Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionISMPoolComponent.cpp
jeremy moore 54f43f2240 Add MinLod option to ISMPool components.
#preflight 64349821b306e98c634b5019

[CL 24987424 by jeremy moore in ue5-main branch]
2023-04-10 23:19:28 -04:00

317 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GeometryCollection/GeometryCollectionISMPoolComponent.h"
#include "Components/HierarchicalInstancedStaticMeshComponent.h"
#include "Engine/CollisionProfile.h"
#include "Engine/StaticMesh.h"
#include "GeometryCollection/GeometryCollectionComponent.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GeometryCollectionISMPoolComponent)
FGeometryCollectionMeshGroup::FMeshId FGeometryCollectionMeshGroup::AddMesh(const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, const FGeometryCollectionMeshInfo& ISMInstanceInfo)
{
FMeshId* MeshIndex = Meshes.Find(MeshInstance);
if (MeshIndex)
{
return *MeshIndex;
}
const FMeshId MeshInfoIndex = MeshInfos.Emplace(ISMInstanceInfo);
Meshes.Add(MeshInstance, MeshInfoIndex);
return MeshInfoIndex;
}
bool FGeometryCollectionMeshGroup::BatchUpdateInstancesTransforms(FGeometryCollectionISMPool& ISMPool, FMeshId MeshId, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
if (MeshInfos.IsValidIndex(MeshId))
{
return ISMPool.BatchUpdateInstancesTransforms(MeshInfos[MeshId], StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid mesh Id (%d) for this mesh group"), MeshId);
return false;
}
void FGeometryCollectionMeshGroup::RemoveAllMeshes(FGeometryCollectionISMPool& ISMPool)
{
for (const FGeometryCollectionMeshInfo& MeshInfo: MeshInfos)
{
ISMPool.RemoveISM(MeshInfo);
}
MeshInfos.Empty();
Meshes.Empty();
}
FGeometryCollectionISM::FGeometryCollectionISM(AActor* OwmingActor, const FGeometryCollectionStaticMeshInstance& InMeshInstance)
{
MeshInstance = InMeshInstance;
check(MeshInstance.StaticMesh);
check(OwmingActor);
UHierarchicalInstancedStaticMeshComponent* HISMC = nullptr;
UInstancedStaticMeshComponent* ISMC = nullptr;
if (MeshInstance.Desc.bUseHISM)
{
const FName ISMName = MakeUniqueObjectName(OwmingActor, UHierarchicalInstancedStaticMeshComponent::StaticClass(), MeshInstance.StaticMesh->GetFName());
ISMC = HISMC = NewObject<UHierarchicalInstancedStaticMeshComponent>(OwmingActor, ISMName, RF_Transient | RF_DuplicateTransient);
}
else
{
const FName ISMName = MakeUniqueObjectName(OwmingActor, UInstancedStaticMeshComponent::StaticClass(), MeshInstance.StaticMesh->GetFName());
ISMC = NewObject<UInstancedStaticMeshComponent>(OwmingActor, ISMName, RF_Transient | RF_DuplicateTransient);
}
if (!ensure(ISMC != nullptr))
{
return;
}
ISMC->SetStaticMesh(MeshInstance.StaticMesh);
for (int32 MaterialIndex = 0; MaterialIndex < MeshInstance.MaterialsOverrides.Num(); MaterialIndex++)
{
ISMC->SetMaterial(MaterialIndex, MeshInstance.MaterialsOverrides[MaterialIndex]);
}
ISMC->NumCustomDataFloats = MeshInstance.Desc.NumCustomDataFloats;
ISMC->SetReverseCulling(MeshInstance.Desc.bReverseCulling);
ISMC->SetMobility(MeshInstance.Desc.bIsStaticMobility ? EComponentMobility::Static : EComponentMobility::Stationary);
ISMC->SetCullDistances(MeshInstance.Desc.StartCullDistance, MeshInstance.Desc.EndCullDistance);
ISMC->SetCastShadow(MeshInstance.Desc.bAffectShadow);
ISMC->bAffectDynamicIndirectLighting = MeshInstance.Desc.bAffectDynamicIndirectLighting;
ISMC->bAffectDistanceFieldLighting = MeshInstance.Desc.bAffectDistanceFieldLighting;
ISMC->SetCanEverAffectNavigation(false);
ISMC->SetCollisionEnabled(ECollisionEnabled::NoCollision);
ISMC->bOverrideMinLOD = MeshInstance.Desc.MinLod > 0;
ISMC->MinLOD = MeshInstance.Desc.MinLod;
if (HISMC)
{
HISMC->SetLODDistanceScale(MeshInstance.Desc.LodScale);
}
OwmingActor->AddInstanceComponent(ISMC);
ISMC->RegisterComponent();
ISMComponent = ISMC;
}
int32 FGeometryCollectionISM::AddInstanceGroup(int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
