// Copyright Epic Games, Inc. All Rights Reserved. #include "Components/BaseDynamicMeshSceneProxy.h" #include "Materials/Material.h" #include "RayTracingDefinitions.h" #include "RayTracingInstance.h" FBaseDynamicMeshSceneProxy::FBaseDynamicMeshSceneProxy(UBaseDynamicMeshComponent* Component) : FPrimitiveSceneProxy(Component), ParentBaseComponent(Component), bEnableRaytracing(Component->GetEnableRaytracing()), bEnableViewModeOverrides(Component->GetViewModeOverridesEnabled()) { if (Component->GetColorOverrideMode() == EDynamicMeshComponentColorOverrideMode::Constant) { ConstantVertexColor = Component->GetConstantOverrideColor(); } bUsePerTriangleNormals = Component->GetFlatShadingEnabled(); } FBaseDynamicMeshSceneProxy::~FBaseDynamicMeshSceneProxy() { // we are assuming in code below that this is always called from the rendering thread check(IsInRenderingThread()); // destroy all existing renderbuffers for (FMeshRenderBufferSet* BufferSet : AllocatedBufferSets) { FMeshRenderBufferSet::DestroyRenderBufferSet(BufferSet); } } FMeshRenderBufferSet* FBaseDynamicMeshSceneProxy::AllocateNewRenderBufferSet() { // should we hang onto these and destroy them in constructor? leaving to subclass seems risky? FMeshRenderBufferSet* RenderBufferSet = new FMeshRenderBufferSet(GetScene().GetFeatureLevel()); RenderBufferSet->Material = UMaterial::GetDefaultMaterial(MD_Surface); RenderBufferSet->bEnableRaytracing = this->bEnableRaytracing; AllocatedSetsLock.Lock(); AllocatedBufferSets.Add(RenderBufferSet); AllocatedSetsLock.Unlock(); return RenderBufferSet; } void FBaseDynamicMeshSceneProxy::ReleaseRenderBufferSet(FMeshRenderBufferSet* BufferSet) { FScopeLock Lock(&AllocatedSetsLock); if (ensure(AllocatedBufferSets.Contains(BufferSet))) { AllocatedBufferSets.Remove(BufferSet); Lock.Unlock(); FMeshRenderBufferSet::DestroyRenderBufferSet(BufferSet); } } int32 FBaseDynamicMeshSceneProxy::GetNumMaterials() const { return ParentBaseComponent->GetNumMaterials(); } UMaterialInterface* FBaseDynamicMeshSceneProxy::GetMaterial(int32 k) const { UMaterialInterface* Material = ParentBaseComponent->GetMaterial(k); return (Material != nullptr) ? Material : UMaterial::GetDefaultMaterial(MD_Surface); } void FBaseDynamicMeshSceneProxy::UpdatedReferencedMaterials() { #if WITH_EDITOR TArray Materials; ParentBaseComponent->GetUsedMaterials(Materials, true); // Temporarily disable material verification while the enqueued render command is in flight. // The original value for bVerifyUsedMaterials gets restored when the command is executed. // If we do not do this, material verification might spuriously fail in cases where the render command for changing // the verfifcation material is still in flight but the render thread is already trying to render the mesh. const uint8 bRestoreVerifyUsedMaterials = bVerifyUsedMaterials; bVerifyUsedMaterials = false; ENQUEUE_RENDER_COMMAND(FMeshRenderBufferSetDestroy)( [this, Materials, bRestoreVerifyUsedMaterials](FRHICommandListImmediate& RHICmdList) { this->SetUsedMaterialForVerification(Materials); this->bVerifyUsedMaterials = bRestoreVerifyUsedMaterials; }); #endif } void FBaseDynamicMeshSceneProxy::GetDynamicMeshElements(const TArray& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const { QUICK_SCOPE_CYCLE_COUNTER(STAT_BaseDynamicMeshSceneProxy_GetDynamicMeshElements); bool bWireframe = (AllowDebugViewmodes() && ViewFamily.EngineShowFlags.Wireframe) || ParentBaseComponent->GetEnableWireframeRenderPass(); // Get wireframe material proxy if requested and available, otherwise disable wireframe