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965 lines
38 KiB
C++
965 lines
38 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "GeometryCollection/GeometryCollectionSceneProxy.h"
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#include "Async/ParallelFor.h"
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#include "Engine/Engine.h"
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#include "Materials/Material.h"
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#include "GeometryCollection/GeometryCollectionComponent.h"
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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#include "GeometryCollection/GeometryCollectionHitProxy.h"
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#endif
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#if INTEL_ISPC
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#if USING_CODE_ANALYSIS
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MSVC_PRAGMA( warning( push ) )
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MSVC_PRAGMA( warning( disable : ALL_CODE_ANALYSIS_WARNINGS ) )
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#endif // USING_CODE_ANALYSIS
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wnonportable-include-path"
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#endif
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#include "GeometryCollectionSceneProxy.ispc.generated.h"
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#ifdef __clang__
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#pragma clang diagnostic pop
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#endif
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#if USING_CODE_ANALYSIS
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MSVC_PRAGMA( warning( pop ) )
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#endif // USING_CODE_ANALYSIS
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#endif
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static int32 GParallelGeometryCollectionBatchSize = 1024;
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static TAutoConsoleVariable<int32> CVarParallelGeometryCollectionBatchSize(
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TEXT("r.ParallelGeometryCollectionBatchSize"),
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GParallelGeometryCollectionBatchSize,
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TEXT("The number of vertices per thread dispatch in a single collection. \n"),
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ECVF_Default
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);
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int32 GGeometryCollectionTripleBufferUploads = 1;
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TAutoConsoleVariable<int32> CVarGeometryCollectionTripleBufferUploads(
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TEXT("r.GeometryCollectionTripleBufferUploads"),
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GGeometryCollectionTripleBufferUploads,
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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."),
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ECVF_Default
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);
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DEFINE_LOG_CATEGORY_STATIC(FGeometryCollectionSceneProxyLogging, Log, All);
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FGeometryCollectionSceneProxy::FGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component)
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: FPrimitiveSceneProxy(Component)
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, MaterialRelevance(Component->GetMaterialRelevance(GetScene().GetFeatureLevel()))
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, NumVertices(0)
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, NumIndices(0)
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, VertexFactory(GetScene().GetFeatureLevel())
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, bSupportsManualVertexFetch(VertexFactory.SupportsManualVertexFetch(GetScene().GetFeatureLevel()))
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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, SubSections()
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, SubSectionHitProxies()
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, SubSectionHitProxyIndexMap()
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, bUsesSubSections(false)
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#endif
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, DynamicData(nullptr)
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, ConstantData(nullptr)
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, bShowBoneColors(Component->GetShowBoneColors())
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, bEnableBoneSelection(Component->GetEnableBoneSelection())
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, BoneSelectionMaterialID(Component->GetBoneSelectedMaterialID())
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, TransformVertexBuffersContainsOriginalMesh(false)
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{
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Materials.Empty();
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const int32 NumMaterials = Component->GetNumMaterials();
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for (int MaterialIndex = 0; MaterialIndex < NumMaterials; ++MaterialIndex)
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{
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Materials.Push(Component->GetMaterial(MaterialIndex));
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if (Materials[MaterialIndex] == nullptr || !Materials[MaterialIndex]->CheckMaterialUsage_Concurrent(MATUSAGE_GeometryCollections))
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{
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Materials[MaterialIndex] = UMaterial::GetDefaultMaterial(MD_Surface);
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}
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}
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// Make sure the vertex color material has the usage flag for rendering geometry collections
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if (GEngine->VertexColorMaterial)
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{
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GEngine->VertexColorMaterial->CheckMaterialUsage_Concurrent(MATUSAGE_GeometryCollections);
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}
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// #todo(dmp): We create the sections before we set the constant data because we need to make sure these
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// are set before the hit proxies are created via CreateHitProxies. Ideally, all data is passed in
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// here when we create proxies, and they are thrown away if underlying geometry changes.
