Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionSceneProxy.cpp
Michael Lentine 2dc0b0cab7 Fix warnings from GeomProxy using ispc.
#rb none
#jira ue-76072

[CL 7049003 by Michael Lentine in 4.23 branch]
2019-06-17 14:12:38 -04:00

965 lines
38 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "GeometryCollection/GeometryCollectionSceneProxy.h"
#include "Async/ParallelFor.h"
#include "Engine/Engine.h"
#include "Materials/Material.h"
#include "GeometryCollection/GeometryCollectionComponent.h"
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
#include "GeometryCollection/GeometryCollectionHitProxy.h"
#endif
#if INTEL_ISPC
#if USING_CODE_ANALYSIS
MSVC_PRAGMA( warning( push ) )
MSVC_PRAGMA( warning( disable : ALL_CODE_ANALYSIS_WARNINGS ) )
#endif // USING_CODE_ANALYSIS
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wnonportable-include-path"
#endif
#include "GeometryCollectionSceneProxy.ispc.generated.h"
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#if USING_CODE_ANALYSIS
MSVC_PRAGMA( warning( pop ) )
#endif // USING_CODE_ANALYSIS
#endif
static int32 GParallelGeometryCollectionBatchSize = 1024;
static TAutoConsoleVariable<int32> CVarParallelGeometryCollectionBatchSize(
TEXT("r.ParallelGeometryCollectionBatchSize"),
GParallelGeometryCollectionBatchSize,
TEXT("The number of vertices per thread dispatch in a single collection. \n"),
ECVF_Default
);
int32 GGeometryCollectionTripleBufferUploads = 1;
TAutoConsoleVariable<int32> CVarGeometryCollectionTripleBufferUploads(
TEXT("r.GeometryCollectionTripleBufferUploads"),
GGeometryCollectionTripleBufferUploads,
TEXT("Whether to triple buffer geometry collection uploads, which allows Lock_NoOverwrite uploads which are much faster on the GPU with large amounts of data."),
ECVF_Default
);
DEFINE_LOG_CATEGORY_STATIC(FGeometryCollectionSceneProxyLogging, Log, All);
FGeometryCollectionSceneProxy::FGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component)
: FPrimitiveSceneProxy(Component)
, MaterialRelevance(Component->GetMaterialRelevance(GetScene().GetFeatureLevel()))
, NumVertices(0)
, NumIndices(0)
, VertexFactory(GetScene().GetFeatureLevel())
, bSupportsManualVertexFetch(VertexFactory.SupportsManualVertexFetch(GetScene().GetFeatureLevel()))
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
, SubSections()
, SubSectionHitProxies()
, SubSectionHitProxyIndexMap()
, bUsesSubSections(false)
#endif
, DynamicData(nullptr)
, ConstantData(nullptr)
, bShowBoneColors(Component->GetShowBoneColors())
, bEnableBoneSelection(Component->GetEnableBoneSelection())
, BoneSelectionMaterialID(Component->GetBoneSelectedMaterialID())
, TransformVertexBuffersContainsOriginalMesh(false)
{
Materials.Empty();
const int32 NumMaterials = Component->GetNumMaterials();
for (int MaterialIndex = 0; MaterialIndex < NumMaterials; ++MaterialIndex)
{
Materials.Push(Component->GetMaterial(MaterialIndex));
if (Materials[MaterialIndex] == nullptr || !Materials[MaterialIndex]->CheckMaterialUsage_Concurrent(MATUSAGE_GeometryCollections))
{
Materials[MaterialIndex] = UMaterial::GetDefaultMaterial(MD_Surface);
}
}
// Make sure the vertex color material has the usage flag for rendering geometry collections
if (GEngine->VertexColorMaterial)
{
GEngine->VertexColorMaterial->CheckMaterialUsage_Concurrent(MATUSAGE_GeometryCollections);
}
// #todo(dmp): We create the sections before we set the constant data because we need to make sure these
// are set before the hit proxies are created via CreateHitProxies. Ideally, all data is passed in
// here when we create proxies, and they are thrown away if underlying geometry changes.
TManagedArray<FGeometryCollectionSection>& InputSections = Component->GetRestCollection()->GetGeometryCollection()->Sections;
const int32 NumSections = InputSections.Num();
Sections.Reset(NumSections);
for (int SectionIndex = 0; SectionIndex < NumSections; ++SectionIndex)
{
FGeometryCollectionSection& Section = InputSections[SectionIndex];
if (Section.NumTriangles > 0)
{
Sections.Add(Section);
}
}
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
// Init HitProxy array with the maximum number of subsections
SubSectionHitProxies.SetNumZeroed(Sections.Num() * Component->GetTransformArray().Num());
#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION
// #todo(dmp): This flag means that when motion blur is turned on, it will always render geometry collections into the
// velocity buffer. Note that the way around this is to loop through the global matrices and test whether they have
// changed from the prev to curr frame, but this is expensive. We should revisit this if the draw calls for velocity
// rendering become a problem. One solution could be to use internal solver sleeping state to drive motion blur.
