// Copyright Epic Games, Inc. All Rights Reserved. #include "StaticMeshBuilder.h" #include "BuildOptimizationHelper.h" #include "Components.h" #include "Engine/StaticMesh.h" #include "IMeshReductionInterfaces.h" #include "IMeshReductionManagerModule.h" #include "MeshBuild.h" #include "MeshDescriptionHelper.h" #include "Misc/ScopedSlowTask.h" #include "Modules/ModuleManager.h" #include "PhysicsEngine/BodySetup.h" #include "StaticMeshAttributes.h" #include "StaticMeshOperations.h" #include "StaticMeshResources.h" #include "Math/Bounds.h" #include "NaniteBuilder.h" #include "Rendering/NaniteResources.h" DEFINE_LOG_CATEGORY(LogStaticMeshBuilder); void BuildAllBufferOptimizations( struct FStaticMeshLODResources& StaticMeshLOD, const struct FMeshBuildSettings& LODBuildSettings, TArray< uint32 >& IndexBuffer, bool bNeeds32BitIndices, TArray< FStaticMeshBuildVertex >& StaticMeshBuildVertices ); FStaticMeshBuilder::FStaticMeshBuilder() { } static bool UseNativeQuadraticReduction() { // Are we using our tool, or simplygon? The tool is only changed during editor restarts IMeshReduction* ReductionModule = FModuleManager::Get().LoadModuleChecked("MeshReductionInterface").GetStaticMeshReductionInterface(); FString VersionString = ReductionModule->GetVersionString(); TArray SplitVersionString; VersionString.ParseIntoArray(SplitVersionString, TEXT("_"), true); bool bUseQuadricSimplier = SplitVersionString[0].Equals("QuadricMeshReduction"); return bUseQuadricSimplier; } /** * Compute bounding box and sphere from position buffer */ static void ComputeBoundsFromPositionBuffer(const FPositionVertexBuffer& UsePositionBuffer, FBoxSphereBounds& BoundsOut) { // Calculate the bounding box. FBounds3f Bounds; for (uint32 VertexIndex = 0; VertexIndex < UsePositionBuffer.GetNumVertices(); VertexIndex++) { Bounds += UsePositionBuffer.VertexPosition(VertexIndex); } // Calculate the bounding sphere, using the center of the bounding box as the origin. FVector3f Center = Bounds.GetCenter(); float RadiusSqr = 0.0f; for (uint32 VertexIndex = 0; VertexIndex < UsePositionBuffer.GetNumVertices(); VertexIndex++) { RadiusSqr = FMath::Max( RadiusSqr, ( UsePositionBuffer.VertexPosition(VertexIndex) - Center ).SizeSquared() ); } BoundsOut.Origin = FVector(Center); BoundsOut.BoxExtent = FVector(Bounds.GetExtent()); BoundsOut.SphereRadius = FMath::Sqrt( RadiusSqr ); } /** * Compute bounding box and sphere from vertices */ static void ComputeBoundsFromVertexList(const TArray& Vertices, FBoxSphereBounds& BoundsOut) { // Calculate the bounding box. FBounds3f Bounds; for (int32 VertexIndex = 0; VertexIndex < Vertices.Num(); VertexIndex++) { Bounds += Vertices[VertexIndex].Position; } // Calculate the bounding sphere, using the center of the bounding box as the origin. FVector3f Center = Bounds.GetCenter(); float RadiusSqr = 0.0f; for (int32 VertexIndex = 0; VertexIndex < Vertices.Num(); VertexIndex++) { RadiusSqr = FMath::Max( RadiusSqr, ( Vertices[VertexIndex].Position - Center ).SizeSquared() ); } BoundsOut.Origin = FVector(Center); BoundsOut.BoxExtent = FVector(Bounds.GetExtent()); BoundsOut.SphereRadius = FMath::Sqrt( RadiusSqr ); } static void CorrectFallbackSettings( FMeshNaniteSettings& NaniteSettings, int32 NumTris ) { static const auto CVarFallbackThreshold = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.Nanite.Builder.FallbackTriangleThreshold")); switch( NaniteSettings.FallbackTarget ) { case ENaniteFallbackTarget::Auto: NaniteSettings.FallbackPercentTriangles = 1.0f; NaniteSettings.FallbackRelativeError = NumTris <= CVarFallbackThreshold->GetValueOnAnyThread() ? 0.0f : 1.0f; break; case ENaniteFallbackTarget::PercentTriangles: NaniteSettings.FallbackRelativeError = 0.0f; break; case ENaniteFallbackTarget::RelativeError: NaniteSettings.FallbackPercentTriangles = 1.0f; break; } } static bool BuildNanite( UStaticMesh* StaticMesh, FStaticMeshSourceModel& SourceModel, FStaticMeshLODResourcesArray& LODResources, FStaticMeshVertexFactoriesArray& LODVertexFactories, Nanite::FResources& NaniteResources, FMeshNaniteSettings& NaniteSettings, TArrayView PercentTriangles, FBoxSphereBounds& BoundsOut ) { TRACE_CPUPROFILER_EVENT_SCOPE( FStaticMeshBuilder::BuildNanite ); if( !SourceModel.IsMeshDescriptionValid() ) { return false; } FMeshDescription MeshDescription = *SourceModel.GetOrCacheMeshDescription(); FMeshBuildSettings& BuildSettings = StaticMesh->GetSourceModel(0).BuildSettings; FStaticMeshLODResources& StaticMeshLOD = LODResources[0]; CorrectFallbackSettings( NaniteSettings, MeshDescription.Triangles().Num() ); // compute tangents, lightmap UVs, etc // Until the simplifier supports tangents, only 100% fallback meshes will need them const bool bNeedTangents = PercentTriangles.Num() > 0 && NaniteSettings.FallbackPercentTriangles == 1.0f && NaniteSettings.FallbackRelativeError == 0.0f; FMeshDescriptionHelper MeshDescriptionHelper( &BuildSettings ); MeshDescriptionHelper.SetupRenderMeshDescription( StaticMesh, MeshDescription, true, bNeedTangents ); //Build new vertex buffers TArray< FStaticMeshBuildVertex > StaticMeshBuildVertices; //Because we will remove