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TManagedArray<FGeometryCollectionSection>& InputSections = Component->GetRestCollection()->GetGeometryCollection()->Sections;
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const int32 NumSections = InputSections.Num();
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Sections.Reset(NumSections);
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for (int SectionIndex = 0; SectionIndex < NumSections; ++SectionIndex)
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{
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FGeometryCollectionSection& Section = InputSections[SectionIndex];
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if (Section.NumTriangles > 0)
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{
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Sections.Add(Section);
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}
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}
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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// Init HitProxy array with the maximum number of subsections
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SubSectionHitProxies.SetNumZeroed(Sections.Num() * Component->GetTransformArray().Num());
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#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION
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// #todo(dmp): This flag means that when motion blur is turned on, it will always render geometry collections into the
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// velocity buffer. Note that the way around this is to loop through the global matrices and test whether they have
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// changed from the prev to curr frame, but this is expensive. We should revisit this if the draw calls for velocity
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// rendering become a problem. One solution could be to use internal solver sleeping state to drive motion blur.
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bAlwaysHasVelocity = true;
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}
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FGeometryCollectionSceneProxy::~FGeometryCollectionSceneProxy()
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{
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ReleaseResources();
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if (DynamicData != nullptr)
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{
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delete DynamicData;
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}
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if (ConstantData != nullptr)
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{
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delete ConstantData;
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}
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}
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void FGeometryCollectionSceneProxy::InitResources()
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{
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check(ConstantData);
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check(IsInRenderingThread());
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NumVertices = ConstantData->Vertices.Num();
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NumIndices = ConstantData->Indices.Num()*3;
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// taken from this, and expanded here to accomodate modifications for
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// GeometryCollection vertex factory data (transform and bonemap)
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// VertexBuffers.InitWithDummyData(&VertexFactory, GetRequiredVertexCount());
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// get vertex factory data
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FGeometryCollectionVertexFactory::FDataType Data;
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// Init buffers
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VertexBuffers.PositionVertexBuffer.Init(NumVertices);
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VertexBuffers.StaticMeshVertexBuffer.Init(NumVertices, 1);
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VertexBuffers.ColorVertexBuffer.Init(NumVertices);
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// Init resources
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VertexBuffers.PositionVertexBuffer.InitResource();
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VertexBuffers.StaticMeshVertexBuffer.InitResource();
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VertexBuffers.ColorVertexBuffer.InitResource();
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// Bind buffers
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VertexBuffers.PositionVertexBuffer.BindPositionVertexBuffer(&VertexFactory, Data);
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VertexBuffers.StaticMeshVertexBuffer.BindTangentVertexBuffer(&VertexFactory, Data);
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VertexBuffers.StaticMeshVertexBuffer.BindPackedTexCoordVertexBuffer(&VertexFactory, Data);
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VertexBuffers.StaticMeshVertexBuffer.BindLightMapVertexBuffer(&VertexFactory, Data, 0);
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VertexBuffers.ColorVertexBuffer.BindColorVertexBuffer(&VertexFactory, Data);
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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if (bEnableBoneSelection)
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{
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HitProxyIdBuffer.Init(NumVertices);
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HitProxyIdBuffer.InitResource();
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}
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#endif
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IndexBuffer.NumIndices = GetRequiredIndexCount();
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IndexBuffer.InitResource();
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OriginalMeshIndexBuffer.NumIndices = GetRequiredIndexCount();
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OriginalMeshIndexBuffer.InitResource();
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// If using manual vertex fetch, then we will setup the GPU point transform implementation
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if (bSupportsManualVertexFetch)
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{
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BoneMapBuffer.NumVertices = NumVertices;
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TransformBuffers.AddDefaulted(1);
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PrevTransformBuffers.AddDefaulted(1);
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TransformBuffers[0].NumTransforms = ConstantData->NumTransforms;
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PrevTransformBuffers[0].NumTransforms = ConstantData->NumTransforms;
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TransformBuffers[0].InitResource();
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PrevTransformBuffers[0].InitResource();