bAlwaysHasVelocity = true;
}
FGeometryCollectionSceneProxy::~FGeometryCollectionSceneProxy()
{
ReleaseResources();
if (DynamicData != nullptr)
{
delete DynamicData;
}
if (ConstantData != nullptr)
{
delete ConstantData;
}
}
void FGeometryCollectionSceneProxy::InitResources()
{
check(ConstantData);
check(IsInRenderingThread());
NumVertices = ConstantData->Vertices.Num();
NumIndices = ConstantData->Indices.Num()*3;
// taken from this, and expanded here to accomodate modifications for
// GeometryCollection vertex factory data (transform and bonemap)
// VertexBuffers.InitWithDummyData(&VertexFactory, GetRequiredVertexCount());
// get vertex factory data
FGeometryCollectionVertexFactory::FDataType Data;
// Init buffers
VertexBuffers.PositionVertexBuffer.Init(NumVertices);
VertexBuffers.StaticMeshVertexBuffer.Init(NumVertices, 1);
VertexBuffers.ColorVertexBuffer.Init(NumVertices);
// Init resources
VertexBuffers.PositionVertexBuffer.InitResource();
VertexBuffers.StaticMeshVertexBuffer.InitResource();
VertexBuffers.ColorVertexBuffer.InitResource();
// Bind buffers
VertexBuffers.PositionVertexBuffer.BindPositionVertexBuffer(&VertexFactory, Data);
VertexBuffers.StaticMeshVertexBuffer.BindTangentVertexBuffer(&VertexFactory, Data);
VertexBuffers.StaticMeshVertexBuffer.BindPackedTexCoordVertexBuffer(&VertexFactory, Data);
VertexBuffers.StaticMeshVertexBuffer.BindLightMapVertexBuffer(&VertexFactory, Data, 0);
VertexBuffers.ColorVertexBuffer.BindColorVertexBuffer(&VertexFactory, Data);
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
if (bEnableBoneSelection)
{
HitProxyIdBuffer.Init(NumVertices);
HitProxyIdBuffer.InitResource();
}
#endif
IndexBuffer.NumIndices = GetRequiredIndexCount();
IndexBuffer.InitResource();
OriginalMeshIndexBuffer.NumIndices = GetRequiredIndexCount();
OriginalMeshIndexBuffer.InitResource();
// If using manual vertex fetch, then we will setup the GPU point transform implementation
if (bSupportsManualVertexFetch)
{
BoneMapBuffer.NumVertices = NumVertices;
TransformBuffers.AddDefaulted(1);
PrevTransformBuffers.AddDefaulted(1);
TransformBuffers[0].NumTransforms = ConstantData->NumTransforms;
PrevTransformBuffers[0].NumTransforms = ConstantData->NumTransforms;
TransformBuffers[0].InitResource();
PrevTransformBuffers[0].InitResource();
BoneMapBuffer.InitResource();
Data.InstanceBoneMapSRV = BoneMapBuffer.VertexBufferSRV;
Data.InstanceTransformSRV = TransformBuffers[0].VertexBufferSRV;
Data.InstancePrevTransformSRV = PrevTransformBuffers[0].VertexBufferSRV;
}
//
// from InitOrUpdateResource(VertexFactory);
//
// also make sure to do the binding to the vertex factory
VertexFactory.SetData(Data);
if (!VertexFactory.IsInitialized())
{
VertexFactory.InitResource();
}
else
{
VertexFactory.UpdateRHI();
}
}
void FGeometryCollectionSceneProxy::ReleaseResources()
{
VertexBuffers.PositionVertexBuffer.ReleaseResource();
VertexBuffers.StaticMeshVertexBuffer.ReleaseResource();
VertexBuffers.ColorVertexBuffer.ReleaseResource();
IndexBuffer.ReleaseResource();
OriginalMeshIndexBuffer.ReleaseResource();
if (bSupportsManualVertexFetch)
{
BoneMapBuffer.ReleaseResource();
for (int32 i = 0; i < TransformBuffers.Num(); i++)
{
TransformBuffers[i].ReleaseResource();
PrevTransformBuffers[i].ReleaseResource();
}
TransformBuffers.Reset();
}
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
HitProxyIdBuffer.ReleaseResource();
#endif
VertexFactory.ReleaseResource();
}
void FGeometryCollectionSceneProxy::BuildGeometry( const FGeometryCollectionConstantData* ConstantDataIn, TArray<FDynamicMeshVertex>& OutVertices, TArray<int32>& OutIndices, TArray<int32> &OutOriginalMeshIndices)
{
OutVertices.SetNumUninitialized(ConstantDataIn->Vertices.Num());
ParallelFor(ConstantData->Vertices.Num(), [&](int32 PointIdx)
{
OutVertices[PointIdx] =
FDynamicMeshVertex(
ConstantDataIn->Vertices[PointIdx],
ConstantDataIn->UVs[PointIdx],
bShowBoneColors||bEnableBoneSelection ?