MeshVertex that are redundant, we need a remap //Render data Wedge map is only set for LOD 0??? TArray RemapVerts; TArray& WedgeMap = StaticMeshLOD.WedgeMap; WedgeMap.Reset(); //Prepare the PerSectionIndices array so we can optimize the index buffer for the GPU TArray > PerSectionIndices; PerSectionIndices.AddDefaulted( MeshDescription.PolygonGroups().Num() ); StaticMeshLOD.Sections.Empty( MeshDescription.PolygonGroups().Num() ); //Build the vertex and index buffer UE::Private::StaticMeshBuilder::BuildVertexBuffer( StaticMesh, MeshDescription, BuildSettings, WedgeMap, StaticMeshLOD.Sections, PerSectionIndices, StaticMeshBuildVertices, MeshDescriptionHelper.GetOverlappingCorners(), RemapVerts, bNeedTangents ); TVertexInstanceAttributesRef VertexInstanceUVs = MeshDescription.VertexInstanceAttributes().GetAttributesRef(MeshAttribute::VertexInstance::TextureCoordinate); const uint32 NumTextureCoord = VertexInstanceUVs.IsValid() ? VertexInstanceUVs.GetNumChannels() : 0; // Only the render data and vertex buffers will be used from now on unless we have more than one source models // This will help with memory usage for Nanite Mesh by releasing memory before doing the build MeshDescription.Empty(); // TODO get bounds from Nanite which computes them anyways!!!! ComputeBoundsFromVertexList(StaticMeshBuildVertices, BoundsOut); // Concatenate the per-section index buffers. TArray CombinedIndices; bool bNeeds32BitIndices = false; UE::Private::StaticMeshBuilder::BuildCombinedSectionIndices(PerSectionIndices, StaticMeshLOD.Sections, CombinedIndices, bNeeds32BitIndices); // Nanite build requires the section material indices to have already been resolved from the SectionInfoMap // as the indices are baked into the FMaterialTriangles. for (int32 SectionIndex = 0; SectionIndex < StaticMeshLOD.Sections.Num(); SectionIndex++) { StaticMeshLOD.Sections[SectionIndex].MaterialIndex = StaticMesh->GetSectionInfoMap().Get(0, SectionIndex).MaterialIndex; } // Make sure to not keep the large WedgeMap from the input mesh around. // No need to calculate a new one for the coarse mesh, because Nanite meshes don't need it yet. WedgeMap.Empty(); Nanite::IBuilderModule& NaniteBuilderModule = Nanite::IBuilderModule::Get(); // Setup the input data Nanite::IBuilderModule::FVertexMeshData InputMeshData; Swap( InputMeshData.Vertices, StaticMeshBuildVertices ); Swap( InputMeshData.TriangleIndices, CombinedIndices ); InputMeshData.Sections = StaticMeshLOD.Sections; // Request output LODs for each LOD resource TArray< Nanite::IBuilderModule::FVertexMeshData, TInlineAllocator<4> > OutputLODMeshData; OutputLODMeshData.SetNum( PercentTriangles.Num() ); for( int32 LodIndex = 0; LodIndex < OutputLODMeshData.Num(); LodIndex++ ) { OutputLODMeshData[ LodIndex ].PercentTriangles = PercentTriangles[ LodIndex ]; } if( !NaniteBuilderModule.Build( NaniteResources, InputMeshData, OutputLODMeshData, NumTextureCoord, NaniteSettings ) ) { UE_LOG(LogStaticMesh, Error, TEXT("Failed to build Nanite for HiRes static mesh. See previous line(s) for details.")); return false; } // Copy over the output data to the static mesh LOD data // Certain output LODs might be empty if the builder decided it wasn't needed (then remove these LODs again) int ValidLODCount = 0; for (int32 LodIndex = 0; LodIndex < OutputLODMeshData.Num(); ++LodIndex) { Nanite::IBuilderModule::FVertexMeshData& ProxyMeshData = OutputLODMeshData[LodIndex]; bool bHasValidSections = false; for (FStaticMeshSection& Section : ProxyMeshData.Sections) { if (Section.NumTriangles > 0) { bHasValidSections = true; break; } } // Valid valid sections then copy over data to the LODResource if (bHasValidSections) { // Add new LOD resource if not created yet if (ValidLODCount >= LODResources.Num()) { LODResources.Add(new FStaticMeshLODResources); new (LODVertexFactories) FStaticMeshVertexFactories(GMaxRHIFeatureLevel); } FStaticMeshLODResources& ProxyLOD = LODResources[ValidLODCount]; ProxyLOD.Sections.Empty(ProxyMeshData.Sections.Num()); for (FStaticMeshSection& Section : ProxyMeshData.Sections) { ProxyLOD.Sections.Add(Section); } TRACE_CPUPROFILER_EVENT_SCOPE(FStaticMeshBuilder::Build::BufferInit); ProxyLOD.VertexBuffers.StaticMeshVertexBuffer.SetUseHighPrecisionTangentBasis(BuildSettings.bUseHighPrecisionTangentBasis); ProxyLOD.VertexBuffers.StaticMeshVertexBuffer.SetUseFullPrecisionUVs(BuildSettings.bUseFullPrecisionUVs); FStaticMeshVertexBufferFlags StaticMeshVertexBufferFlags; StaticMeshVertexBufferFlags.bNeedsCPUAccess = true; StaticMeshVertexBufferFlags.bUseBackwardsCompatibleF16TruncUVs = BuildSettings.bUseBackwardsCompatibleF16TruncUVs; ProxyLOD.VertexBuffers.StaticMeshVertexBuffer.Init(ProxyMeshData.Vertices, NumTextureCoord, StaticMeshVertexBufferFlags); ProxyLOD.VertexBuffers.PositionVertexBuffer.Init(ProxyMeshData.Vertices); ProxyLOD.VertexBuffers.ColorVertexBuffer.Init(ProxyMeshData.Vertices); // Why is the 'bNeeds32BitIndices' used from the original index buffer? Is that needed? const EIndexBufferStride::Type IndexBufferStride = bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit; ProxyLOD.IndexBuffer.SetIndices(ProxyMeshData.TriangleIndices, IndexBufferStride); BuildAllBufferOptimizations(ProxyLOD, BuildSettings, ProxyMeshData.TriangleIndices, bNeeds32BitIndices, ProxyMeshData.Vertices); ProxyLOD.MaxDeviation = ProxyMeshData.MaxDeviation; ValidLODCount++; } } return true; } bool FStaticMeshBuilder::Build(FStaticMeshRenderData& StaticMeshRenderData, UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGroup, bool bGenerateCoarseMeshStreamingLODs, bool bTargetSupportsNanite) { const bool bNaniteBuildEnabled = StaticMesh->IsNaniteEnabled(); const bool bHaveHiResSourceModel = StaticMesh->IsHiResMeshDescriptionValid(); int32 NumTasks = (bNaniteBuildEnabled && bHaveHiResSourceModel) ? (StaticMesh->GetNumSourceModels() + 1) : (StaticMesh->GetNumSourceModels()); FScopedSlowTask SlowTask(NumTasks, NSLOCTEXT("StaticMeshEditor", "StaticMeshBuilderBuild", "Building static mesh render data.")); SlowTask.MakeDialog(); // The tool can only been switch by restarting the editor static bool bIsThirdPartyReductiontool = !UseNativeQuadraticReduction(); if (!StaticMesh->IsMeshDescriptionValid(0)) { //Warn the user that there is no mesh description data UE_LOG(LogStaticMeshBuilder, Error, TEXT("Cannot find a valid mesh description to build the asset.")); return false; } if (StaticMeshRenderData.LODResources.Num() > 0) { //At this point the render data is suppose to be empty UE_LOG(LogStaticMeshBuilder, Error, TEXT("Cannot build static mesh render data twice [%s]."), *StaticMesh->GetFullName()); //Crash in debug checkSlow(StaticMeshRenderData.LODResources.Num() == 0); return false; } TRACE_CPUPROFILER_EVENT_SCOPE(FStaticMeshBuilder::Build); const int32 NumSourceModels = StaticMesh->GetNumSourceModels(); StaticMeshRenderData.AllocateLODResources(NumSourceModels); TArray MeshDescriptions; MeshDescriptions.SetNum(NumSourceModels); const FMeshSectionInfoMap BeforeBuildSectionInfoMap = StaticMesh->GetSectionInfoMap(); const FMeshSectionInfoMap BeforeBuildOriginalSectionInfoMap = StaticMesh->GetOriginalSectionInfoMap(); FMeshNaniteSettings NaniteSettings = StaticMesh->NaniteSettings; bool bNaniteDataBuilt = false; // true once we have finished building Nanite, which can happen in multiple places int32 NaniteBuiltLevels = 0; // Bounds of the pre-Nanite mesh FBoxSphereBounds HiResBounds; bool bHaveHiResBounds = false; // Do nanite build for HiRes SourceModel if we have one. In that case we skip the inline nanite build // below that would happen with LOD0 build if (bHaveHiResSourceModel && bNaniteBuildEnabled && bTargetSupportsNanite) { SlowTask.EnterProgressFrame(1); bool bBuildSuccess = BuildNanite( StaticMesh, StaticMesh->GetHiResSourceModel(), StaticMeshRenderData.LODResources, StaticMeshRenderData.LODVertexFactories, StaticMeshRenderData.NaniteResources, NaniteSettings, TArrayView< float >(), HiResBounds ); if( bBuildSuccess ) { bHaveHiResBounds = true; bNaniteDataBuilt = true; } } // If we want Nanite built, and have not already done it, do it based on LOD0 built render data. // This will replace the output VertexBuffers/etc with the fractional Nanite cut to be stored as LOD0 RenderData. // NOTE: We still want to do this for targets that do not support Nanite (if no hi-res source model was provided) // so that it generates the fallback, in which case the Nanite bulk will be stripped if (bNaniteBuildEnabled && ((bTargetSupportsNanite && !bNaniteDataBuilt) || (!bTargetSupportsNanite && !bHaveHiResSourceModel))) { TArray< float, TInlineAllocator<4> > PercentTriangles; for (int32 LodIndex = 0; LodIndex < NumSourceModels; ++LodIndex) { FStaticMeshSourceModel& SrcModel = StaticMesh->GetSourceModel( LodIndex ); // As soon as we hit an artist provided LOD stop if( LodIndex > 0 && SrcModel.IsMeshDescriptionValid() ) break; FMeshReductionSettings ReductionSettings = LODGroup.GetSettings( SrcModel.ReductionSettings, LodIndex ); PercentTriangles.Add( ReductionSettings.PercentTriangles ); } SlowTask.EnterProgressFrame( PercentTriangles.Num() ); bool bBuildSuccess = BuildNanite( StaticMesh, StaticMesh->GetSourceModel(0), StaticMeshRenderData.LODResources, StaticMeshRenderData.LODVertexFactories, StaticMeshRenderData.NaniteResources, NaniteSettings, PercentTriangles, HiResBounds ); check( bBuildSuccess ); bHaveHiResBounds = true; bNaniteDataBuilt = true; NaniteBuiltLevels = PercentTriangles.Num(); if (!bTargetSupportsNanite) { // Strip the Nanite bulk for the target platform StaticMeshRenderData.NaniteResources = Nanite::FResources(); } } // Build render data for each LOD, starting from where Nanite left off. for (int32 LodIndex = NaniteBuiltLevels; LodIndex < NumSourceModels; ++LodIndex) { TRACE_CPUPROFILER_EVENT_SCOPE_STR("FStaticMeshBuilder::Build LOD"); SlowTask.EnterProgressFrame(1); FScopedSlowTask BuildLODSlowTask(3); BuildLODSlowTask.EnterProgressFrame(1); FStaticMeshSourceModel& SrcModel = StaticMesh->GetSourceModel(LodIndex); float MaxDeviation = 0.0f; FMeshBuildSettings& LODBuildSettings = SrcModel.BuildSettings; bool bIsMeshDescriptionValid = StaticMesh->CloneMeshDescription(LodIndex, MeshDescriptions[LodIndex]); FMeshDescriptionHelper