const int32 InstanceGroupIndex = InstanceGroups.AddGroup(InstanceCount);
// When adding new group it will always have a single range
const FInstanceGroups::FInstanceGroupRange& NewInstanceGroup = InstanceGroups.GetGroup(InstanceGroupIndex);
ISMComponent->PreAllocateInstancesMemory(InstanceCount);
FTransform ZeroScaleTransform;
ZeroScaleTransform.SetIdentityZeroScale();
TArray<FTransform> ZeroScaleTransforms;
ZeroScaleTransforms.Init(ZeroScaleTransform, InstanceCount);
ISMComponent->AddInstances(ZeroScaleTransforms, false, true);
if (CustomDataFloats.Num())
{
const int32 NumCustomDataFloats = ISMComponent->NumCustomDataFloats;
if (ensure(NumCustomDataFloats * InstanceCount == CustomDataFloats.Num()))
{
for (int32 InstanceIndex = 0; InstanceIndex < InstanceCount; ++InstanceIndex)
{
ISMComponent->SetCustomData(NewInstanceGroup.InstanceIdToIndex[InstanceIndex], CustomDataFloats.Slice(InstanceIndex * NumCustomDataFloats, NumCustomDataFloats));
}
}
}
return InstanceGroupIndex;
}
FGeometryCollectionMeshInfo FGeometryCollectionISMPool::AddISM(UGeometryCollectionISMPoolComponent* OwningComponent, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
FGeometryCollectionMeshInfo Info;
FISMIndex* ISMIndex = MeshToISMIndex.Find(MeshInstance);
if (!ISMIndex)
{
if (FreeList.Num())
{
Info.ISMIndex = FreeList.Last();
FreeList.RemoveAt(FreeList.Num() - 1);
ISMs[Info.ISMIndex] = FGeometryCollectionISM(OwningComponent->GetOwner(), MeshInstance);
}
else
{
Info.ISMIndex = ISMs.Emplace(OwningComponent->GetOwner(), MeshInstance);
}
MeshToISMIndex.Add(MeshInstance, Info.ISMIndex);
ISMComponentToISMIndex.Add(ISMs[Info.ISMIndex].ISMComponent, Info.ISMIndex);
}
else
{
Info.ISMIndex = *ISMIndex;
}
// add to the ISM
Info.InstanceGroupIndex = ISMs[Info.ISMIndex].AddInstanceGroup(InstanceCount, CustomDataFloats);
return Info;
}
bool FGeometryCollectionISMPool::BatchUpdateInstancesTransforms(FGeometryCollectionMeshInfo& MeshInfo, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
if (ISMs.IsValidIndex(MeshInfo.ISMIndex))
{
FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GetGroup(MeshInfo.InstanceGroupIndex);
ensure((StartInstanceIndex + NewInstancesTransforms.Num()) <= InstanceGroup.Count());
int32 StartIndex = InstanceGroup.InstanceIdToIndex[StartInstanceIndex];
int32 TransformIndex = 0;
int32 BatchCount = 1;
TArray<FTransform> BatchTransforms; //< Can't use TArrayView because blueprint function doesn't support that
BatchTransforms.Reserve(NewInstancesTransforms.Num());
BatchTransforms.Add(NewInstancesTransforms[TransformIndex++]);
for (int InstanceIndex = StartInstanceIndex + 1; InstanceIndex < NewInstancesTransforms.Num(); ++InstanceIndex)
{
// flush batch?
if (InstanceGroup.InstanceIdToIndex[InstanceIndex] != (StartIndex + BatchCount))
{
ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
StartIndex = InstanceGroup.InstanceIdToIndex[InstanceIndex];
BatchTransforms.SetNum(0, false);
BatchCount = 0;
}
BatchTransforms.Add(NewInstancesTransforms[TransformIndex++]);
BatchCount++;
}
return ISM.ISMComponent->BatchUpdateInstancesTransforms(StartIndex, BatchTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Invalid ISM Id (%d) when updating the transform "), MeshInfo.ISMIndex);
return false;
}
void FGeometryCollectionISMPool::RemoveISM(const FGeometryCollectionMeshInfo& MeshInfo)
{
if (ISMs.IsValidIndex(MeshInfo.ISMIndex))
{
FGeometryCollectionISM& ISM = ISMs[MeshInfo.ISMIndex];
const FInstanceGroups::FInstanceGroupRange& InstanceGroup = ISM.InstanceGroups.GetGroup(MeshInfo.InstanceGroupIndex);
ISM.ISMComponent->RemoveInstances(InstanceGroup.InstanceIdToIndex);
ISM.InstanceGroups.RemoveGroup(MeshInfo.InstanceGroupIndex);
if (ISM.InstanceGroups.IsEmpty() && ISM.ISMComponent->PerInstanceSMData.Num() == 0)
{
// Remove component and push this ISM slot to the free list.
