Files
Ben Marsh bdc2ad1d76 Fix IncludeTool warnings and errors.
#rb none
#jira
#rnx

[CL 8369883 by Ben Marsh in 4.23 branch]
2019-08-28 22:40:32 -04:00

254 lines
8.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DynamicMeshBuilder.h"
#include "EngineGlobals.h"
#include "PrimitiveViewRelevance.h"
#include "PrimitiveSceneProxy.h"
#include "StaticMeshResources.h"
#include "Rendering/SkinWeightVertexBuffer.h"
#include "GeometryCollectionRendering.h"
#include "GeometryCollection/GeometryCollectionEditorSelection.h"
#include "HitProxies.h"
#include "EngineUtils.h"
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
#include "GeometryCollection/GeometryCollectionHitProxy.h"
#endif
class UGeometryCollectionComponent;
struct FGeometryCollectionSection;
struct HGeometryCollection;
/** Index Buffer */
class FGeometryCollectionIndexBuffer : public FIndexBuffer
{
public:
virtual void InitRHI() override
{
FRHIResourceCreateInfo CreateInfo;
IndexBufferRHI = RHICreateIndexBuffer(sizeof(int32), NumIndices * sizeof(int32), BUF_Dynamic, CreateInfo);
}
int32 NumIndices;
};
/** Vertex Buffer for Bone Map*/
class FGeometryCollectionBoneMapBuffer : public FVertexBuffer
{
public:
virtual void InitRHI() override
{
FRHIResourceCreateInfo CreateInfo;
// #note: Bone Map is stored in uint16, but shaders only support uint32
VertexBufferRHI = RHICreateVertexBuffer(NumVertices * sizeof(uint32), BUF_Static | BUF_ShaderResource, CreateInfo);
VertexBufferSRV = RHICreateShaderResourceView(VertexBufferRHI, sizeof(uint32), PF_R32_UINT);
}
int32 NumVertices;
FShaderResourceViewRHIRef VertexBufferSRV;
};
/** Vertex Buffer for transform data */
class FGeometryCollectionTransformBuffer : public FVertexBuffer
{
public:
virtual void InitRHI() override
{
FRHIResourceCreateInfo CreateInfo;
// #note: This differs from instanced static mesh in that we are storing the entire transform in the buffer rather than
// splitting out the translation. This is to simplify transferring data at runtime as a memcopy
VertexBufferRHI = RHICreateVertexBuffer(NumTransforms * sizeof(FVector4) * 4, BUF_Dynamic | BUF_ShaderResource, CreateInfo);
VertexBufferSRV = RHICreateShaderResourceView(VertexBufferRHI, 16, PF_A32B32G32R32F);
}
int32 NumTransforms;
FShaderResourceViewRHIRef VertexBufferSRV;
};
/** Immutable rendering data (kind of) */
struct FGeometryCollectionConstantData
{
TArray<FVector> Vertices;
TArray<FIntVector> Indices;
TArray<FVector> Normals;
TArray<FVector> TangentU;
TArray<FVector> TangentV;
TArray<FVector2D> UVs;
TArray<FLinearColor> Colors;
TArray<int32> BoneMap;
TArray<FLinearColor> BoneColors;
TArray<FGeometryCollectionSection> Sections;
uint32 NumTransforms;
FBox LocalBounds;
TArray<FIntVector> OriginalMeshIndices;
TArray<FGeometryCollectionSection> OriginalMeshSections;
TArray<FMatrix> RestTransforms;
};
/** Mutable rendering data */
struct FGeometryCollectionDynamicData
{
TArray<FMatrix> Transforms;
TArray<FMatrix> PrevTransforms;
bool IsDynamic;
bool IsLoading;
FGeometryCollectionDynamicData() : IsDynamic(false) {}
};
/***
* FGeometryCollectionSceneProxy
*
* The FGeometryCollectionSceneProxy manages the interaction between the GeometryCollectionComponent
* on the game thread and the vertex buffers on the render thread.
*
* NOTE : This class is still in flux, and has a few pending todos. Your comments and
* thoughts are appreciated though. The remaining items to address involve:
* - @todo double buffer - The double buffering of the FGeometryCollectionDynamicData.
* - @todo previous state - Saving the previous FGeometryCollectionDynamicData for rendering motion blur.