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BoneMapBuffer.InitResource();
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Data.InstanceBoneMapSRV = BoneMapBuffer.VertexBufferSRV;
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Data.InstanceTransformSRV = TransformBuffers[0].VertexBufferSRV;
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Data.InstancePrevTransformSRV = PrevTransformBuffers[0].VertexBufferSRV;
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}
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//
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// from InitOrUpdateResource(VertexFactory);
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//
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// also make sure to do the binding to the vertex factory
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VertexFactory.SetData(Data);
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if (!VertexFactory.IsInitialized())
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{
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VertexFactory.InitResource();
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}
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else
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{
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VertexFactory.UpdateRHI();
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}
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}
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void FGeometryCollectionSceneProxy::ReleaseResources()
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{
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VertexBuffers.PositionVertexBuffer.ReleaseResource();
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VertexBuffers.StaticMeshVertexBuffer.ReleaseResource();
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VertexBuffers.ColorVertexBuffer.ReleaseResource();
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IndexBuffer.ReleaseResource();
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OriginalMeshIndexBuffer.ReleaseResource();
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if (bSupportsManualVertexFetch)
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{
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BoneMapBuffer.ReleaseResource();
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for (int32 i = 0; i < TransformBuffers.Num(); i++)
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{
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TransformBuffers[i].ReleaseResource();
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PrevTransformBuffers[i].ReleaseResource();
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}
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TransformBuffers.Reset();
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}
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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HitProxyIdBuffer.ReleaseResource();
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#endif
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VertexFactory.ReleaseResource();
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}
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void FGeometryCollectionSceneProxy::BuildGeometry( const FGeometryCollectionConstantData* ConstantDataIn, TArray<FDynamicMeshVertex>& OutVertices, TArray<int32>& OutIndices, TArray<int32> &OutOriginalMeshIndices)
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{
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OutVertices.SetNumUninitialized(ConstantDataIn->Vertices.Num());
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ParallelFor(ConstantData->Vertices.Num(), [&](int32 PointIdx)
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{
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OutVertices[PointIdx] =
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FDynamicMeshVertex(
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ConstantDataIn->Vertices[PointIdx],
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ConstantDataIn->UVs[PointIdx],
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bShowBoneColors||bEnableBoneSelection ?
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ConstantDataIn->BoneColors[PointIdx].ToFColor(true) :
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ConstantDataIn->Colors[PointIdx].ToFColor(true)
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);
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OutVertices[PointIdx].SetTangents(ConstantDataIn->TangentU[PointIdx], ConstantDataIn->TangentV[PointIdx], ConstantDataIn->Normals[PointIdx]);
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});
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check(ConstantDataIn->Indices.Num() * 3 == NumIndices);
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OutIndices.SetNumUninitialized(NumIndices);
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ParallelFor (ConstantDataIn->Indices.Num(), [&](int32 IndexIdx)
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{
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OutIndices[IndexIdx * 3 ] = ConstantDataIn->Indices[IndexIdx].X;
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OutIndices[IndexIdx * 3 + 1] = ConstantDataIn->Indices[IndexIdx].Y;
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OutIndices[IndexIdx * 3 + 2] = ConstantDataIn->Indices[IndexIdx].Z;
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});
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OutOriginalMeshIndices.SetNumUninitialized(ConstantDataIn->OriginalMeshIndices.Num() * 3);
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ParallelFor(ConstantDataIn->OriginalMeshIndices.Num(), [&](int32 IndexIdx)
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{
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OutOriginalMeshIndices[IndexIdx * 3] = ConstantDataIn->OriginalMeshIndices[IndexIdx].X;
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OutOriginalMeshIndices[IndexIdx * 3 + 1] = ConstantDataIn->OriginalMeshIndices[IndexIdx].Y;
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OutOriginalMeshIndices[IndexIdx * 3 + 2] = ConstantDataIn->OriginalMeshIndices[IndexIdx].Z;
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});
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}
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void FGeometryCollectionSceneProxy::SetConstantData_RenderThread(FGeometryCollectionConstantData* NewConstantData, bool ForceInit)
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{
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check(IsInRenderingThread());
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check(NewConstantData);
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if (ConstantData)
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{
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delete ConstantData;
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ConstantData = nullptr;
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}
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ConstantData = NewConstantData;
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if (ConstantData->Vertices.Num() != VertexBuffers.PositionVertexBuffer.GetNumVertices() || ForceInit)
