// Copyright Epic Games, Inc. All Rights Reserved. #include "MeshRepresentationCommon.h" #include "HAL/PlatformMemory.h" #include "MaterialShared.h" #include "MeshUtilities.h" #include "MeshUtilitiesPrivate.h" #include "DerivedMeshDataTaskUtils.h" static FVector3f UniformSampleHemisphere(FVector2D Uniforms) { Uniforms = Uniforms * 2.0f - 1.0f; if (Uniforms == FVector2D::ZeroVector) { return FVector3f::ZeroVector; } float R; float Theta; if (FMath::Abs(Uniforms.X) > FMath::Abs(Uniforms.Y)) { R = Uniforms.X; Theta = (float)PI / 4 * (Uniforms.Y / Uniforms.X); } else { R = Uniforms.Y; Theta = (float)PI / 2 - (float)PI / 4 * (Uniforms.X / Uniforms.Y); } // concentric disk sample const float U = R * FMath::Cos(Theta); const float V = R * FMath::Sin(Theta); const float R2 = R * R; // map to hemisphere [P. Shirley, Kenneth Chiu; 1997; A Low Distortion Map Between Disk and Square] return FVector3f(U * FMath::Sqrt(2 - R2), V * FMath::Sqrt(2 - R2), 1.0f - R2); } void MeshUtilities::GenerateStratifiedUniformHemisphereSamples(int32 NumSamples, FRandomStream& RandomStream, TArray& Samples) { const int32 NumSamplesDim = FMath::TruncToInt(FMath::Sqrt((float)NumSamples)); Samples.Empty(NumSamplesDim * NumSamplesDim); for (int32 IndexX = 0; IndexX < NumSamplesDim; IndexX++) { for (int32 IndexY = 0; IndexY < NumSamplesDim; IndexY++) { const float U1 = RandomStream.GetFraction(); const float U2 = RandomStream.GetFraction(); const float Fraction1 = (IndexX + U1) / (float)NumSamplesDim; const float Fraction2 = (IndexY + U2) / (float)NumSamplesDim; FVector3f Tmp = UniformSampleHemisphere(FVector2D(Fraction1, Fraction2)); // Workaround issue with compiler optimization by using copy constructor here. Samples.Add(FVector3f(Tmp)); } } } // [Frisvad 2012, "Building an Orthonormal Basis from a 3D Unit Vector Without Normalization"] FMatrix44f MeshRepresentation::GetTangentBasisFrisvad(FVector3f TangentZ) { FVector3f TangentX; FVector3f TangentY; if (TangentZ.Z < -0.9999999f) { TangentX = FVector3f(0, -1, 0); TangentY = FVector3f(-1, 0, 0); } else { float A = 1.0f / (1.0f + TangentZ.Z); float B = -TangentZ.X * TangentZ.Y * A; TangentX = FVector3f(1.0f - TangentZ.X * TangentZ.X * A, B, -TangentZ.X); TangentY = FVector3f(B, 1.0f - TangentZ.Y * TangentZ.Y * A, -TangentZ.Y); } FMatrix44f LocalBasis; LocalBasis.SetIdentity(); LocalBasis.SetAxis(0, TangentX); LocalBasis.SetAxis(1, TangentY); LocalBasis.SetAxis(2, TangentZ); return LocalBasis; } #if USE_EMBREE void EmbreeFilterFunc(const struct RTCFilterFunctionNArguments* args) { FEmbreeGeometry* EmbreeGeometry = (FEmbreeGeometry*)args->geometryUserPtr; FEmbreeTriangleDesc Desc = EmbreeGeometry->TriangleDescs[RTCHitN_primID(args->hit, 1, 0)]; FEmbreeIntersectionContext& IntersectionContext = *static_cast(args->context); IntersectionContext.ElementIndex = Desc.ElementIndex; const RTCHit& EmbreeHit = *(RTCHit*)args->hit; if (IntersectionContext.SkipPrimId != RTC_INVALID_GEOMETRY_ID && IntersectionContext.SkipPrimId == EmbreeHit.primID) { // Ignore hit in order to continue tracing args->valid[0] = 0; } } void EmbreeErrorFunc(void* userPtr, RTCError code, const char* str) { FString ErrorString; TArray& ErrorStringArray = ErrorString.GetCharArray(); ErrorStringArray.Empty(); int32 StrLen = FCStringAnsi::Strlen(str); int32 Length = FUTF8ToTCHAR_Convert::ConvertedLength(str, StrLen); ErrorStringArray.AddUninitialized(Length + 1); // +1 for the null terminator FUTF8ToTCHAR_Convert::Convert(ErrorStringArray.GetData(), ErrorStringArray.Num(), reinterpret_cast(str), StrLen); ErrorStringArray[Length] = TEXT('\0'); UE_LOG(LogMeshUtilities, Error, TEXT("Embree error: %s Code=%u"), *ErrorString, (uint32)code); } #endif void MeshRepresentation::SetupEmbreeScene( FString MeshName, const FSourceMeshDataForDerivedDataTask& SourceMeshData, const FStaticMeshLODResources& LODModel, const TArray& SectionData, bool bGenerateAsIfTwoSided, bool bIncludeTranslucentTriangles, FEmbreeScene& EmbreeScene) { const uint32 NumVertices = SourceMeshData.IsValid() ? SourceMeshData.GetNumVertices() : LODModel.VertexBuffers.PositionVertexBuffer.GetNumVertices(); const uint32 NumIndices = SourceMeshData.IsValid() ? SourceMeshData.GetNumIndices() : LODModel.IndexBuffer.GetNumIndices(); const int32 NumTriangles = NumIndices / 3; EmbreeScene.NumIndices = NumTriangles; const FStaticMeshSectionArray& Sections = SourceMeshData.IsValid() ? SourceMeshData.Sections : LODModel.Sections; TArray > BuildTriangles; #if USE_EMBREE EmbreeScene.bUseEmbree = true; if (EmbreeScene.bUseEmbree) { EmbreeScene.EmbreeDevice = rtcNewDevice(nullptr); rtcSetDeviceErrorFunction(EmbreeScene.EmbreeDevice, EmbreeErrorFunc, nullptr); RTCError ReturnErrorNewDevice = rtcGetDeviceError(EmbreeScene.EmbreeDevice); if (ReturnErrorNewDevice == RTC_ERROR_OUT_OF_MEMORY) { UE_LOG(LogMeshUtilities, Warning, TEXT("GenerateSignedDistanceFieldVolumeData failed for %s. Embree rtcNewDevice failed to allocate memory."), *MeshName); FPlatformMemory::OnOutOfMemory(0, 16); return; } if (ReturnErrorNewDevice != RTC_ERROR_NONE) { UE_LOG(LogMeshUtilities, Warning, TEXT("GenerateSignedDistanceFieldVolumeData failed for %s. Embree rtcNewDevice failed. Code: %d"), *MeshName, (int32)ReturnErrorNewDevice); return; } EmbreeScene.EmbreeScene = rtcNewScene(EmbreeScene.EmbreeDevice); rtcSetSceneFlags(EmbreeScene.EmbreeScene, RTC_SCENE_FLAG_NONE); RTCError ReturnErrorNewScene = rtcGetDeviceError(EmbreeScene.EmbreeDevice); if (ReturnErrorNewScene == RTC_ERROR_OUT_OF_MEMORY) { UE_LOG(LogMeshUtilities, Warning, TEXT("GenerateSignedDistanceFieldVolumeData failed for %s. Embree rtcNewScene failed to allocate memory."), *MeshName); FPlatformMemory::OnOutOfMemory(0, 16); return; } if (ReturnErrorNewScene != RTC_ERROR_NONE) { UE_LOG(LogMeshUtilities, Warning, TEXT("GenerateSignedDistanceFieldVolumeData failed for %s. Embree rtcNewScene failed. Code: %d"), *MeshName, (int32)ReturnErrorNewScene); rtcReleaseDevice(EmbreeScene.EmbreeDevice); return; } } #endif /* if (LODModel.Sections.Num() > SectionData.Num()) { UE_LOG(LogMeshUtilities, Warning, TEXT("Unexpected number of mesh sections when setting up Embree Scene for %s."), *MeshName); } */ TArray FilteredTriangles; FilteredTriangles.Empty(NumTriangles); for (int32 TriangleIndex = 0; TriangleIndex < NumTriangles; ++TriangleIndex) { FVector3f V0, V1, V2; if (SourceMeshData.IsValid()) { const uint32 I0 = SourceMeshData.TriangleIndices[TriangleIndex * 3 + 0]; const uint32 I1 = SourceMeshData.TriangleIndices[TriangleIndex * 3 + 1]; const uint32 I2 = SourceMeshData.TriangleIndices[TriangleIndex * 3 + 2]; V0 = SourceMeshData.VertexPositions[I0]; V1 = SourceMeshData.VertexPositions[I1]; V2 = SourceMeshData.VertexPositions[I2]; } else { const FIndexArrayView Indices = LODModel.IndexBuffer.GetArrayView(); const uint32 I0 = Indices[TriangleIndex * 3 + 0]; const uint32 I1 = Indices[TriangleIndex * 3 + 1]; const uint32 I2 = Indices[TriangleIndex * 3 + 2]; V0 = LODModel.VertexBuffers.PositionVertexBuffer.VertexPosition(I0); V1 = LODModel.VertexBuffers.PositionVertexBuffer.VertexPosition(I1); V2 = LODModel.VertexBuffers.PositionVertexBuffer.VertexPosition(I2); } const FVector3f TriangleNormal = ((V1 - V2) ^ (V0 - V2)); const bool bDegenerateTriangle = TriangleNormal.SizeSquared() < SMALL_NUMBER; if (!bDegenerateTriangle) { bool bIncludeTriangle = false; for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); SectionIndex++) { const FStaticMeshSection& Section = Sections[SectionIndex]; if ((uint32)(TriangleIndex * 3) >= Section.FirstIndex && (uint32)(TriangleIndex * 3) < Section.FirstIndex + Section.NumTriangles * 3) { if (SectionData.IsValidIndex(SectionIndex)) { const bool bIsOpaqueOrMasked = !IsTranslucentBlendMode(SectionData[SectionIndex].BlendMode); bIncludeTriangle = (bIsOpaqueOrMasked || bIncludeTranslucentTriangles) && SectionData[SectionIndex].bAffectDistanceFieldLighting; } break; } } if (bIncludeTriangle) { FilteredTriangles.Add(TriangleIndex); } } } const int32 NumBufferVerts = 1; // Reserve extra space at the end of the array, as embree has an internal bug where they read and discard 4 bytes off the end of the array EmbreeScene.Geometry.VertexArray.Empty(NumVertices + NumBufferVerts); EmbreeScene.Geometry.VertexArray.AddUninitialized(NumVertices + NumBufferVerts); const int32 NumFilteredIndices = FilteredTriangles.Num() * 3; EmbreeScene.Geometry.IndexArray.Empty(NumFilteredIndices); EmbreeScene.Geometry.IndexArray.AddUninitialized(NumFilteredIndices); FVector3f* EmbreeVertices = EmbreeScene.Geometry.VertexArray.GetData(); uint32* EmbreeIndices = EmbreeScene.Geometry.IndexArray.GetData(); EmbreeScene.Geometry.TriangleDescs.Empty(FilteredTriangles.Num()); for (int32 FilteredTriangleIndex = 0; FilteredTriangleIndex < FilteredTriangles.Num(); FilteredTriangleIndex++) { uint32 I0, I1, I2; FVector3f V0, V1, V2; const int32 TriangleIndex = FilteredTriangles[FilteredTriangleIndex]; if (SourceMeshData.IsValid()) { I0 = SourceMeshData.TriangleIndices[TriangleIndex * 3 + 0]; I1 = SourceMeshData.TriangleIndices[TriangleIndex * 3 + 1]; I2 = SourceMeshData.TriangleIndices[TriangleIndex * 3 + 2]; V0 = SourceMeshData.VertexPositions[I0]; V1 = SourceMeshData.VertexPositions[I1]; V2 = SourceMeshData.VertexPositions[I2]; } else { const FIndexArrayView Indices = LODModel.IndexBuffer.GetArrayView(); I0 = Indices[TriangleIndex * 3 + 0]; I1 = Indices[TriangleIndex * 3 + 1]; I2 = Indices[TriangleIndex * 3 + 2]; V0 = LODModel.VertexBuffers.PositionVertexBuffer.VertexPosition(I0); V1 = LODModel.VertexBuffers.PositionVertexBuffer.VertexPosition(I1); V2 = LODModel.VertexBuffers.PositionVertexBuffer.VertexPosition(I2); } bool bTriangleIsTwoSided = false; for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); SectionIndex++) { const FStaticMeshSection& Section = Sections[SectionIndex]; if ((uint32)(TriangleIndex * 3) >= Section.FirstIndex && (uint32)(TriangleIndex * 3) < Section.FirstIndex + Section.NumTriangles * 3) { if (SectionData.IsValidIndex(SectionIndex)) { bTriangleIsTwoSided = SectionData[SectionIndex].bTwoSided; } break; } } if (EmbreeScene.bUseEmbree) { EmbreeIndices[FilteredTriangleIndex * 3 + 0] = I0; EmbreeIndices[FilteredTriangleIndex * 3 + 1] = I1; EmbreeIndices[FilteredTriangleIndex * 3 + 2] = I2; EmbreeVertices[I0] = V0; EmbreeVertices[I1] = V1; EmbreeVertices[I2] = V2; FEmbreeTriangleDesc Desc; // Store bGenerateAsIfTwoSided in material index Desc.ElementIndex = bGenerateAsIfTwoSided || bTriangleIsTwoSided ? 1 : 0; EmbreeScene.Geometry.TriangleDescs.Add(Desc); } else { BuildTriangles.Add(FkDOPBuildCollisionTriangle( // Store bGenerateAsIfTwoSided in material index bGenerateAsIfTwoSided || bTriangleIsTwoSided ? 1 : 0, FVector(V0), FVector(V1), FVector(V2))); } } #if USE_EMBREE if (EmbreeScene.bUseEmbree) { RTCGeometry Geometry = rtcNewGeometry(EmbreeScene.EmbreeDevice, RTC_GEOMETRY_TYPE_TRIANGLE); EmbreeScene.Geometry.InternalGeometry = Geometry; rtcSetSharedGeometryBuffer(Geometry, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, EmbreeVertices, 0, sizeof(FVector3f), NumVertices); rtcSetSharedGeometryBuffer(Geometry, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, EmbreeIndices, 0, sizeof(uint32) * 3, FilteredTriangles.Num()); rtcSetGeometryUserData(Geometry, &EmbreeScene.Geometry); rtcSetGeometryIntersectFilterFunction(Geometry, EmbreeFilterFunc); rtcCommitGeometry(Geometry); rtcAttachGeometry(EmbreeScene.EmbreeScene, Geometry); rtcReleaseGeometry(Geometry); rtcCommitScene(EmbreeScene.EmbreeScene); RTCError ReturnError = rtcGetDeviceError(EmbreeScene.EmbreeDevice); if (ReturnError == RTC_ERROR_OUT_OF_MEMORY) { UE_LOG(LogMeshUtilities, Warning, TEXT("GenerateSignedDistanceFieldVolumeData failed for %s. Embree rtcCommitScene failed to allocate memory."), *MeshName); FPlatformMemory::OnOutOfMemory(0, 16); return; } if (ReturnError != RTC_ERROR_NONE) { UE_LOG(LogMeshUtilities, Warning, TEXT("GenerateSignedDistanceFieldVolumeData failed for %s. Embree rtcCommitScene failed. Code: %d"), *MeshName, (int32)ReturnError); return; } } else #endif { EmbreeScene.kDopTree.Build(BuildTriangles); } // bMostlyTwoSided { uint32 NumTrianglesTotal = 0; uint32 NumTwoSidedTriangles = 0; for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); SectionIndex++) { const FStaticMeshSection& Section = Sections[SectionIndex]; if (SectionData.IsValidIndex(SectionIndex)) { NumTrianglesTotal += Section.NumTriangles; if (SectionData[SectionIndex].bTwoSided) { NumTwoSidedTriangles += Section.NumTriangles; } } } EmbreeScene.bMostlyTwoSided = NumTwoSidedTriangles * 4 >= NumTrianglesTotal || bGenerateAsIfTwoSided; } } void MeshRepresentation::DeleteEmbreeScene(FEmbreeScene& EmbreeScene) { #if USE_EMBREE if (EmbreeScene.bUseEmbree) { rtcReleaseScene(EmbreeScene.EmbreeScene); rtcReleaseDevice(EmbreeScene.EmbreeDevice); } #endif }