* - @todo shared memory model - The Asset(or Actor?) should hold the Vertex buffer, and pass the reference to the SceneProxy
* - @todo GPU skin : Make the skinning use the GpuVertexShader
*/
class FGeometryCollectionSceneProxy final : public FPrimitiveSceneProxy
{
TArray<UMaterialInterface*> Materials;
FMaterialRelevance MaterialRelevance;
int32 NumVertices;
int32 NumIndices;
FGeometryCollectionVertexFactory VertexFactory;
bool bSupportsManualVertexFetch;
FStaticMeshVertexBuffers VertexBuffers;
FGeometryCollectionIndexBuffer IndexBuffer;
FGeometryCollectionIndexBuffer OriginalMeshIndexBuffer;
FGeometryCollectionBoneMapBuffer BoneMapBuffer;
TArray<FGeometryCollectionTransformBuffer, TInlineAllocator<3>> TransformBuffers;
TArray<FGeometryCollectionTransformBuffer, TInlineAllocator<3>> PrevTransformBuffers;
int32 CurrentTransformBufferIndex = 0;
TArray<FGeometryCollectionSection> Sections;
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
FColorVertexBuffer HitProxyIdBuffer;
TArray<FGeometryCollectionSection> SubSections;
TArray<TRefCountPtr<HGeometryCollection>> SubSectionHitProxies;
TMap<int32, int32> SubSectionHitProxyIndexMap;
// @todo FractureTools - Reconcile with SubSectionHitProxies. Currently subsection hit proxies dont work for per-vertex submission
TArray<TRefCountPtr<HGeometryCollectionBone>> PerBoneHitProxies;
bool bUsesSubSections;
#endif
FGeometryCollectionDynamicData* DynamicData;
FGeometryCollectionConstantData* ConstantData;
bool bShowBoneColors;
bool bEnableBoneSelection;
int BoneSelectionMaterialID;
bool TransformVertexBuffersContainsOriginalMesh;
public:
SIZE_T GetTypeHash() const override
{
static size_t UniquePointer;
return reinterpret_cast<size_t>(&UniquePointer);
}
FGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component);
/** virtual destructor */
virtual ~FGeometryCollectionSceneProxy();
/** Current number of vertices to render */
int32 GetRequiredVertexCount() const { return NumVertices; }
/** Current number of indices to connect */
int32 GetRequiredIndexCount() const { return NumIndices; }
/** Called on render thread to setup static geometry for rendering */
void SetConstantData_RenderThread(FGeometryCollectionConstantData* NewConstantData, bool ForceInit = false);
/** Called on render thread to setup dynamic geometry for rendering */
void SetDynamicData_RenderThread(FGeometryCollectionDynamicData* NewDynamicData);
/** Called on render thread to construct the vertex definitions */
void BuildGeometry(const FGeometryCollectionConstantData* ConstantDataIn, TArray<FDynamicMeshVertex>& OutVertices, TArray<int32>& OutIndices, TArray<int32> &OutOriginalMeshIndices);
/** Called on render thread to setup dynamic geometry for rendering */
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override;
/** Manage the view assignment */
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
// @todo allocated size : make this reflect internally allocated memory.
virtual uint32 GetMemoryFootprint(void) const override { return(sizeof(*this) + GetAllocatedSize()); }
/** Size of the base class */
uint32 GetAllocatedSize(void) const { return(FPrimitiveSceneProxy::GetAllocatedSize()); }
// FPrimitiveSceneProxy interface.
#if WITH_EDITOR
virtual HHitProxy* CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies) override;
virtual const FColorVertexBuffer* GetCustomHitProxyIdBuffer() const override { return bEnableBoneSelection ? &HitProxyIdBuffer : nullptr; }
#endif // WITH_EDITOR
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
/** Enable/disable the per transform selection mode.
* This forces more sections/mesh batches to be sent to the renderer while also allowing the editor
* to return a special HitProxy containing the transform index of the section that has been clicked on.
*/
void UseSubSections(bool bInUsesSubSections, bool bForceInit);
#endif
protected:
/** Create the rendering buffer resources */
void InitResources();
/** Return the rendering buffer resources */
void ReleaseResources();
/** Get material proxy from material ID */
FMaterialRenderProxy* GetMaterial(FMeshElementCollector& Collector, int32 MaterialIndex) const;
FGeometryCollectionTransformBuffer& GetCurrentTransformBuffer()
{
return TransformBuffers[CurrentTransformBufferIndex];
}
FGeometryCollectionTransformBuffer& GetCurrentPrevTransformBuffer()
{
return PrevTransformBuffers[CurrentTransformBufferIndex];
}
void CycleTransformBuffers(bool bCycle)
{
if (bCycle)
{
CurrentTransformBufferIndex = (CurrentTransformBufferIndex + 1) % TransformBuffers.Num();
}
}
private:
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
/** Create transform index based subsections for all current sections. */
void InitializeSubSections_RenderThread();
/** Release subsections by emptying the associated arrays. */
void ReleaseSubSections_RenderThread();
#endif
};