ConstantDataIn->BoneColors[PointIdx].ToFColor(true) :
ConstantDataIn->Colors[PointIdx].ToFColor(true)
);
OutVertices[PointIdx].SetTangents(ConstantDataIn->TangentU[PointIdx], ConstantDataIn->TangentV[PointIdx], ConstantDataIn->Normals[PointIdx]);
});
check(ConstantDataIn->Indices.Num() * 3 == NumIndices);
OutIndices.SetNumUninitialized(NumIndices);
ParallelFor (ConstantDataIn->Indices.Num(), [&](int32 IndexIdx)
{
OutIndices[IndexIdx * 3 ] = ConstantDataIn->Indices[IndexIdx].X;
OutIndices[IndexIdx * 3 + 1] = ConstantDataIn->Indices[IndexIdx].Y;
OutIndices[IndexIdx * 3 + 2] = ConstantDataIn->Indices[IndexIdx].Z;
});
OutOriginalMeshIndices.SetNumUninitialized(ConstantDataIn->OriginalMeshIndices.Num() * 3);
ParallelFor(ConstantDataIn->OriginalMeshIndices.Num(), [&](int32 IndexIdx)
{
OutOriginalMeshIndices[IndexIdx * 3] = ConstantDataIn->OriginalMeshIndices[IndexIdx].X;
OutOriginalMeshIndices[IndexIdx * 3 + 1] = ConstantDataIn->OriginalMeshIndices[IndexIdx].Y;
OutOriginalMeshIndices[IndexIdx * 3 + 2] = ConstantDataIn->OriginalMeshIndices[IndexIdx].Z;
});
}
void FGeometryCollectionSceneProxy::SetConstantData_RenderThread(FGeometryCollectionConstantData* NewConstantData, bool ForceInit)
{
check(IsInRenderingThread());
check(NewConstantData);
if (ConstantData)
{
delete ConstantData;
ConstantData = nullptr;
}
ConstantData = NewConstantData;
if (ConstantData->Vertices.Num() != VertexBuffers.PositionVertexBuffer.GetNumVertices() || ForceInit)
{
ReleaseResources();
InitResources();
}
TArray<int32> Indices;
TArray<int32> OriginalMeshIndices;
TArray<FDynamicMeshVertex> Vertices;
BuildGeometry(ConstantData, Vertices, Indices, OriginalMeshIndices);
check(Vertices.Num() == GetRequiredVertexCount());
check(Indices.Num() == GetRequiredIndexCount());
if (GetRequiredVertexCount())
{
ParallelFor(Vertices.Num(), [&](int32 i)
{
const FDynamicMeshVertex& Vertex = Vertices[i];
VertexBuffers.PositionVertexBuffer.VertexPosition(i) = Vertex.Position;
VertexBuffers.StaticMeshVertexBuffer.SetVertexTangents(i, Vertex.TangentX.ToFVector(), Vertex.GetTangentY(), Vertex.TangentZ.ToFVector());
VertexBuffers.StaticMeshVertexBuffer.SetVertexUV(i, 0, Vertex.TextureCoordinate[0]);
VertexBuffers.ColorVertexBuffer.VertexColor(i) = Vertex.Color;
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
if (bEnableBoneSelection)
{
// One proxy per bone
const int32 ProxyIndex = ConstantData->BoneMap[i];
HitProxyIdBuffer.VertexColor(i) = PerBoneHitProxies[ProxyIndex]->Id.GetColor();
}
#endif
});
{
auto& VertexBuffer = VertexBuffers.PositionVertexBuffer;
void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly);
FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride());
RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI);
}
{
auto& VertexBuffer = VertexBuffers.ColorVertexBuffer;
void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly);
FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride());
RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI);
}
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
if (bEnableBoneSelection)
{
auto& VertexBuffer = HitProxyIdBuffer;
void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly);
FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride());
RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI);
}
#endif
{
auto& VertexBuffer = VertexBuffers.StaticMeshVertexBuffer;
void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.TangentsVertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetTangentSize(), RLM_WriteOnly);
FMemory::Memcpy(VertexBufferData, VertexBuffer.GetTangentData(), VertexBuffer.GetTangentSize());
RHIUnlockVertexBuffer(VertexBuffer.TangentsVertexBuffer.VertexBufferRHI);
}
{
auto& VertexBuffer = VertexBuffers.StaticMeshVertexBuffer;
void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.TexCoordVertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetTexCoordSize(), RLM_WriteOnly);
FMemory::Memcpy(VertexBufferData, VertexBuffer.GetTexCoordData(), VertexBuffer.GetTexCoordSize());
RHIUnlockVertexBuffer(VertexBuffer.TexCoordVertexBuffer.VertexBufferRHI);
}
{
void* IndexBufferData = RHILockIndexBuffer(IndexBuffer.IndexBufferRHI, 0, Indices.Num() * sizeof(int32), RLM_WriteOnly);
FMemory::Memcpy(IndexBufferData, &Indices[0], Indices.Num() * sizeof(int32));
RHIUnlockIndexBuffer(IndexBuffer.IndexBufferRHI);
}
{
void* OriginalMeshIndexBufferData = RHILockIndexBuffer(OriginalMeshIndexBuffer.IndexBufferRHI, 0, OriginalMeshIndices.Num() * sizeof(int32), RLM_WriteOnly);
FMemory::Memcpy(OriginalMeshIndexBufferData, &OriginalMeshIndices[0], OriginalMeshIndices.Num() * sizeof(int32));
RHIUnlockIndexBuffer(OriginalMeshIndexBuffer.IndexBufferRHI);
}
// If we are using the GeometryCollection vertex factory, populate the vertex buffer for bone map