MeshDescriptionHelper(&LODBuildSettings); FMeshReductionSettings ReductionSettings = LODGroup.GetSettings(SrcModel.ReductionSettings, LodIndex); // Make sure we do not reduce a non custom LOD by itself const int32 BaseReduceLodIndex = FMath::Clamp(ReductionSettings.BaseLODModel, NaniteBuiltLevels, bIsMeshDescriptionValid ? LodIndex : LodIndex - 1); // Use simplifier if a reduction in triangles or verts has been requested. bool bUseReduction = StaticMesh->IsReductionActive(LodIndex); if (bIsMeshDescriptionValid) { MeshDescriptionHelper.SetupRenderMeshDescription(StaticMesh, MeshDescriptions[LodIndex], false, true); //Make sure the cache is good before looking for the active reduction if (SrcModel.CacheMeshDescriptionTrianglesCount == MAX_uint32) { SrcModel.CacheMeshDescriptionTrianglesCount = static_cast(MeshDescriptions[LodIndex].Triangles().Num()); } if (SrcModel.CacheMeshDescriptionVerticesCount == MAX_uint32) { SrcModel.CacheMeshDescriptionVerticesCount = static_cast(FStaticMeshOperations::GetUniqueVertexCount(MeshDescriptions[LodIndex], MeshDescriptionHelper.GetOverlappingCorners())); } //Get back the reduction status once we apply all build settings, vertex count can change depending on the build settings bUseReduction = StaticMesh->IsReductionActive(LodIndex); } else { if (bUseReduction) { // Initialize an empty mesh description that the reduce will fill FStaticMeshAttributes(MeshDescriptions[LodIndex]).Register(); } else { //Duplicate the lodindex 0 we have a 100% reduction which is like a duplicate MeshDescriptions[LodIndex] = MeshDescriptions[BaseReduceLodIndex]; //Set the overlapping threshold float ComparisonThreshold = StaticMesh->GetSourceModel(BaseReduceLodIndex).BuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f; MeshDescriptionHelper.FindOverlappingCorners(MeshDescriptions[LodIndex], ComparisonThreshold); if (LodIndex > 0) { //Make sure the SectionInfoMap is taken from the Base RawMesh int32 SectionNumber = StaticMesh->GetOriginalSectionInfoMap().GetSectionNumber(BaseReduceLodIndex); for (int32 SectionIndex = 0; SectionIndex < SectionNumber; ++SectionIndex) { //Keep the old data if its valid bool bHasValidLODInfoMap = StaticMesh->GetSectionInfoMap().IsValidSection(LodIndex, SectionIndex); //Section material index have to be remap with the ReductionSettings.BaseLODModel SectionInfoMap to create //a valid new section info map for the reduced LOD. if (!bHasValidLODInfoMap && StaticMesh->GetSectionInfoMap().IsValidSection(BaseReduceLodIndex, SectionIndex)) { //Copy the BaseLODModel section info to the reduce LODIndex. FMeshSectionInfo SectionInfo = StaticMesh->GetSectionInfoMap().Get(BaseReduceLodIndex, SectionIndex); FMeshSectionInfo OriginalSectionInfo = StaticMesh->GetOriginalSectionInfoMap().Get(BaseReduceLodIndex, SectionIndex); StaticMesh->GetSectionInfoMap().Set(LodIndex, SectionIndex, SectionInfo); StaticMesh->GetOriginalSectionInfoMap().Set(LodIndex, SectionIndex, OriginalSectionInfo); } } } } if (LodIndex > 0) { LODBuildSettings = StaticMesh->GetSourceModel(BaseReduceLodIndex).BuildSettings; } } // Reduce LODs if (bUseReduction) { TRACE_CPUPROFILER_EVENT_SCOPE_STR("FStaticMeshBuilder::Build - Reduce LOD"); float OverlappingThreshold = LODBuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f; FOverlappingCorners OverlappingCorners; FStaticMeshOperations::FindOverlappingCorners(OverlappingCorners, MeshDescriptions[BaseReduceLodIndex], OverlappingThreshold); int32 OldSectionInfoMapCount = StaticMesh->GetSectionInfoMap().GetSectionNumber(LodIndex); TFunction CheckReduction = [&](const FMeshDescription& InitMesh, const FMeshDescription& ReducedMesh) { FBox BBoxInitMesh = InitMesh.ComputeBoundingBox(); double BBoxInitMeshSize = (BBoxInitMesh.Max - BBoxInitMesh.Min).Length(); FBox BBoxReducedMesh = ReducedMesh.ComputeBoundingBox(); double BBoxReducedMeshSize = (BBoxReducedMesh.Max - BBoxReducedMesh.Min).Length(); constexpr double ThresholdForAbnormalGrowthOfBBox = UE_DOUBLE_SQRT_3; // the reduced mesh must stay in the bounding sphere if (BBoxReducedMeshSize > BBoxInitMeshSize * ThresholdForAbnormalGrowthOfBBox) { UE_LOG(LogStaticMeshBuilder, Warning, TEXT("The generation of LOD could have generated spikes on the mesh for %s"), *StaticMesh->GetName()); } }; if (LodIndex == BaseReduceLodIndex) { //When using LOD 0, we use a copy of the mesh description since reduce do not support inline reducing FMeshDescription BaseMeshDescription = MeshDescriptions[BaseReduceLodIndex]; MeshDescriptionHelper.ReduceLOD(BaseMeshDescription, MeshDescriptions[LodIndex], ReductionSettings, OverlappingCorners, MaxDeviation); CheckReduction(BaseMeshDescription, MeshDescriptions[LodIndex]); } else { MeshDescriptionHelper.ReduceLOD(MeshDescriptions[BaseReduceLodIndex], MeshDescriptions[LodIndex], ReductionSettings, OverlappingCorners, MaxDeviation); CheckReduction(MeshDescriptions[BaseReduceLodIndex], MeshDescriptions[LodIndex]); } const TPolygonGroupAttributesRef PolygonGroupImportedMaterialSlotNames = MeshDescriptions[LodIndex].PolygonGroupAttributes().GetAttributesRef(MeshAttribute::PolygonGroup::ImportedMaterialSlotName); const