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- Cook side extra low lod coarse mesh will be created at 1/8th of the original coarse mesh if mesh streaming or editor data is available for the platform
- Nanite static meshes with streamable LODs are registered to a Nanite::CoarseMeshStreamingManager which will handle the stream in/out requests for these assets in fixed memory budget (memory budget is part of the total mesh streaming budget)
- Nanite proxy needs to handle different raytracing proxy LOD indices now for dynamic and cached indices
- What to stream is driven by what's used in the TLAS build - each deferred render pass all used streamable meshes are collected and forwarded to the CoarseMeshStreamingManager
- CoarseMeshStreamingManager is updated after all views are rendered and will make stream in/out requests depending on the TLAS usage
- When LODs of UStaticMeshes renderdata is loaded or unloaded then a rebuild of the cached render data is requested to make sure the correct LOD & RT BLAS is used (to do this the UStaticMeshComponent are registered to the UStaticMesh so a request for rebuild can be made for all the proxies on the scene)
#preflight 612659e872e9eb00010a27d9
#ROBOMERGE-SOURCE: CL 17314263
#ROBOMERGE-BOT: (v861-17282326)
[CL 17315687 by kenzo terelst in ue5-main branch]
42 lines
1.1 KiB
C++
42 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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class UStaticMesh;
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class FStaticMeshRenderData;
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class FStaticMeshLODGroup;
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class USkeletalMesh;
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class FStaticMeshSectionArray;
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struct FSkeletalMeshBuildParameters;
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struct FStaticMeshBuildVertex;
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struct FStaticMeshSection;
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/**
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* Abstract class which is the base class of all builder.
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* All share code to build some render data should be found inside this class
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*/
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class MESHBUILDER_API FMeshBuilder
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{
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public:
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FMeshBuilder();
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/**
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* Build function should be override and is the starting point for static mesh builders
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*/
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virtual bool Build(FStaticMeshRenderData& OutRenderData, UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGroup, bool bGenerateCoarseMeshStreamingLODs) = 0;
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virtual bool BuildMeshVertexPositions(
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UStaticMesh* StaticMesh,
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TArray<uint32>& Indices,
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TArray<FVector3f>& Vertices) = 0;
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/**
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* Build function should be override and is the starting point for skeletal mesh builders
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*/
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virtual bool Build(const FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) = 0;
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private:
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};
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