if (bSupportsManualVertexFetch)
{
void* BoneMapBufferData = RHILockVertexBuffer(BoneMapBuffer.VertexBufferRHI, 0, Vertices.Num() * sizeof(int32), RLM_WriteOnly);
FMemory::Memcpy(BoneMapBufferData, &ConstantData->BoneMap[0], ConstantData->BoneMap.Num() * sizeof(int32));
RHIUnlockVertexBuffer(BoneMapBuffer.VertexBufferRHI);
}
// Update mesh sections
check(Sections.Num() == ConstantData->Sections.Num());
// #todo(dmp): We should restructure the component/SceneProxy usage to avoid this messy stuff. We need to know the sections
// when we create the sceneproxy for the hit proxy to work, but then we are updating the sections here with potentially differing
// vertex counts due to hiding geometry. Ideally, the SceneProxy is treated as const and recreated whenever the geometry
// changes rather than this. SetConstantData_RenderThread should be done in the constructor for the sceneproxy, most likely
int i = 0;
for (FGeometryCollectionSection Section : ConstantData->Sections)
{
if (Section.NumTriangles > 0)
{
FGeometryCollectionSection &NewSection = Sections[i++];
NewSection.MaterialID = Section.MaterialID;
NewSection.FirstIndex = Section.FirstIndex;
NewSection.NumTriangles = Section.NumTriangles;
NewSection.MinVertexIndex = Section.MinVertexIndex;
NewSection.MaxVertexIndex = Section.MaxVertexIndex;
}
}
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
// Recreate or release subsections as needed
if (bUsesSubSections)
{
InitializeSubSections_RenderThread();
}
else
{
ReleaseSubSections_RenderThread();
}
}
else
{
ReleaseSubSections_RenderThread();
#endif
}
}
void FGeometryCollectionSceneProxy::SetDynamicData_RenderThread(FGeometryCollectionDynamicData* NewDynamicData)
{
check(IsInRenderingThread());
if (GetRequiredVertexCount())
{
if (DynamicData)
{
delete DynamicData;
DynamicData = nullptr;
}
DynamicData = NewDynamicData;
check(VertexBuffers.PositionVertexBuffer.GetNumVertices() == (uint32)ConstantData->Vertices.Num());
if (bSupportsManualVertexFetch)
{
const bool bLocalGeometryCollectionTripleBufferUploads = (GGeometryCollectionTripleBufferUploads != 0);
if (bLocalGeometryCollectionTripleBufferUploads && TransformBuffers.Num() == 1)
{
TransformBuffers.AddDefaulted(2);
PrevTransformBuffers.AddDefaulted(2);
for (int32 i = 1; i < 3; i++)
{
TransformBuffers[i].NumTransforms = ConstantData->NumTransforms;
PrevTransformBuffers[i].NumTransforms = ConstantData->NumTransforms;
TransformBuffers[i].InitResource();
PrevTransformBuffers[i].InitResource();
}
}
const EResourceLockMode LockMode = bLocalGeometryCollectionTripleBufferUploads ? RLM_WriteOnly_NoOverwrite : RLM_WriteOnly;
// Copy the transform data over to the vertex buffer
if (DynamicData->IsDynamic)
{
CycleTransformBuffers(bLocalGeometryCollectionTripleBufferUploads);
FGeometryCollectionTransformBuffer& TransformBuffer = GetCurrentTransformBuffer();
FGeometryCollectionTransformBuffer& PrevTransformBuffer = GetCurrentPrevTransformBuffer();
VertexFactory.SetInstanceTransformSRV(TransformBuffer.VertexBufferSRV);
VertexFactory.SetInstancePrevTransformSRV(PrevTransformBuffer.VertexBufferSRV);
check(TransformBuffer.NumTransforms == DynamicData->Transforms.Num());
check(PrevTransformBuffer.NumTransforms == DynamicData->PrevTransforms.Num());
void* VertexBufferData = RHILockVertexBuffer(TransformBuffer.VertexBufferRHI, 0, DynamicData->Transforms.Num() * sizeof(FMatrix), LockMode);
FMemory::Memcpy(VertexBufferData, DynamicData->Transforms.GetData(), DynamicData->Transforms.Num() * sizeof(FMatrix));
RHIUnlockVertexBuffer(TransformBuffer.VertexBufferRHI);
void* PrevVertexBufferData = RHILockVertexBuffer(PrevTransformBuffer.VertexBufferRHI, 0, DynamicData->PrevTransforms.Num() * sizeof(FMatrix), LockMode);
FMemory::Memcpy(PrevVertexBufferData, DynamicData->PrevTransforms.GetData(), DynamicData->PrevTransforms.Num() * sizeof(FMatrix));
RHIUnlockVertexBuffer(PrevTransformBuffer.VertexBufferRHI);
TransformVertexBuffersContainsOriginalMesh = false;
}
else if (!TransformVertexBuffersContainsOriginalMesh)
{
CycleTransformBuffers(bLocalGeometryCollectionTripleBufferUploads);
FGeometryCollectionTransformBuffer& TransformBuffer = GetCurrentTransformBuffer();
FGeometryCollectionTransformBuffer& PrevTransformBuffer = GetCurrentPrevTransformBuffer();
VertexFactory.SetInstanceTransformSRV(TransformBuffer.VertexBufferSRV);
VertexFactory.SetInstancePrevTransformSRV(PrevTransformBuffer.VertexBufferSRV);
// if we are rendering the base mesh geometry, then use rest transforms rather than the simulated one for both current and previous transforms
void* VertexBufferData = RHILockVertexBuffer(TransformBuffer.VertexBufferRHI, 0, ConstantData->RestTransforms.Num() * sizeof(FMatrix), LockMode);