FMaterialRenderProxy* WireframeMaterialProxy = nullptr; if (bWireframe) { UMaterialInterface* WireframeMaterial = UBaseDynamicMeshComponent::GetDefaultWireframeMaterial_RenderThread(); if (WireframeMaterial != nullptr) { FColoredMaterialRenderProxy* WireframeMaterialInstance = new FColoredMaterialRenderProxy( WireframeMaterial->GetRenderProxy(), ParentBaseComponent->WireframeColor); Collector.RegisterOneFrameMaterialProxy(WireframeMaterialInstance); WireframeMaterialProxy = WireframeMaterialInstance; } else { bWireframe = false; } } // will use this material instead of any others below, if it becomes non-null UMaterialInterface* ForceOverrideMaterial = nullptr; // Note: there is an engine show flags for vertex colors. However if we enable that, then // we will fail the used-materials checks in the Editor, because UBaseDynamicMeshComponent::GetUsedMaterials() // cannot check the active show flags. One option would be to always add the vertex color material there... const bool bVertexColor = ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::VertexColors || ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Polygroups || ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Constant; if (bVertexColor) { ForceOverrideMaterial = UBaseDynamicMeshComponent::GetDefaultVertexColorMaterial_RenderThread(); } ESceneDepthPriorityGroup DepthPriority = SDPG_World; TArray Buffers; GetActiveRenderBufferSets(Buffers); UMaterialInterface* UseSecondaryMaterial = ForceOverrideMaterial; if (ParentBaseComponent->HasSecondaryRenderMaterial() && ForceOverrideMaterial == nullptr) { UseSecondaryMaterial = ParentBaseComponent->GetSecondaryRenderMaterial(); } bool bDrawSecondaryBuffers = ParentBaseComponent->GetSecondaryBuffersVisibility(); for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { if (VisibilityMap & (1 << ViewIndex)) { const FSceneView* View = Views[ViewIndex]; bool bHasPrecomputedVolumetricLightmap; FMatrix PreviousLocalToWorld; int32 SingleCaptureIndex; bool bOutputVelocity; GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity); bOutputVelocity |= AlwaysHasVelocity(); // Draw the mesh. for (FMeshRenderBufferSet* BufferSet : Buffers) { UMaterialInterface* UseMaterial = BufferSet->Material; if (ParentBaseComponent->HasOverrideRenderMaterial(0)) { UseMaterial = ParentBaseComponent->GetOverrideRenderMaterial(0); } if (ForceOverrideMaterial) { UseMaterial = ForceOverrideMaterial; } FMaterialRenderProxy* MaterialProxy = UseMaterial->GetRenderProxy(); if (BufferSet->TriangleCount == 0) { continue; } // lock buffers so that they aren't modified while we are submitting them FScopeLock BuffersLock(&BufferSet->BuffersLock); // do we need separate one of these for each MeshRenderBufferSet? FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource(); DynamicPrimitiveUniformBuffer.Set(GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, bOutputVelocity, GetCustomPrimitiveData()); if (BufferSet->IndexBuffer.Indices.Num() > 0) { // Unlike most meshes, which just use the wireframe material in wireframe mode, we draw the wireframe on top of the normal material if needed, // as this is easier to interpret. However, we do not do this in ortho viewports, where it frequently causes the our edit gizmo to be hidden // beneath the material. So, only draw the base material if we are in perspective mode, or we're in ortho but not in wireframe. if (View->IsPerspectiveProjection() || !