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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DynamicMeshBuilder.h"
#include "EngineGlobals.h"
#include "HAL/CriticalSection.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"
#include "NaniteSceneProxy.h"
#include "GeometryCollection/GeometryCollectionObject.h"
#include "GeometryCollection/GeometryCollectionRenderData.h"
#include "GeometryCollection/GeometryCollectionHitProxy.h"
#include "InstanceDataSceneProxy.h"
class UGeometryCollection;
class UGeometryCollectionComponent;
struct FGeometryCollectionSection;
namespace Nanite
{
struct FResources;
}
/** Vertex Buffer for transform data */
class FGeometryCollectionTransformBuffer : public FVertexBuffer
{
public:
virtual void InitRHI(FRHICommandListBase& RHICmdList) override
{
FRHIResourceCreateInfo CreateInfo(TEXT("FGeometryCollectionTransformBuffer"));
// #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 = RHICmdList.CreateVertexBuffer(NumTransforms * sizeof(FVector4f) * 4, BUF_Dynamic | BUF_ShaderResource, CreateInfo);
VertexBufferSRV = RHICmdList.CreateShaderResourceView(VertexBufferRHI, 16, PF_A32B32G32R32F);
}
void UpdateDynamicData(FRHICommandListBase& RHICmdList, const TArray<FMatrix44f>& Transforms, EResourceLockMode LockMode);
int32 NumTransforms;
FShaderResourceViewRHIRef VertexBufferSRV;
};
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FMatrix>& SrcTransforms)
{
// LWC_TODO : we have no choice but to convert each element at this point to avoid changing GeometryCollectionAlgo::GlobalMatrices that is used all over the place
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
{
DstTransforms[TransformIndex] = FMatrix44f(SrcTransforms[TransformIndex]); // LWC_TODO: Perf pessimization
}
}
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FTransform>& SrcTransforms)
{
// LWC_TODO : we have no choice but to convert each element at this point to avoid changing GeometryCollectionAlgo::GlobalMatrices that is used all over the place
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
{
DstTransforms[TransformIndex] = FTransform3f(SrcTransforms[TransformIndex]).ToMatrixWithScale(); // LWC_TODO: Perf pessimization
}
}
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FTransform3f>& SrcTransforms)
{
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
{
DstTransforms[TransformIndex] = SrcTransforms[TransformIndex].ToMatrixWithScale();
}
}
/** Mutable rendering data */
struct FGeometryCollectionDynamicData
{
TArray<FMatrix44f> Transforms;
TArray<FMatrix44f> PrevTransforms;
uint32 ChangedCount;
uint8 IsDynamic : 1;
uint8 IsLoading : 1;
FGeometryCollectionDynamicData()
{
Reset();
}
void Reset()
{
Transforms.Reset();
PrevTransforms.Reset();
IsDynamic = false;
IsLoading = false;
}
UE_DEPRECATED(5.3, "Use FTransform version of SetTransforms instead")
void SetTransforms(const TArray<FMatrix>& InTransforms)
{
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
CopyTransformsWithConversionWhenNeeded(Transforms, InTransforms);
}
void SetTransforms(const TArray<FTransform>& InTransforms)
{
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
CopyTransformsWithConversionWhenNeeded(Transforms, InTransforms);
}
void SetTransforms(const TArray<FTransform3f>& InTransforms)
{
CopyTransformsWithConversionWhenNeeded(Transforms, InTransforms);
}
UE_DEPRECATED(5.3, "Use FTransform version of SetPrevTransforms instead")
void SetPrevTransforms(const TArray<FMatrix>& InTransforms)
{
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
CopyTransformsWithConversionWhenNeeded(PrevTransforms, InTransforms);
}
void SetPrevTransforms(const TArray<FTransform>& InTransforms)
{
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
CopyTransformsWithConversionWhenNeeded(PrevTransforms, InTransforms);
}
void SetPrevTransforms(const TArray<FTransform3f>& InTransforms)
{
CopyTransformsWithConversionWhenNeeded(PrevTransforms, InTransforms);
}
UE_DEPRECATED(5.3, "Use FTransform version of SetAllTransforms instead")