FMemory::Memcpy(VertexBufferData, ConstantData->RestTransforms.GetData(), ConstantData->RestTransforms.Num() * sizeof(FMatrix));
RHIUnlockVertexBuffer(TransformBuffer.VertexBufferRHI);
void* PrevVertexBufferData = RHILockVertexBuffer(PrevTransformBuffer.VertexBufferRHI, 0, ConstantData->RestTransforms.Num() * sizeof(FMatrix), LockMode);
FMemory::Memcpy(PrevVertexBufferData, ConstantData->RestTransforms.GetData(), ConstantData->RestTransforms.Num() * sizeof(FMatrix));
RHIUnlockVertexBuffer(PrevTransformBuffer.VertexBufferRHI);
TransformVertexBuffersContainsOriginalMesh = true;
}
}
else
{
auto& VertexBuffer = VertexBuffers.PositionVertexBuffer;
void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly);
bool bParallelGeometryCollection = true;
int32 TotalVertices = ConstantData->Vertices.Num();
int32 ParallelGeometryCollectionBatchSize = CVarParallelGeometryCollectionBatchSize.GetValueOnRenderThread();
int32 NumBatches = (TotalVertices / ParallelGeometryCollectionBatchSize);
if (TotalVertices != ParallelGeometryCollectionBatchSize)
{
NumBatches++;
}
// Batch too small, don't bother with parallel
if (ParallelGeometryCollectionBatchSize > TotalVertices)
{
bParallelGeometryCollection = false;
ParallelGeometryCollectionBatchSize = TotalVertices;
}
auto GeometryCollectionBatch([&](int32 BatchNum)
{
int32 IndexOffset = ParallelGeometryCollectionBatchSize * BatchNum;
int32 ThisBatchSize = ParallelGeometryCollectionBatchSize;
// Check for final batch
if (IndexOffset + ParallelGeometryCollectionBatchSize > NumVertices)
{
ThisBatchSize = TotalVertices - IndexOffset;
}
if (ThisBatchSize > 0)
{
#if INTEL_ISPC
uint8* VertexBufferOffset = (uint8*)VertexBufferData + (IndexOffset * VertexBuffer.GetStride());
ispc::SetDynamicData_RenderThread(
(ispc::FVector*)VertexBufferOffset,
ThisBatchSize,
VertexBuffer.GetStride(),
&ConstantData->BoneMap[IndexOffset],
(ispc::FMatrix*)&DynamicData->Transforms[0],
(ispc::FVector*)&ConstantData->Vertices[IndexOffset]);
#else
for (int32 i = IndexOffset; i < IndexOffset + ThisBatchSize; i++)
{
FVector Transformed = DynamicData->Transforms[ConstantData->BoneMap[i]].TransformPosition(ConstantData->Vertices[i]);
FMemory::Memcpy((uint8*)VertexBufferData + (i * VertexBuffer.GetStride()), &Transformed, sizeof(FVector));
}
#endif
}
});
ParallelFor(NumBatches, GeometryCollectionBatch, !bParallelGeometryCollection);
RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI);
}
}
}
FMaterialRenderProxy* FGeometryCollectionSceneProxy::GetMaterial(FMeshElementCollector& Collector, int32 MaterialIndex) const
{
// material for wireframe
/*
never used
auto WireframeMaterialInstance = new FColoredMaterialRenderProxy(
GEngine->WireframeMaterial ? GEngine->WireframeMaterial->GetRenderProxy(IsSelected()) : nullptr,
FLinearColor(0, 0.5f, 1.f)
);
Collector.RegisterOneFrameMaterialProxy(WireframeMaterialInstance);
*/
// material for colored bones
FMaterialRenderProxy* MaterialProxy = nullptr;
if (bShowBoneColors && GEngine->VertexColorMaterial)
{
UMaterial* VertexColorVisualizationMaterial = GEngine->VertexColorMaterial;
auto VertexColorVisualizationMaterialInstance = new FColoredMaterialRenderProxy(
VertexColorVisualizationMaterial->GetRenderProxy(),
GetSelectionColor(FLinearColor::White, false, false)
);
Collector.RegisterOneFrameMaterialProxy(VertexColorVisualizationMaterialInstance);
MaterialProxy = VertexColorVisualizationMaterialInstance;
}
else
{
MaterialProxy = Materials[MaterialIndex]->GetRenderProxy();
}
if (MaterialProxy == nullptr)
{
MaterialProxy = UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy();
}
return MaterialProxy;
}
void FGeometryCollectionSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GeometryCollectionSceneProxy_GetDynamicMeshElements);
if (GetRequiredVertexCount())
{
const bool bWireframe = AllowDebugViewmodes() && ViewFamily.EngineShowFlags.Wireframe;
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if ((VisibilityMap & (1 << ViewIndex)) == 0) { continue; }
// Render Batches
// render original mesh if it isn't dynamic and there is an unfractured mesh
// #todo(dmp): refactor this to share more code later
if (!DynamicData->IsDynamic)
{
//Grab the material proxies we'll be using for each section
TArray<FMaterialRenderProxy*, TInlineAllocator<32>> MaterialProxies;
for (int SectionIndex = 0; SectionIndex < ConstantData->OriginalMeshSections.Num(); SectionIndex++)
{
const FGeometryCollectionSection& Section = ConstantData->OriginalMeshSections[SectionIndex];
FMaterialRenderProxy* MaterialProxy = GetMaterial(Collector, Section.MaterialID);
MaterialProxies.Add(MaterialProxy);
}
for (int SectionIndex = 0; SectionIndex < ConstantData->OriginalMeshSections.Num(); SectionIndex++)
{
const FGeometryCollectionSection& Section = ConstantData->OriginalMeshSections[SectionIndex];
// Draw the mesh.