(AllowDebugViewmodes() && ViewFamily.EngineShowFlags.Wireframe)) { DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, MaterialProxy, false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer); } if (bWireframe) { DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, WireframeMaterialProxy, true, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer); } } // draw secondary buffer if we have it, falling back to base material if we don't have the Secondary material FMaterialRenderProxy* UseSecondaryMaterialProxy = (UseSecondaryMaterial != nullptr) ? UseSecondaryMaterial->GetRenderProxy() : MaterialProxy; if (bDrawSecondaryBuffers && BufferSet->SecondaryIndexBuffer.Indices.Num() > 0 && UseSecondaryMaterialProxy != nullptr) { DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer); if (bWireframe) { DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, true, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer); } } } } } } void FBaseDynamicMeshSceneProxy::DrawBatch(FMeshElementCollector& Collector, const FMeshRenderBufferSet& RenderBuffers, const FDynamicMeshIndexBuffer32& IndexBuffer, FMaterialRenderProxy* UseMaterial, bool bWireframe, ESceneDepthPriorityGroup DepthPriority, int ViewIndex, FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer) const { FMeshBatch& Mesh = Collector.AllocateMesh(); FMeshBatchElement& BatchElement = Mesh.Elements[0]; BatchElement.IndexBuffer = &IndexBuffer; Mesh.bWireframe = bWireframe; Mesh.VertexFactory = &RenderBuffers.VertexFactory; Mesh.MaterialRenderProxy = UseMaterial; BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer; BatchElement.FirstIndex = 0; BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3; BatchElement.MinVertexIndex = 0; BatchElement.MaxVertexIndex = RenderBuffers.PositionVertexBuffer.GetNumVertices() - 1; Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative(); Mesh.Type = PT_TriangleList; Mesh.DepthPriorityGroup = DepthPriority; Mesh.bCanApplyViewModeOverrides = this->bEnableViewModeOverrides; Collector.AddMesh(ViewIndex, Mesh); } #if RHI_RAYTRACING bool FBaseDynamicMeshSceneProxy::IsRayTracingRelevant() const { return true; } void FBaseDynamicMeshSceneProxy::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext& Context, TArray& OutRayTracingInstances) { QUICK_SCOPE_CYCLE_COUNTER(STAT_BaseDynamicMeshSceneProxy_GetDynamicRayTracingInstances); ESceneDepthPriorityGroup DepthPriority = SDPG_World; TArray Buffers; GetActiveRenderBufferSets(Buffers); // will use this material instead of any others below, if it becomes non-null UMaterialInterface* ForceOverrideMaterial = nullptr; const bool bVertexColor = ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::VertexColors || ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Polygroups || ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Constant; if (bVertexColor) { ForceOverrideMaterial = UBaseDynamicMeshComponent::GetDefaultVertexColorMaterial_RenderThread(); } UMaterialInterface* UseSecondaryMaterial = ForceOverrideMaterial; if (ParentBaseComponent->HasSecondaryRenderMaterial() && ForceOverrideMaterial == nullptr) { UseSecondaryMaterial = ParentBaseComponent->GetSecondaryRenderMaterial(); } bool bDrawSecondaryBuffers = ParentBaseComponent->GetSecondaryBuffersVisibility(); bool bHasPrecomputedVolumetricLightmap; FMatrix PreviousLocalToWorld; int32 SingleCaptureIndex; bool bOutputVelocity; GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity); bOutputVelocity |= AlwaysHasVelocity(); // is it safe to share this between primary and secondary raytracing batches? FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Context.RayTracingMeshResourceCollector.AllocateOneFrameResource(); DynamicPrimitiveUniformBuffer.Set(GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, bOutputVelocity); // Draw