TPolygonGroupAttributesRef BasePolygonGroupImportedMaterialSlotNames = MeshDescriptions[BaseReduceLodIndex].PolygonGroupAttributes().GetAttributesRef(MeshAttribute::PolygonGroup::ImportedMaterialSlotName); // Recompute adjacency information. Since we change the vertices when we reduce MeshDescriptionHelper.FindOverlappingCorners(MeshDescriptions[LodIndex], OverlappingThreshold); //Make sure the static mesh SectionInfoMap is up to date with the new reduce LOD //We have to remap the material index with the ReductionSettings.BaseLODModel sectionInfoMap //Set the new SectionInfoMap for this reduced LOD base on the ReductionSettings.BaseLODModel SectionInfoMap TArray BaseUniqueMaterialIndexes; //Find all unique Material in used order for (const FPolygonGroupID PolygonGroupID : MeshDescriptions[BaseReduceLodIndex].PolygonGroups().GetElementIDs()) { int32 MaterialIndex = StaticMesh->GetMaterialIndexFromImportedMaterialSlotName(BasePolygonGroupImportedMaterialSlotNames[PolygonGroupID]); if (MaterialIndex == INDEX_NONE) { MaterialIndex = PolygonGroupID.GetValue(); } BaseUniqueMaterialIndexes.AddUnique(MaterialIndex); } TArray UniqueMaterialIndex; //Find all unique Material in used order for (const FPolygonGroupID PolygonGroupID : MeshDescriptions[LodIndex].PolygonGroups().GetElementIDs()) { int32 MaterialIndex = StaticMesh->GetMaterialIndexFromImportedMaterialSlotName(PolygonGroupImportedMaterialSlotNames[PolygonGroupID]); if (MaterialIndex == INDEX_NONE) { MaterialIndex = PolygonGroupID.GetValue(); } UniqueMaterialIndex.AddUnique(MaterialIndex); } //If the reduce did not output the same number of section use the base LOD sectionInfoMap bool bIsOldMappingInvalid = OldSectionInfoMapCount != MeshDescriptions[LodIndex].PolygonGroups().Num(); bool bValidBaseSectionInfoMap = BeforeBuildSectionInfoMap.GetSectionNumber(BaseReduceLodIndex) > 0; //All used material represent a different section for (int32 SectionIndex = 0; SectionIndex < UniqueMaterialIndex.Num(); ++SectionIndex) { //Keep the old data bool bHasValidLODInfoMap = !bIsOldMappingInvalid && BeforeBuildSectionInfoMap.IsValidSection(LodIndex, SectionIndex); //Section material index have to be remap with the ReductionSettings.BaseLODModel SectionInfoMap to create //a valid new section info map for the reduced LOD. //Find the base LOD section using this material if (!bHasValidLODInfoMap) { bool bSectionInfoSet = false; if (bValidBaseSectionInfoMap) { for (int32 BaseSectionIndex = 0; BaseSectionIndex < BaseUniqueMaterialIndexes.Num(); ++BaseSectionIndex) { if (UniqueMaterialIndex[SectionIndex] == BaseUniqueMaterialIndexes[BaseSectionIndex]) { //Copy the base sectionInfoMap FMeshSectionInfo SectionInfo = BeforeBuildSectionInfoMap.Get(BaseReduceLodIndex, BaseSectionIndex); FMeshSectionInfo OriginalSectionInfo = BeforeBuildOriginalSectionInfoMap.Get(BaseReduceLodIndex, BaseSectionIndex); StaticMesh->GetSectionInfoMap().Set(LodIndex, SectionIndex, SectionInfo); StaticMesh->GetOriginalSectionInfoMap().Set(LodIndex, BaseSectionIndex, OriginalSectionInfo); bSectionInfoSet = true; break; } } } if (!bSectionInfoSet) { //Just set the default section info in case we did not found any match with the Base Lod FMeshSectionInfo SectionInfo; SectionInfo.MaterialIndex = SectionIndex; StaticMesh->GetSectionInfoMap().Set(LodIndex, SectionIndex, SectionInfo); StaticMesh->GetOriginalSectionInfoMap().Set(LodIndex, SectionIndex, SectionInfo); } } } } BuildLODSlowTask.EnterProgressFrame(1); const FPolygonGroupArray& PolygonGroups = MeshDescriptions[LodIndex].PolygonGroups(); FStaticMeshLODResources& StaticMeshLOD = StaticMeshRenderData.LODResources[LodIndex]; StaticMeshLOD.MaxDeviation = MaxDeviation; //Build new vertex buffers TArray< FStaticMeshBuildVertex > StaticMeshBuildVertices; StaticMeshLOD.Sections.Empty(PolygonGroups.Num()); TArray RemapVerts; //Because we will remove MeshVertex that are redundant, we need a remap //Render data Wedge map is only set for LOD 0??? TArray& WedgeMap = StaticMeshLOD.WedgeMap; WedgeMap.Reset(); //Prepare the PerSectionIndices array so we can optimize the index buffer for the GPU TArray > PerSectionIndices; PerSectionIndices.AddDefaulted(MeshDescriptions[LodIndex].PolygonGroups().Num()); //Build the vertex and index buffer UE::Private::StaticMeshBuilder::BuildVertexBuffer( StaticMesh, MeshDescriptions[LodIndex], LODBuildSettings, WedgeMap, StaticMeshLOD.Sections, PerSectionIndices, StaticMeshBuildVertices, MeshDescriptionHelper.GetOverlappingCorners(), RemapVerts, true ); TVertexInstanceAttributesRef VertexInstanceUVs = MeshDescriptions[LodIndex].VertexInstanceAttributes().GetAttributesRef(MeshAttribute::VertexInstance::TextureCoordinate); const uint32 NumTextureCoord = VertexInstanceUVs.IsValid() ? VertexInstanceUVs.GetNumChannels() : 0; // Only the render data and vertex buffers will be used from now on unless we have more than one source models // This will help with memory usage for Nanite Mesh by releasing memory before doing the build if (NumSourceModels == 1) { MeshDescriptions.Empty(); } // Concatenate the per-section index buffers. TArray CombinedIndices; bool