryCollectionISMPoolComponent(const FObjectInitializer& ObjectInitializer)
: NextMeshGroupId(0)
{
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bStartWithTickEnabled = true;
PrimaryComponentTick.bAllowTickOnDedicatedServer = false;
PrimaryComponentTick.TickInterval = 0.25f;
}
void UGeometryCollectionISMPoolComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
Pool.GarbageCollect();
}
UGeometryCollectionISMPoolComponent::FMeshGroupId UGeometryCollectionISMPoolComponent::CreateMeshGroup()
{
MeshGroups.Add(NextMeshGroupId);
return NextMeshGroupId++;
}
void UGeometryCollectionISMPoolComponent::DestroyMeshGroup(FMeshGroupId MeshGroupId)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
MeshGroup->RemoveAllMeshes(Pool);
MeshGroups.Remove(MeshGroupId);
}
}
UGeometryCollectionISMPoolComponent::FMeshId UGeometryCollectionISMPoolComponent::AddMeshToGroup(FMeshGroupId MeshGroupId, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
const FGeometryCollectionMeshInfo ISMInstanceInfo = Pool.AddISM(this, MeshInstance, InstanceCount, CustomDataFloats);
return MeshGroup->AddMesh(MeshInstance, InstanceCount, ISMInstanceInfo);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to add a mesh to a mesh group (%d) that does not exists"), MeshGroupId);
return INDEX_NONE;
}
bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
return BatchUpdateInstancesTransforms(MeshGroupId, MeshId, StartInstanceIndex, MakeArrayView(NewInstancesTransforms), bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, TArrayView<const FTransform> NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
return MeshGroup->BatchUpdateInstancesTransforms(Pool, MeshId, StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to update instance with mesh group (%d) that not exists"), MeshGroupId);
return false;
}
void UGeometryCollectionISMPoolComponent::PreallocateMeshInstance(const FGeometryCollectionStaticMeshInstance& MeshInstance)
{
// If we are recycling components with a free list then we don't expect to have zero instance components.
// So don't do preallocation of components either in that case.
if (!GUseComponentFreeList)
{
Pool.AddISM(this, MeshInstance);
}
}
void UGeometryCollectionISMPoolComponent::GetResourceSizeEx(FResourceSizeEx& CumulativeResourceSize)
{
Super::GetResourceSizeEx(CumulativeResourceSize);
int32 SizeBytes =
MeshGroups.GetAllocatedSize()
+ Pool.MeshToISMIndex.GetAllocatedSize()
+ Pool.ISMs.GetAllocatedSize()
+ Pool.FreeList.GetAllocatedSize()
+ Pool.FreeListISM.GetAllocatedSize()
+ Pool.FreeListHISM.GetAllocatedSize();
for (FGeometryCollectionISM ISM : Pool.ISMs)
{
SizeBytes += ISM.InstanceIndexToRenderIndex.GetAllocatedSize()
+ ISM.RenderIndexToInstanceIndex.GetAllocatedSize()
+ ISM.InstanceGroups.GroupRanges.GetAllocatedSize()
+ ISM.InstanceGroups.FreeList.GetAllocatedSize();
}
CumulativeResourceSize.AddDedicatedSystemMemoryBytes(SizeBytes);
}