void SetAllTransforms(const TArray<FMatrix>& InTransforms)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
SetTransforms(InTransforms);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
PrevTransforms = Transforms;
ChangedCount = Transforms.Num();
}
void SetAllTransforms(const TArray<FTransform>& InTransforms)
{
SetTransforms(InTransforms);
PrevTransforms = Transforms;
ChangedCount = Transforms.Num();
}
void DetermineChanges()
{
// Check if previous transforms are the same as current
const float EqualTolerance = 1e-6;
check(Transforms.Num() == PrevTransforms.Num());
if (Transforms.Num() != PrevTransforms.Num())
{
ChangedCount = Transforms.Num();
}
else
{
ChangedCount = 0;
for (int32 TransformIndex = 0; TransformIndex < Transforms.Num(); ++TransformIndex)
{
if (!PrevTransforms[TransformIndex].Equals(Transforms[TransformIndex], EqualTolerance))
{
++ChangedCount;
}
}
}
}
};
class FGeometryCollectionDynamicDataPool
{
public:
FGeometryCollectionDynamicDataPool();
~FGeometryCollectionDynamicDataPool();
FGeometryCollectionDynamicData* Allocate();
void Release(FGeometryCollectionDynamicData* DynamicData);
private:
TArray<FGeometryCollectionDynamicData*> UsedList;
TArray<FGeometryCollectionDynamicData*> FreeList;
FCriticalSection ListLock;
};
/***
* 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 GPU skin : Make the skinning use the GpuVertexShader
*/
class FGeometryCollectionSceneProxy final : public FPrimitiveSceneProxy
{
TArray<UMaterialInterface*> Materials;
FMaterialRelevance MaterialRelevance;
FGeometryCollectionMeshResources const& MeshResource;
FGeometryCollectionMeshDescription MeshDescription;
int32 NumTransforms = 0;
TArray<FMatrix44f> RestTransforms;
FBoxSphereBounds PreSkinnedBounds;
FGeometryCollectionVertexFactory VertexFactory;
bool bSupportsManualVertexFetch;
FPositionVertexBuffer SkinnedPositionVertexBuffer;
int32 CurrentTransformBufferIndex = 0;
bool TransformVertexBuffersContainsRestTransforms = true;
bool bSupportsTripleBufferVertexUpload = false;
bool bRenderResourcesCreated = false;
TArray<FGeometryCollectionTransformBuffer, TInlineAllocator<3>> TransformBuffers;
TArray<FGeometryCollectionTransformBuffer, TInlineAllocator<3>> PrevTransformBuffers;
FGeometryCollectionDynamicData* DynamicData = nullptr;
#if WITH_EDITOR
bool bShowBoneColors = false;
bool bSuppressSelectionMaterial = false;
TArray<FColor> BoneColors;
FColorVertexBuffer ColorVertexBuffer;
FGeometryCollectionVertexFactory VertexFactoryDebugColor;
UMaterialInterface* BoneSelectedMaterial = nullptr;
TArray<bool> HiddenTransforms;
#endif
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
bool bUsesSubSections = false;
bool bEnableBoneSelection = false;
TArray<TRefCountPtr<HHitProxy>> HitProxies;
FColorVertexBuffer HitProxyIdBuffer;
#endif
#if RHI_RAYTRACING
bool bGeometryResourceUpdated = false;
FRayTracingGeometry RayTracingGeometry;
FRWBuffer RayTracingDynamicVertexBuffer;
#endif
public:
FGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component);
virtual ~FGeometryCollectionSceneProxy();
/** Called on render thread to setup dynamic geometry for rendering */
void SetDynamicData_RenderThread(FRHICommandListBase& RHICmdList, FGeometryCollectionDynamicData* NewDynamicData);
uint32 GetMemoryFootprint() const override { return sizeof(*this) + GetAllocatedSize(); }
uint32 GetAllocatedSize() const;
SIZE_T GetTypeHash() const override;
void CreateRenderThreadResources(FRHICommandListBase& RHICmdList) override;
void DestroyRenderThreadResources() override;
void GetPreSkinnedLocalBounds(FBoxSphereBounds& OutBounds) const override;
FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override;
virtual bool AllowInstanceCullingOcclusionQueries() const override { return true; }
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
virtual HHitProxy* CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies) override;
virtual const FColorVertexBuffer* GetCustomHitProxyIdBuffer() const override
{