FMeshBatch& Mesh = Collector.AllocateMesh();
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &OriginalMeshIndexBuffer;
Mesh.bWireframe = bWireframe;
Mesh.VertexFactory = &VertexFactory;
Mesh.MaterialRenderProxy = MaterialProxies[SectionIndex];
/*
bool bHasPrecomputedVolumetricLightmap;
FMatrix PreviousLocalToWorld;
int32 SingleCaptureIndex;
bool bOutputVelocity;
GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
DynamicPrimitiveUniformBuffer.Set(GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, DrawsVelocity(), bOutputVelocity);
BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
*/
BatchElement.PrimitiveUniformBuffer = GetUniformBuffer();
BatchElement.FirstIndex = Section.FirstIndex;
BatchElement.NumPrimitives = Section.NumTriangles;
BatchElement.MinVertexIndex = Section.MinVertexIndex;
BatchElement.MaxVertexIndex = Section.MaxVertexIndex;
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = SDPG_World;
Mesh.bCanApplyViewModeOverrides = true;
#if WITH_EDITOR
if (GIsEditor)
{
Mesh.BatchHitProxyId = Section.HitProxy ? Section.HitProxy->Id : FHitProxyId();
}
#endif // WITH_EDITOR
Collector.AddMesh(ViewIndex, Mesh);
}
}
else
{
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
const TArray<FGeometryCollectionSection>& SectionArray = bUsesSubSections ? SubSections: Sections;
UE_LOG(FGeometryCollectionSceneProxyLogging, VeryVerbose, TEXT("GetDynamicMeshElements, bUseSubSections=%d, NumSections=%d for %p."), bUsesSubSections, SectionArray.Num(), this);
#else // #if GEOMETRYCOLLECTION_EDITOR_SELECTION
const TArray<FGeometryCollectionSection>& SectionArray = Sections;
#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION #else
//Grab the material proxies we'll be using for each section
TArray<FMaterialRenderProxy*, TInlineAllocator<32>> MaterialProxies;
for (int SectionIndex = 0; SectionIndex < SectionArray.Num(); SectionIndex++)
{
const FGeometryCollectionSection& Section = SectionArray[SectionIndex];
FMaterialRenderProxy* MaterialProxy = GetMaterial(Collector, Section.MaterialID);
MaterialProxies.Add(MaterialProxy);
}
for (int SectionIndex = 0; SectionIndex < SectionArray.Num(); SectionIndex++)
{
const FGeometryCollectionSection& Section = SectionArray[SectionIndex];
// Draw the mesh.
FMeshBatch& Mesh = Collector.AllocateMesh();
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &IndexBuffer;
Mesh.bWireframe = bWireframe;
Mesh.VertexFactory = &VertexFactory;
Mesh.MaterialRenderProxy = MaterialProxies[SectionIndex];
BatchElement.PrimitiveUniformBuffer = GetUniformBuffer();
BatchElement.FirstIndex = Section.FirstIndex;
BatchElement.NumPrimitives = Section.NumTriangles;
BatchElement.MinVertexIndex = Section.MinVertexIndex;
BatchElement.MaxVertexIndex = Section.MaxVertexIndex;
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = SDPG_World;
Mesh.bCanApplyViewModeOverrides = true;
#if WITH_EDITOR
if (GIsEditor)
{
Mesh.BatchHitProxyId = Section.HitProxy ? Section.HitProxy->Id : FHitProxyId();
}
#endif // WITH_EDITOR
Collector.AddMesh(ViewIndex, Mesh);
}
}
// Highlight selected bone using specialized material - when rendering bones as colors we don't need to run this code as the
// bone selection is already contained in the rendered colors
// #note: This renders the geometry again but with the bone selection material. Ideally we'd have one render pass and one
// material.