the active buffer sets for (FMeshRenderBufferSet* BufferSet : Buffers) { UMaterialInterface* UseMaterial = BufferSet->Material; if (ParentBaseComponent->HasOverrideRenderMaterial(0)) { UseMaterial = ParentBaseComponent->GetOverrideRenderMaterial(0); } if (ForceOverrideMaterial) { UseMaterial = ForceOverrideMaterial; } FMaterialRenderProxy* MaterialProxy = UseMaterial->GetRenderProxy(); if (BufferSet->TriangleCount == 0) { continue; } if (BufferSet->bIsRayTracingDataValid == false) { continue; } // Lock buffers so that they aren't modified while we are submitting them. FScopeLock BuffersLock(&BufferSet->BuffersLock); // draw primary index buffer if (BufferSet->IndexBuffer.Indices.Num() > 0 && BufferSet->PrimaryRayTracingGeometry.RayTracingGeometryRHI.IsValid()) { ensure(BufferSet->PrimaryRayTracingGeometry.Initializer.IndexBuffer.IsValid()); DrawRayTracingBatch(Context, *BufferSet, BufferSet->IndexBuffer, BufferSet->PrimaryRayTracingGeometry, MaterialProxy, DepthPriority, DynamicPrimitiveUniformBuffer, OutRayTracingInstances); } // draw secondary index buffer if we have it, falling back to base material if we don't have the Secondary material FMaterialRenderProxy* UseSecondaryMaterialProxy = (UseSecondaryMaterial != nullptr) ? UseSecondaryMaterial->GetRenderProxy() : MaterialProxy; if (bDrawSecondaryBuffers && BufferSet->SecondaryIndexBuffer.Indices.Num() > 0 && UseSecondaryMaterialProxy != nullptr && BufferSet->SecondaryRayTracingGeometry.RayTracingGeometryRHI.IsValid()) { ensure(BufferSet->SecondaryRayTracingGeometry.Initializer.IndexBuffer.IsValid()); DrawRayTracingBatch(Context, *BufferSet, BufferSet->SecondaryIndexBuffer, BufferSet->SecondaryRayTracingGeometry, UseSecondaryMaterialProxy, DepthPriority, DynamicPrimitiveUniformBuffer, OutRayTracingInstances); } } } void FBaseDynamicMeshSceneProxy::DrawRayTracingBatch(FRayTracingMaterialGatheringContext& Context, const FMeshRenderBufferSet& RenderBuffers, const FDynamicMeshIndexBuffer32& IndexBuffer, FRayTracingGeometry& RayTracingGeometry, FMaterialRenderProxy* UseMaterialProxy, ESceneDepthPriorityGroup DepthPriority, FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer, TArray& OutRayTracingInstances) const { ensure(RayTracingGeometry.Initializer.IndexBuffer.IsValid()); FRayTracingInstance RayTracingInstance; RayTracingInstance.Geometry = &RayTracingGeometry; RayTracingInstance.InstanceTransforms.Add(GetLocalToWorld()); uint32 SectionIdx = 0; FMeshBatch MeshBatch; MeshBatch.VertexFactory = &RenderBuffers.VertexFactory; MeshBatch.SegmentIndex = 0; MeshBatch.MaterialRenderProxy = UseMaterialProxy; MeshBatch.ReverseCulling = IsLocalToWorldDeterminantNegative(); MeshBatch.Type = PT_TriangleList; MeshBatch.DepthPriorityGroup = DepthPriority; MeshBatch.bCanApplyViewModeOverrides = this->bEnableViewModeOverrides; MeshBatch.CastRayTracedShadow = IsShadowCast(Context.ReferenceView); FMeshBatchElement& BatchElement = MeshBatch.Elements[0]; BatchElement.IndexBuffer = &IndexBuffer; BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer; BatchElement.FirstIndex = 0; BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3; BatchElement.MinVertexIndex = 0; BatchElement.MaxVertexIndex = RenderBuffers.PositionVertexBuffer.GetNumVertices() - 1; RayTracingInstance.Materials.Add(MeshBatch); RayTracingInstance.BuildInstanceMaskAndFlags(GetScene().GetFeatureLevel()); OutRayTracingInstances.Add(RayTracingInstance); } #endif // RHI_RAYTRACING