return (bEnableBoneSelection || bUsesSubSections) ? &HitProxyIdBuffer : nullptr;
}
#endif
#if RHI_RAYTRACING
bool IsRayTracingRelevant() const override { return true; }
bool IsRayTracingStaticRelevant() const override { return false; }
void GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext& Context, TArray<struct FRayTracingInstance>& OutRayTracingInstances) override;
#endif
protected:
/** Setup a geometry collection vertex factory. */
void SetupVertexFactory(FRHICommandListBase& RHICmdList, FGeometryCollectionVertexFactory& GeometryCollectionVertexFactory, FColorVertexBuffer* ColorOverride = nullptr) const;
/** Update skinned position buffer used by mobile CPU skinning path. */
void UpdateSkinnedPositions(FRHICommandListBase& RHICmdList, TArray<FMatrix44f> const& Transforms);
/** Get material proxy from material ID */
FMaterialRenderProxy* GetMaterial(FMeshElementCollector& Collector, int32 MaterialIndex) const;
/** Get the standard or debug vertex factory dependent on current state. */
FVertexFactory const* GetVertexFactory() const;
FGeometryCollectionTransformBuffer& GetCurrentTransformBuffer()
{
return TransformBuffers[CurrentTransformBufferIndex];
}
FGeometryCollectionTransformBuffer& GetCurrentPrevTransformBuffer()
{
return PrevTransformBuffers[CurrentTransformBufferIndex];
}
void CycleTransformBuffers(bool bCycle)
{
if (bCycle)
{
CurrentTransformBufferIndex = (CurrentTransformBufferIndex + 1) % TransformBuffers.Num();
}
}
#if RHI_RAYTRACING
void UpdatingRayTracingGeometry_RenderingThread(TArray<FGeometryCollectionMeshElement> const& InSectionArray);
#endif
};
class FNaniteGeometryCollectionSceneProxy : public Nanite::FSceneProxyBase
{
public:
using Super = Nanite::FSceneProxyBase;
FNaniteGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component);
virtual ~FNaniteGeometryCollectionSceneProxy() = default;
public:
// FPrimitiveSceneProxy interface.
virtual void CreateRenderThreadResources(FRHICommandListBase& RHICmdList) override;
virtual SIZE_T GetTypeHash() const override;
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
#if WITH_EDITOR
virtual HHitProxy* CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies) override;
#endif
virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override;
virtual uint32 GetMemoryFootprint() const override;
virtual void OnTransformChanged(FRHICommandListBase& RHICmdList) override;
// FSceneProxyBase interface.
virtual void GetNaniteResourceInfo(uint32& ResourceID, uint32& HierarchyOffset, uint32& ImposterIndex) const override;
virtual void GetNaniteMaterialMask(FUint32Vector2& OutMaterialMask) const override;
virtual Nanite::FResourceMeshInfo GetResourceMeshInfo() const override;
/** Called on render thread to setup dynamic geometry for rendering */
void SetDynamicData_RenderThread(FGeometryCollectionDynamicData* NewDynamicData, const FMatrix &PrimitiveLocalToWorld);
void ResetPreviousTransforms_RenderThread();
void FlushGPUSceneUpdate_GameThread();
FORCEINLINE void SetRequiresGPUSceneUpdate_RenderThread(bool bRequireUpdate)
{
bRequiresGPUSceneUpdate = bRequireUpdate;
}
FORCEINLINE bool GetRequiresGPUSceneUpdate_RenderThread() const
{
return bRequiresGPUSceneUpdate;
}
void OnMotionBegin();
void OnMotionEnd();
protected:
// TODO : Copy required data from UObject instead of using unsafe object pointer.
const UGeometryCollection* GeometryCollection = nullptr;
struct FGeometryNaniteData
{
FBoxSphereBounds LocalBounds;
uint32 HierarchyOffset;
};
TArray<FGeometryNaniteData> GeometryNaniteData;
uint32 NaniteResourceID = INDEX_NONE;
uint32 NaniteHierarchyOffset = INDEX_NONE;
// TODO: Should probably calculate this on the materials array above instead of on the component
// Null and !Opaque are assigned default material unlike the component material relevance.
FMaterialRelevance MaterialRelevance;
uint32 bCastShadow : 1;
uint32 bReverseCulling : 1;
uint32 bHasMaterialErrors : 1;
uint32 bCurrentlyInMotion : 1;
uint32 bRequiresGPUSceneUpdate : 1;
FInstanceSceneDataBuffers InstanceSceneDataBuffersImpl;
};