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{
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ReleaseResources();
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InitResources();
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}
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TArray<int32> Indices;
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TArray<int32> OriginalMeshIndices;
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TArray<FDynamicMeshVertex> Vertices;
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BuildGeometry(ConstantData, Vertices, Indices, OriginalMeshIndices);
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check(Vertices.Num() == GetRequiredVertexCount());
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check(Indices.Num() == GetRequiredIndexCount());
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if (GetRequiredVertexCount())
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{
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ParallelFor(Vertices.Num(), [&](int32 i)
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{
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const FDynamicMeshVertex& Vertex = Vertices[i];
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VertexBuffers.PositionVertexBuffer.VertexPosition(i) = Vertex.Position;
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VertexBuffers.StaticMeshVertexBuffer.SetVertexTangents(i, Vertex.TangentX.ToFVector(), Vertex.GetTangentY(), Vertex.TangentZ.ToFVector());
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VertexBuffers.StaticMeshVertexBuffer.SetVertexUV(i, 0, Vertex.TextureCoordinate[0]);
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VertexBuffers.ColorVertexBuffer.VertexColor(i) = Vertex.Color;
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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if (bEnableBoneSelection)
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{
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// One proxy per bone
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const int32 ProxyIndex = ConstantData->BoneMap[i];
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HitProxyIdBuffer.VertexColor(i) = PerBoneHitProxies[ProxyIndex]->Id.GetColor();
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}
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#endif
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});
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{
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auto& VertexBuffer = VertexBuffers.PositionVertexBuffer;
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void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly);
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FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride());
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RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI);
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}
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{
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auto& VertexBuffer = VertexBuffers.ColorVertexBuffer;
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void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly);
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FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride());
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RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI);
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}
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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if (bEnableBoneSelection)
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{
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auto& VertexBuffer = HitProxyIdBuffer;
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void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly);
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FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride());
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RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI);
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}
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#endif
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{
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auto& VertexBuffer = VertexBuffers.StaticMeshVertexBuffer;
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void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.TangentsVertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetTangentSize(), RLM_WriteOnly);
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FMemory::Memcpy(VertexBufferData, VertexBuffer.GetTangentData(), VertexBuffer.GetTangentSize());
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RHIUnlockVertexBuffer(VertexBuffer.TangentsVertexBuffer.VertexBufferRHI);
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}
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{
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auto& VertexBuffer = VertexBuffers.StaticMeshVertexBuffer;
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void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.TexCoordVertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetTexCoordSize(), RLM_WriteOnly);
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FMemory::Memcpy(VertexBufferData, VertexBuffer.GetTexCoordData(), VertexBuffer.GetTexCoordSize());
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RHIUnlockVertexBuffer(VertexBuffer.TexCoordVertexBuffer.VertexBufferRHI);
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}
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{
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void* IndexBufferData = RHILockIndexBuffer(IndexBuffer.IndexBufferRHI, 0, Indices.Num() * sizeof(int32), RLM_WriteOnly);
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FMemory::Memcpy(IndexBufferData, &Indices[0], Indices.Num() * sizeof(int32));
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RHIUnlockIndexBuffer(IndexBuffer.IndexBufferRHI);
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}
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{
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void* OriginalMeshIndexBufferData = RHILockIndexBuffer(OriginalMeshIndexBuffer.IndexBufferRHI, 0, OriginalMeshIndices.Num() * sizeof(int32), RLM_WriteOnly);
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FMemory::Memcpy(OriginalMeshIndexBufferData, &OriginalMeshIndices[0], OriginalMeshIndices.Num() * sizeof(int32));
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RHIUnlockIndexBuffer(OriginalMeshIndexBuffer.IndexBufferRHI);
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}
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// If we are using the GeometryCollection vertex factory, populate the vertex buffer for bone map
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if (bSupportsManualVertexFetch)
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{
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void* BoneMapBufferData = RHILockVertexBuffer(BoneMapBuffer.VertexBufferRHI, 0, Vertices.Num() * sizeof(int32), RLM_WriteOnly);
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FMemory::Memcpy(BoneMapBufferData, &ConstantData->BoneMap[0], ConstantData->BoneMap.Num() * sizeof(int32));