if (bShowBoneColors||bEnableBoneSelection)
{
FMaterialRenderProxy* MaterialRenderProxy = Materials[BoneSelectionMaterialID]->GetRenderProxy();
FMeshBatch& Mesh = Collector.AllocateMesh();
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &IndexBuffer;
Mesh.bWireframe = bWireframe;
Mesh.VertexFactory = &VertexFactory;
Mesh.MaterialRenderProxy = MaterialRenderProxy;
BatchElement.PrimitiveUniformBuffer = GetUniformBuffer();
BatchElement.FirstIndex = 0;
BatchElement.NumPrimitives = GetRequiredIndexCount() / 3;
BatchElement.MinVertexIndex = 0;
BatchElement.MaxVertexIndex = GetRequiredVertexCount();
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = SDPG_World;
Mesh.bCanApplyViewModeOverrides = false;
Collector.AddMesh(ViewIndex, Mesh);
}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
RenderBounds(Collector.GetPDI(ViewIndex), ViewFamily.EngineShowFlags, GetBounds(), IsSelected());
#endif
}
}
}
FPrimitiveViewRelevance FGeometryCollectionSceneProxy::GetViewRelevance(const FSceneView* View) const
{
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = IsShown(View);
Result.bShadowRelevance = IsShadowCast(View);
Result.bDynamicRelevance = true;
Result.bRenderInMainPass = ShouldRenderInMainPass();
Result.bUsesLightingChannels = GetLightingChannelMask() != GetDefaultLightingChannelMask();
Result.bRenderCustomDepth = ShouldRenderCustomDepth();
Result.bTranslucentSelfShadow = bCastVolumetricTranslucentShadow;
MaterialRelevance.SetPrimitiveViewRelevance(Result);
// #todo(dmp): why does this crash?
// Result.bVelocityRelevance = IsMovable() && Result.bOpaqueRelevance && Result.bRenderInMainPass;
return Result;
}
#if WITH_EDITOR
HHitProxy* FGeometryCollectionSceneProxy::CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies)
{
// In order to be able to click on static meshes when they're batched up, we need to have catch all default
// hit proxy to return.
HHitProxy* DefaultHitProxy = FPrimitiveSceneProxy::CreateHitProxies(Component, OutHitProxies);
// @todo FractureTools - Reconcile with subsection hit proxies. Subsection is a draw call per hit proxy but is not suitable per-vertex as written
if (bEnableBoneSelection)
{
UGeometryCollectionComponent* GeometryCollectionComp = CastChecked<UGeometryCollectionComponent>(Component);
int32 NumTransforms = GeometryCollectionComp->GetTransformArray().Num();
PerBoneHitProxies.Empty();
for (int32 TransformIndex = 0; TransformIndex < NumTransforms; ++TransformIndex)
{
HGeometryCollectionBone* HitProxy = new HGeometryCollectionBone(GeometryCollectionComp, TransformIndex);
PerBoneHitProxies.Add(HitProxy);
}
OutHitProxies.Append(PerBoneHitProxies);
}
else if (Component->GetOwner())
{
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
const int32 NumTransforms = (Sections.Num() > 0) ? SubSectionHitProxies.Num() / Sections.Num(): 0;
#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION
for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex)
{
// Create HitProxy for regular material based sections, and update existing section
FGeometryCollectionSection& Section = Sections[SectionIndex];
const int32 MaterialID = Section.MaterialID;
HActor* const HitProxy = new HActor(Component->GetOwner(), Component, SectionIndex, MaterialID);
OutHitProxies.Add(HitProxy);
Section.HitProxy = HitProxy;
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
// Create HitProxy per transform index using the same material Id than the current sections
// All combinations of material id/transform index are populated,
// since it can't be assumed that any of them won't be needed.
const int32 SectionOffset = SectionIndex * NumTransforms;
for (int32 TransformIndex = 0; TransformIndex < NumTransforms; ++TransformIndex)
{
static const int32 SubSectionIndex = INDEX_NONE; // The index will get updated later for existing subsections
HGeometryCollection* const SubSectionHitProxy = new HGeometryCollection(Component->GetOwner(), Component, SubSectionIndex, MaterialID, TransformIndex);
OutHitProxies.Add(SubSectionHitProxy);
SubSectionHitProxies[SectionOffset + TransformIndex] = SubSectionHitProxy;
}
}
// Update existing subsections and any HitProxy's section index that is currently being used
for (int32 SubSectionIndex = 0; SubSectionIndex < SubSections.Num(); ++SubSectionIndex)
{
HGeometryCollection* const SubSectionHitProxy = SubSectionHitProxies[SubSectionHitProxyIndexMap[SubSectionIndex]];
SubSections[SubSectionIndex].HitProxy = SubSectionHitProxy;
SubSectionHitProxy->SectionIndex = SubSectionIndex;
#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION
}
}
return DefaultHitProxy;
}
#endif // WITH_EDITOR
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
void FGeometryCollectionSceneProxy::UseSubSections(bool bInUsesSubSections, bool bForceInit)