// todo: profile if it is better to push component into a free pool and recycle it.
ISM.ISMComponent->GetOwner()->RemoveInstanceComponent(ISM.ISMComponent);
ISM.ISMComponent->UnregisterComponent();
ISM.ISMComponent->DestroyComponent();
MeshToISMIndex.Remove(ISM.MeshInstance);
ISMComponentToISMIndex.Remove(ISM.ISMComponent);
FreeList.Add(MeshInfo.ISMIndex);
ISM.ISMComponent = nullptr;
}
}
}
void FGeometryCollectionISMPool::OnISMInstanceIndexUpdated(UInstancedStaticMeshComponent* InComponent, TArrayView<const FInstancedStaticMeshDelegates::FInstanceIndexUpdateData> InIndexUpdates)
{
FISMIndex* ISMIndex = ISMComponentToISMIndex.Find(InComponent);
if (!ISMIndex)
{
return;
}
FGeometryCollectionISM& ISM = ISMs[*ISMIndex];
check(ISM.ISMComponent == InComponent);
for (const FInstancedStaticMeshDelegates::FInstanceIndexUpdateData& IndexUpdateData : InIndexUpdates)
{
if (IndexUpdateData.Type == FInstancedStaticMeshDelegates::EInstanceIndexUpdateType::Removed)
{
ISM.InstanceGroups.IndexRemoved(IndexUpdateData.Index);
}
else if (IndexUpdateData.Type == FInstancedStaticMeshDelegates::EInstanceIndexUpdateType::Relocated)
{
ISM.InstanceGroups.IndexReallocated(IndexUpdateData.OldIndex, IndexUpdateData.Index);
}
}
}
void FGeometryCollectionISMPool::Clear()
{
MeshToISMIndex.Reset();
ISMComponentToISMIndex.Reset();
FreeList.Reset();
if (ISMs.Num() > 0)
{
if (AActor* OwningActor = ISMs[0].ISMComponent->GetOwner())
{
for(FGeometryCollectionISM& ISM : ISMs)
{
ISM.ISMComponent->UnregisterComponent();
ISM.ISMComponent->DestroyComponent();
OwningActor->RemoveInstanceComponent(ISM.ISMComponent);
}
}
ISMs.Reset();
}
}
UGeometryCollectionISMPoolComponent::UGeometryCollectionISMPoolComponent(const FObjectInitializer& ObjectInitializer)
: NextMeshGroupId(0)
{
}
void UGeometryCollectionISMPoolComponent::OnRegister()
{
FInstancedStaticMeshDelegates::OnInstanceIndexUpdated.AddUObject(this, &UGeometryCollectionISMPoolComponent::OnISMInstanceIndexUpdated);
Super::OnRegister();
}
void UGeometryCollectionISMPoolComponent::OnUnregister()
{
FInstancedStaticMeshDelegates::OnInstanceIndexUpdated.RemoveAll(this);
Super::OnUnregister();
}
UGeometryCollectionISMPoolComponent::FMeshGroupId UGeometryCollectionISMPoolComponent::CreateMeshGroup()
{
MeshGroups.Add(NextMeshGroupId);
return NextMeshGroupId++;
}
void UGeometryCollectionISMPoolComponent::DestroyMeshGroup(FMeshGroupId MeshGroupId)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
MeshGroup->RemoveAllMeshes(Pool);
MeshGroups.Remove(MeshGroupId);
}
}
UGeometryCollectionISMPoolComponent::FMeshId UGeometryCollectionISMPoolComponent::AddMeshToGroup(FMeshGroupId MeshGroupId, const FGeometryCollectionStaticMeshInstance& MeshInstance, int32 InstanceCount, TArrayView<const float> CustomDataFloats)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
const FGeometryCollectionMeshInfo ISMInstanceInfo = Pool.AddISM(this, MeshInstance, InstanceCount, CustomDataFloats);
return MeshGroup->AddMesh(MeshInstance, InstanceCount, ISMInstanceInfo);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to add a mesh to a mesh group (%d) that does not exists"), MeshGroupId);
return INDEX_NONE;
}
bool UGeometryCollectionISMPoolComponent::BatchUpdateInstancesTransforms(FMeshGroupId MeshGroupId, FMeshId MeshId, int32 StartInstanceIndex, const TArray<FTransform>& NewInstancesTransforms, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport)
{
if (FGeometryCollectionMeshGroup* MeshGroup = MeshGroups.Find(MeshGroupId))
{
return MeshGroup->BatchUpdateInstancesTransforms(Pool, MeshId, StartInstanceIndex, NewInstancesTransforms, bWorldSpace, bMarkRenderStateDirty, bTeleport);
}
UE_LOG(LogChaos, Warning, TEXT("UGeometryCollectionISMPoolComponent : Trying to update instance with mesh group (%d) that not exists"), MeshGroupId);
return false;
}