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RHIUnlockVertexBuffer(BoneMapBuffer.VertexBufferRHI);
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}
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// Update mesh sections
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check(Sections.Num() == ConstantData->Sections.Num());
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// #todo(dmp): We should restructure the component/SceneProxy usage to avoid this messy stuff. We need to know the sections
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// when we create the sceneproxy for the hit proxy to work, but then we are updating the sections here with potentially differing
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// vertex counts due to hiding geometry. Ideally, the SceneProxy is treated as const and recreated whenever the geometry
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// changes rather than this. SetConstantData_RenderThread should be done in the constructor for the sceneproxy, most likely
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int i = 0;
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for (FGeometryCollectionSection Section : ConstantData->Sections)
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{
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if (Section.NumTriangles > 0)
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{
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FGeometryCollectionSection &NewSection = Sections[i++];
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NewSection.MaterialID = Section.MaterialID;
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NewSection.FirstIndex = Section.FirstIndex;
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NewSection.NumTriangles = Section.NumTriangles;
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NewSection.MinVertexIndex = Section.MinVertexIndex;
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NewSection.MaxVertexIndex = Section.MaxVertexIndex;
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}
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}
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#if GEOMETRYCOLLECTION_EDITOR_SELECTION
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// Recreate or release subsections as needed
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if (bUsesSubSections)
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{
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InitializeSubSections_RenderThread();
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}
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else
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{
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ReleaseSubSections_RenderThread();
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}
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}
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else
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{
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ReleaseSubSections_RenderThread();
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#endif
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}
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}
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void FGeometryCollectionSceneProxy::SetDynamicData_RenderThread(FGeometryCollectionDynamicData* NewDynamicData)
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{
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check(IsInRenderingThread());
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if (GetRequiredVertexCount())
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{
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if (DynamicData)
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{
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delete DynamicData;
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DynamicData = nullptr;
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}
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DynamicData = NewDynamicData;
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check(VertexBuffers.PositionVertexBuffer.GetNumVertices() == (uint32)ConstantData->Vertices.Num());
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if (bSupportsManualVertexFetch)
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{
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const bool bLocalGeometryCollectionTripleBufferUploads = (GGeometryCollectionTripleBufferUploads != 0);
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if (bLocalGeometryCollectionTripleBufferUploads && TransformBuffers.Num() == 1)
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{
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TransformBuffers.AddDefaulted(2);
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PrevTransformBuffers.AddDefaulted(2);
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for (int32 i = 1; i < 3; i++)
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{
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TransformBuffers[i].NumTransforms = ConstantData->NumTransforms;
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PrevTransformBuffers[i].NumTransforms = ConstantData->NumTransforms;
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TransformBuffers[i].InitResource();
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PrevTransformBuffers[i].InitResource();
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}
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}
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const EResourceLockMode LockMode = bLocalGeometryCollectionTripleBufferUploads ? RLM_WriteOnly_NoOverwrite : RLM_WriteOnly;
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// Copy the transform data over to the vertex buffer
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if (DynamicData->IsDynamic)
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{
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CycleTransformBuffers(bLocalGeometryCollectionTripleBufferUploads);
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FGeometryCollectionTransformBuffer& TransformBuffer = GetCurrentTransformBuffer();
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FGeometryCollectionTransformBuffer& PrevTransformBuffer = GetCurrentPrevTransformBuffer();
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VertexFactory.SetInstanceTransformSRV(TransformBuffer.VertexBufferSRV);
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VertexFactory.SetInstancePrevTransformSRV(PrevTransformBuffer.VertexBufferSRV);
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check(TransformBuffer.NumTransforms == DynamicData->Transforms.Num());
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check(PrevTransformBuffer.NumTransforms == DynamicData->PrevTransforms.Num());
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|
|
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)
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|
SubSectionHitProxyIndexMap.Add(SubSectionIndex, HitProxyIndex);
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|
|
|
// 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
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