bNeeds32BitIndices = false; UE::Private::StaticMeshBuilder::BuildCombinedSectionIndices(PerSectionIndices, StaticMeshLOD.Sections, CombinedIndices, bNeeds32BitIndices); { TRACE_CPUPROFILER_EVENT_SCOPE(FStaticMeshBuilder::Build::BufferInit); StaticMeshLOD.VertexBuffers.StaticMeshVertexBuffer.SetUseHighPrecisionTangentBasis(LODBuildSettings.bUseHighPrecisionTangentBasis); StaticMeshLOD.VertexBuffers.StaticMeshVertexBuffer.SetUseFullPrecisionUVs(LODBuildSettings.bUseFullPrecisionUVs); FStaticMeshVertexBufferFlags StaticMeshVertexBufferFlags; StaticMeshVertexBufferFlags.bNeedsCPUAccess = true; StaticMeshVertexBufferFlags.bUseBackwardsCompatibleF16TruncUVs = LODBuildSettings.bUseBackwardsCompatibleF16TruncUVs; StaticMeshLOD.VertexBuffers.StaticMeshVertexBuffer.Init(StaticMeshBuildVertices, NumTextureCoord, StaticMeshVertexBufferFlags); StaticMeshLOD.VertexBuffers.PositionVertexBuffer.Init(StaticMeshBuildVertices); StaticMeshLOD.VertexBuffers.ColorVertexBuffer.Init(StaticMeshBuildVertices); const EIndexBufferStride::Type IndexBufferStride = bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit; StaticMeshLOD.IndexBuffer.SetIndices(CombinedIndices, IndexBufferStride); // post-process the index buffer BuildLODSlowTask.EnterProgressFrame(1); BuildAllBufferOptimizations(StaticMeshLOD, LODBuildSettings, CombinedIndices, bNeeds32BitIndices, StaticMeshBuildVertices); } } //End of LOD for loop { TRACE_CPUPROFILER_EVENT_SCOPE_STR("FStaticMeshBuilder::Build - Calculate Bounds"); // Calculate the bounding box of LOD0 buffer FPositionVertexBuffer& BasePositionVertexBuffer = StaticMeshRenderData.LODResources[0].VertexBuffers.PositionVertexBuffer; ComputeBoundsFromPositionBuffer(BasePositionVertexBuffer, StaticMeshRenderData.Bounds); // combine with high-res bounds if it was computed if (bHaveHiResBounds) { StaticMeshRenderData.Bounds = StaticMeshRenderData.Bounds + HiResBounds; } } return true; } bool FStaticMeshBuilder::BuildMeshVertexPositions( UStaticMesh* StaticMesh, TArray& BuiltIndices, TArray& BuiltVertices) { TRACE_CPUPROFILER_EVENT_SCOPE(FStaticMeshBuilder::BuildMeshVertexPositions); FStaticMeshSourceModel& SourceModel = StaticMesh->IsHiResMeshDescriptionValid() ? StaticMesh->GetHiResSourceModel() : StaticMesh->GetSourceModel(0); if (!SourceModel.IsMeshDescriptionValid()) { //Warn the user that there is no mesh description data UE_LOG(LogStaticMeshBuilder, Error, TEXT("Cannot find a valid mesh description to build the asset.")); return false; } const int32 NumSourceModels = StaticMesh->GetNumSourceModels(); if (NumSourceModels > 0) { FMeshDescription MeshDescription; const bool bIsMeshDescriptionValid = SourceModel.CloneMeshDescription(MeshDescription); if (bIsMeshDescriptionValid) { FElementIDRemappings Remappings; MeshDescription.Compact(Remappings); const FMeshBuildSettings& BuildSettings = SourceModel.BuildSettings; const FStaticMeshConstAttributes Attributes(MeshDescription); TArrayView VertexPositions = Attributes.GetVertexPositions().GetRawArray(); TArrayView VertexIndices = Attributes.GetTriangleVertexIndices().GetRawArray(); const FVector3f BuildScale3D = (FVector3f)BuildSettings.BuildScale3D; BuiltVertices.Reserve(VertexPositions.Num()); for (int32 VertexIndex = 0; VertexIndex < VertexPositions.Num(); ++VertexIndex) { BuiltVertices.Add(VertexPositions[VertexIndex] * BuildScale3D); } BuiltIndices.Reserve(VertexIndices.Num()); for (int32 TriangleIndex = 0; TriangleIndex < VertexIndices.Num() / 3; ++TriangleIndex) { const uint32 I0 = VertexIndices[TriangleIndex * 3 + 0]; const uint32 I1 = VertexIndices[TriangleIndex * 3 + 1]; const uint32 I2 = VertexIndices[TriangleIndex * 3 + 2]; if (!ensureMsgf(I0 != INDEX_NONE && I1 != INDEX_NONE && I2 != INDEX_NONE, TEXT("Mesh '%s' has triangles with uninitialized vertex indices"), *StaticMesh->GetName())) { continue; } const FVector3f V0 = BuiltVertices[I0]; const FVector3f V1 = BuiltVertices[I1]; const FVector3f V2 = BuiltVertices[I2]; const FVector3f TriangleNormal = ((V1 - V2) ^ (V0 - V2)); const bool bDegenerateTriangle = TriangleNormal.SizeSquared() < SMALL_NUMBER; if (!bDegenerateTriangle) { BuiltIndices.Add(I0); BuiltIndices.Add(I1); BuiltIndices.Add(I2); } } } } return true; } bool AreVerticesEqual(FStaticMeshBuildVertex const& A, FStaticMeshBuildVertex const& B, float ComparisonThreshold) { if ( !A.Position.Equals(B.Position, ComparisonThreshold) || !NormalsEqual(A.TangentX, B.TangentX) || !NormalsEqual(A.TangentY, B.TangentY) || !NormalsEqual(A.TangentZ, B.TangentZ) || A.Color != B.Color) { return false; } // UVs for (int32 UVIndex = 0; UVIndex < MAX_STATIC_TEXCOORDS; UVIndex++) { if (!UVsEqual(A.UVs[UVIndex], B.UVs[UVIndex])) { return false; } } return true; } namespace UE::Private::StaticMeshBuilder { void BuildVertexBuffer( UStaticMesh* StaticMesh, const FMeshDescription& MeshDescription, const FMeshBuildSettings& BuildSettings, TArray& OutWedgeMap, FStaticMeshSectionArray& OutSections, TArray>& OutPerSectionIndices, TArray< FStaticMeshBuildVertex>& StaticMeshBuildVertices, const FOverlappingCorners& OverlappingCorners, TArray& RemapVerts, bool bNeedTangents ) { TRACE_CPUPROFILER_EVENT_SCOPE(BuildVertexBuffer); TArray RemapVertexInstanceID; // set up vertex buffer elements const int32 NumVertexInstances = MeshDescription.VertexInstances().GetArraySize(); StaticMeshBuildVertices.Reserve(NumVertexInstances); FStaticMeshConstAttributes Attributes(MeshDescription); TPolygonGroupAttributesConstRef PolygonGroupImportedMaterialSlotNames = Attributes.GetPolygonGroupMaterialSlotNames(); TVertexAttributesConstRef VertexPositions = Attributes.GetVertexPositions(); TVertexInstanceAttributesConstRef VertexInstanceNormals = Attributes.GetVertexInstanceNormals(); TVertexInstanceAttributesConstRef VertexInstanceTangents = Attributes.GetVertexInstanceTangents(); TVertexInstanceAttributesConstRef VertexInstanceBinormalSigns = Attributes.GetVertexInstanceBinormalSigns(); TVertexInstanceAttributesConstRef VertexInstanceColors = Attributes.GetVertexInstanceColors(); TVertexInstanceAttributesConstRef VertexInstanceUVs = Attributes.GetVertexInstanceUVs(); const bool bHasColors = VertexInstanceColors.IsValid(); const uint32 NumTextureCoord = VertexInstanceUVs.IsValid() ? VertexInstanceUVs.GetNumChannels() : 0; const FVector3f BuildScale(BuildSettings.BuildScale3D); TMap PolygonGroupToSectionIndex; for (const FPolygonGroupID PolygonGroupID : MeshDescription.PolygonGroups().GetElementIDs()) { int32& SectionIndex = PolygonGroupToSectionIndex.FindOrAdd(PolygonGroupID); SectionIndex = OutSections.Add(FStaticMeshSection()); FStaticMeshSection& StaticMeshSection = OutSections[SectionIndex]; StaticMeshSection.MaterialIndex = StaticMesh->GetMaterialIndexFromImportedMaterialSlotName(PolygonGroupImportedMaterialSlotNames[PolygonGroupID]); if (StaticMeshSection.MaterialIndex == INDEX_NONE) { StaticMeshSection.MaterialIndex = PolygonGroupID.GetValue(); } } int32 ReserveIndicesCount = MeshDescription.Triangles().Num() * 3; //Fill the remap array RemapVerts.AddZeroed(ReserveIndicesCount); for (int32& RemapIndex : RemapVerts) { RemapIndex = INDEX_NONE; } //Initialize the wedge map array tracking correspondence between wedge index and rendering vertex index OutWedgeMap.Reset(); OutWedgeMap.AddZeroed(ReserveIndicesCount); float VertexComparisonThreshold = BuildSettings.bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f; int32 WedgeIndex = 0; for (const FTriangleID TriangleID : MeshDescription.Triangles().GetElementIDs()) { const FPolygonGroupID PolygonGroupID = MeshDescription.GetTrianglePolygonGroup(TriangleID); const int32 SectionIndex = PolygonGroupToSectionIndex[PolygonGroupID]; TArray& SectionIndices = OutPerSectionIndices[SectionIndex]; TArrayView VertexIDs = MeshDescription.GetTriangleVertices(TriangleID); FVector3f CornerPositions[3]; for (int32 TriVert = 0; TriVert < 3; ++TriVert) { CornerPositions[TriVert] = VertexPositions[VertexIDs[TriVert]]; } FOverlappingThresholds OverlappingThresholds; OverlappingThresholds.ThresholdPosition = VertexComparisonThreshold; // Don't process degenerate triangles. if (PointsEqual(CornerPositions[0], CornerPositions[1], OverlappingThresholds) || PointsEqual(CornerPositions[0], CornerPositions[2], OverlappingThresholds) || PointsEqual(CornerPositions[1], CornerPositions[2], OverlappingThresholds)) { WedgeIndex += 3; continue; } TArrayView VertexInstanceIDs = MeshDescription.GetTriangleVertexInstances(TriangleID); for (int32 TriVert = 0; TriVert < 3; ++TriVert, ++WedgeIndex) { const FVertexInstanceID VertexInstanceID = VertexInstanceIDs[TriVert]; const FVector3f& VertexPosition = CornerPositions[TriVert]; const FVector3f& VertexInstanceNormal = VertexInstanceNormals[VertexInstanceID]; const FVector3f& VertexInstanceTangent = VertexInstanceTangents[VertexInstanceID]; const float VertexInstanceBinormalSign = VertexInstanceBinormalSigns[VertexInstanceID]; FStaticMeshBuildVertex StaticMeshVertex; StaticMeshVertex.Position = VertexPosition * BuildScale; if (bNeedTangents) { StaticMeshVertex.TangentX = VertexInstanceTangent / BuildScale; StaticMeshVertex.TangentY = ( (VertexInstanceNormal ^ VertexInstanceTangent) * VertexInstanceBinormalSign ) / BuildScale; StaticMeshVertex.TangentX.Normalize(); StaticMeshVertex.TangentY.Normalize(); } else { StaticMeshVertex.TangentX = FVector3f(1.0f, 0.0f, 0.0f); StaticMeshVertex.TangentY = FVector3f(0.0f, 1.0f, 0.0f); } StaticMeshVertex.TangentZ = VertexInstanceNormal / BuildScale; StaticMeshVertex.TangentZ.Normalize(); if (bHasColors) { const FVector4f& VertexInstanceColor = VertexInstanceColors[VertexInstanceID]; const FLinearColor LinearColor(VertexInstanceColor); StaticMeshVertex.Color = LinearColor.ToFColor(true); } else { StaticMeshVertex.Color = FColor::White; } const uint32 MaxNumTexCoords = FMath::Min(MAX_MESH_TEXTURE_COORDS_MD, MAX_STATIC_TEXCOORDS); for (uint32 UVIndex = 0; UVIndex < MaxNumTexCoords; ++UVIndex) { if (UVIndex < NumTextureCoord) { StaticMeshVertex.UVs[UVIndex] = VertexInstanceUVs.Get(VertexInstanceID, UVIndex); } else { StaticMeshVertex.UVs[UVIndex] = FVector2f(0.0f, 0.0f); } } //Never add duplicated vertex instance //Use WedgeIndex since OverlappingCorners has been built based on that const TArray& DupVerts = OverlappingCorners.FindIfOverlapping(WedgeIndex); int32 Index = INDEX_NONE; for (int32 k = 0; k < DupVerts.Num(); k++) { if (DupVerts[k] >= WedgeIndex) { break; } int32 Location = RemapVerts.IsValidIndex(DupVerts[k]) ? RemapVerts[DupVerts[k]] : INDEX_NONE; if (Location != INDEX_NONE && AreVerticesEqual(StaticMeshVertex, StaticMeshBuildVertices[Location], VertexComparisonThreshold)) { Index = Location; break; } } if (Index == INDEX_NONE) { Index = StaticMeshBuildVertices.Add(StaticMeshVertex); } RemapVerts[WedgeIndex] = Index; OutWedgeMap[WedgeIndex] = Index; SectionIndices.Add(Index); } } //Optimize before setting the buffer if (NumVertexInstances < 100000 * 3) { BuildOptimizationHelper::CacheOptimizeVertexAndIndexBuffer(StaticMeshBuildVertices, OutPerSectionIndices, OutWedgeMap); //check(OutWedgeMap.Num() == MeshDescription->VertexInstances().Num()); } } /** * Utility function used inside FStaticMeshBuilder::Build() per-LOD loop to populate * the Sections in a FStaticMeshLODResources from PerSectionIndices, as well as * concatenate all section indices into CombinedIndicesOut. * Returned bNeeds32BitIndicesOut indicates whether max vert index is larger than max int16 */ void BuildCombinedSectionIndices( const TArray>& PerSectionIndices, FStaticMeshSectionArray& SectionsOut, TArray& CombinedIndicesOut, bool& bNeeds32BitIndicesOut) { bNeeds32BitIndicesOut = false; for (int32 SectionIndex = 0; SectionIndex < SectionsOut.Num(); SectionIndex++) { FStaticMeshSection& Section = SectionsOut[SectionIndex]; const TArray& SectionIndices = PerSectionIndices[SectionIndex]; Section.FirstIndex = 0; Section.NumTriangles = 0; Section.MinVertexIndex = 0; Section.MaxVertexIndex = 0; if (SectionIndices.Num()) { Section.FirstIndex = CombinedIndicesOut.Num(); Section.NumTriangles = SectionIndices.Num() / 3; CombinedIndicesOut.AddUninitialized(SectionIndices.Num()); uint32* DestPtr = &CombinedIndicesOut[Section.FirstIndex]; uint32 const* SrcPtr = SectionIndices.GetData(); Section.MinVertexIndex = *SrcPtr; Section.MaxVertexIndex = *SrcPtr; for (int32 Index = 0; Index < SectionIndices.Num(); Index++) { uint32 VertIndex = *SrcPtr++; bNeeds32BitIndicesOut |= (VertIndex > MAX_uint16); Section.MinVertexIndex = FMath::Min(VertIndex, Section.MinVertexIndex); Section.MaxVertexIndex = FMath::Max(VertIndex, Section.MaxVertexIndex); *DestPtr++ = VertIndex; } } } } } // namespace UE::Private::StaticMeshBuilder void BuildAllBufferOptimizations(FStaticMeshLODResources& StaticMeshLOD, const FMeshBuildSettings& LODBuildSettings, TArray< uint32 >& IndexBuffer, bool bNeeds32BitIndices, TArray< FStaticMeshBuildVertex >& StaticMeshBuildVertices) { TRACE_CPUPROFILER_EVENT_SCOPE(BuildAllBufferOptimizations); if (StaticMeshLOD.AdditionalIndexBuffers == nullptr) { StaticMeshLOD.AdditionalIndexBuffers = new FAdditionalStaticMeshIndexBuffers(); } const EIndexBufferStride::Type IndexBufferStride = bNeeds32BitIndices ? EIndexBufferStride::Force32Bit : EIndexBufferStride::Force16Bit; // Build the reversed index buffer. if (LODBuildSettings.bBuildReversedIndexBuffer) { TArray InversedIndices; const int32 IndexCount = IndexBuffer.Num(); InversedIndices.AddUninitialized(IndexCount); for (int32 SectionIndex = 0; SectionIndex < StaticMeshLOD.Sections.Num(); ++SectionIndex) { const FStaticMeshSection& SectionInfo = StaticMeshLOD.Sections[SectionIndex]; const int32 SectionIndexCount = SectionInfo.NumTriangles * 3; for (int32 i = 0; i < SectionIndexCount; ++i) { InversedIndices[SectionInfo.FirstIndex + i] = IndexBuffer[SectionInfo.FirstIndex + SectionIndexCount - 1 - i]; } } StaticMeshLOD.AdditionalIndexBuffers->ReversedIndexBuffer.SetIndices(InversedIndices, IndexBufferStride); } // Build the depth-only index buffer. TArray DepthOnlyIndices; { BuildOptimizationHelper::BuildDepthOnlyIndexBuffer( DepthOnlyIndices, StaticMeshBuildVertices, IndexBuffer, StaticMeshLOD.Sections ); if (DepthOnlyIndices.Num() < 50000 * 3) { BuildOptimizationThirdParty::CacheOptimizeIndexBuffer(DepthOnlyIndices); } StaticMeshLOD.DepthOnlyIndexBuffer.SetIndices(DepthOnlyIndices, IndexBufferStride); } // Build the inversed depth only index buffer. if (LODBuildSettings.bBuildReversedIndexBuffer) { TArray ReversedDepthOnlyIndices; const int32 IndexCount = DepthOnlyIndices.Num(); ReversedDepthOnlyIndices.AddUninitialized(IndexCount); for (int32 i = 0; i < IndexCount; ++i) { ReversedDepthOnlyIndices[i] = DepthOnlyIndices[IndexCount - 1 - i]; } StaticMeshLOD.AdditionalIndexBuffers->ReversedDepthOnlyIndexBuffer.SetIndices(ReversedDepthOnlyIndices, IndexBufferStride); } // Build a list of wireframe edges in the static mesh. { TArray Edges; TArray WireframeIndices; BuildOptimizationHelper::FStaticMeshEdgeBuilder(IndexBuffer, StaticMeshBuildVertices, Edges).FindEdges(); WireframeIndices.Empty(2 * Edges.Num()); for (int32 EdgeIndex = 0; EdgeIndex < Edges.Num(); EdgeIndex++) { BuildOptimizationHelper::FMeshEdge& Edge = Edges[EdgeIndex]; WireframeIndices.Add(Edge.Vertices[0]); WireframeIndices.Add(Edge.Vertices[1]); } StaticMeshLOD.AdditionalIndexBuffers->WireframeIndexBuffer.SetIndices(WireframeIndices, IndexBufferStride); } }