{
if (!bForceInit)
{
bUsesSubSections = bInUsesSubSections;
}
else if (bInUsesSubSections)
{
FGeometryCollectionSceneProxy* GeometryCollectionSceneProxy = this;
ENQUEUE_RENDER_COMMAND(InitializeSubSections)(
[GeometryCollectionSceneProxy](FRHICommandListImmediate& RHICmdList)
{
if (GeometryCollectionSceneProxy)
{
GeometryCollectionSceneProxy->InitializeSubSections_RenderThread();
GeometryCollectionSceneProxy->bUsesSubSections = true;
UE_LOG(FGeometryCollectionSceneProxyLogging, Verbose, TEXT("UseSubSections, %d SubSections initialized for %p."), GeometryCollectionSceneProxy->SubSections.Num(), GeometryCollectionSceneProxy);
}
});
}
else
{
FGeometryCollectionSceneProxy* GeometryCollectionSceneProxy = this;
ENQUEUE_RENDER_COMMAND(ReleaseSubSections)(
[GeometryCollectionSceneProxy](FRHICommandListImmediate& RHICmdList)
{
if (GeometryCollectionSceneProxy)
{
GeometryCollectionSceneProxy->ReleaseSubSections_RenderThread();
GeometryCollectionSceneProxy->bUsesSubSections = false;
UE_LOG(FGeometryCollectionSceneProxyLogging, Verbose, TEXT("UseSubSections, SubSections released for %p."), GeometryCollectionSceneProxy);
}
});
}
}
void FGeometryCollectionSceneProxy::InitializeSubSections_RenderThread()
{
// Reserve sub sections array with a minimum of one transform per section
SubSections.Empty(Sections.Num());
SubSectionHitProxyIndexMap.Empty(Sections.Num());
// Exit now if there isn't any data
if (!ConstantData) { return; }
const TArray<int32>& BoneMap = ConstantData->BoneMap;
const TArray<FIntVector>& Indices = ConstantData->Indices;
// Lambda that adds a new subsection and update the HitProxy section index
auto AddSubSection = [this, Indices](int32 HitProxyIndex, const FGeometryCollectionSection& Section, int32 FirstFaceIndex, int32 EndFaceIndex)
{
// Find the matching HitProxy for this transform/section
HGeometryCollection* const SubSectionHitProxy = SubSectionHitProxies[HitProxyIndex];
// Add the subsection
FGeometryCollectionSection SubSection;
SubSection.MaterialID = Section.MaterialID;
SubSection.FirstIndex = FirstFaceIndex * 3;
SubSection.NumTriangles = EndFaceIndex - FirstFaceIndex;
{
// Find out new min/max vertex indices
check(SubSection.NumTriangles > 0);
SubSection.MinVertexIndex = TNumericLimits<int32>::Max();
SubSection.MaxVertexIndex = TNumericLimits<int32>::Min();
for (int32 FaceIndex = FirstFaceIndex; FaceIndex < EndFaceIndex; ++FaceIndex)
{
SubSection.MinVertexIndex = FMath::Min(SubSection.MinVertexIndex, Indices[FaceIndex].GetMin());
SubSection.MaxVertexIndex = FMath::Max(SubSection.MaxVertexIndex, Indices[FaceIndex].GetMax());
}
check(SubSection.MinVertexIndex >= Section.MinVertexIndex && SubSection.MinVertexIndex <= Section.MaxVertexIndex)
check(SubSection.MaxVertexIndex >= Section.MinVertexIndex && SubSection.MaxVertexIndex <= Section.MaxVertexIndex)
}
SubSection.HitProxy = SubSectionHitProxy;
const int32 SubSectionIndex = SubSections.Add(SubSection);
// Keep the HitProxy index in a map in case this section's HitProxy pointer ever needs to be updated (e.g. after CreateHitProxies is called)
SubSectionHitProxyIndexMap.Add(SubSectionIndex, HitProxyIndex);
// Update HitProxy with this subsection index
if (SubSectionHitProxy)
{
SubSectionHitProxy->SectionIndex = SubSectionIndex;
}
};
// Create subsections per transform
const int32 NumTransforms = (Sections.Num() > 0) ? SubSectionHitProxies.Num() / Sections.Num(): 0;
for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex)
{
const int32 SectionOffset = SectionIndex * NumTransforms;
const FGeometryCollectionSection& Section = Sections[SectionIndex];
check(Section.NumTriangles > 0); // Sections are not created with zero triangles
const int32 FirstFaceIndex = Section.FirstIndex / 3;
const int32 EndFaceIndex = FirstFaceIndex + Section.NumTriangles;
int32 TransformIndex = BoneMap[Indices[FirstFaceIndex][0]]; // Assumes one transform per triangle
int32 FaceIndex = FirstFaceIndex;
for (int32 NextFaceIndex = FaceIndex + 1; NextFaceIndex < EndFaceIndex; ++NextFaceIndex)
{
const int32 NextTransformIndex = BoneMap[Indices[NextFaceIndex][0]]; // Assumes one transform per triangle
if (TransformIndex != NextTransformIndex)
{
// Add the current subsection
AddSubSection(SectionOffset + TransformIndex, Section, FaceIndex, NextFaceIndex);
// Update variables for the next subsection
TransformIndex = NextTransformIndex;
FaceIndex = NextFaceIndex;
}
}
// Add the last remaining subsection
AddSubSection(SectionOffset + TransformIndex, Section, FaceIndex, EndFaceIndex);
}
}
void FGeometryCollectionSceneProxy::ReleaseSubSections_RenderThread()
{
SubSections.Reset();
SubSectionHitProxyIndexMap.Reset();
}
#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION