You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
401 lines
14 KiB
C++
401 lines
14 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
#pragma once
|
|
|
|
#include "DynamicMeshBuilder.h"
|
|
#include "EngineGlobals.h"
|
|
#include "HAL/CriticalSection.h"
|
|
#include "PrimitiveViewRelevance.h"
|
|
#include "PrimitiveSceneProxy.h"
|
|
#include "StaticMeshResources.h"
|
|
#include "Rendering/SkinWeightVertexBuffer.h"
|
|
#include "GeometryCollectionRendering.h"
|
|
#include "GeometryCollection/GeometryCollectionEditorSelection.h"
|
|
#include "HitProxies.h"
|
|
#include "EngineUtils.h"
|
|
#include "NaniteSceneProxy.h"
|
|
#include "GeometryCollection/GeometryCollectionObject.h"
|
|
#include "GeometryCollection/GeometryCollectionRenderData.h"
|
|
#include "GeometryCollection/GeometryCollectionHitProxy.h"
|
|
#include "InstanceDataSceneProxy.h"
|
|
|
|
class UGeometryCollection;
|
|
class UGeometryCollectionComponent;
|
|
struct FGeometryCollectionSection;
|
|
|
|
namespace Nanite
|
|
{
|
|
struct FResources;
|
|
}
|
|
|
|
|
|
/** Vertex Buffer for transform data */
|
|
class FGeometryCollectionTransformBuffer : public FVertexBuffer
|
|
{
|
|
public:
|
|
virtual void InitRHI(FRHICommandListBase& RHICmdList) override
|
|
{
|
|
FRHIResourceCreateInfo CreateInfo(TEXT("FGeometryCollectionTransformBuffer"));
|
|
|
|
// #note: This differs from instanced static mesh in that we are storing the entire transform in the buffer rather than
|
|
// splitting out the translation. This is to simplify transferring data at runtime as a memcopy
|
|
VertexBufferRHI = RHICmdList.CreateVertexBuffer(NumTransforms * sizeof(FVector4f) * 4, BUF_Dynamic | BUF_ShaderResource, CreateInfo);
|
|
VertexBufferSRV = RHICmdList.CreateShaderResourceView(VertexBufferRHI, 16, PF_A32B32G32R32F);
|
|
}
|
|
|
|
void UpdateDynamicData(FRHICommandListBase& RHICmdList, const TArray<FMatrix44f>& Transforms, EResourceLockMode LockMode);
|
|
|
|
int32 NumTransforms;
|
|
|
|
FShaderResourceViewRHIRef VertexBufferSRV;
|
|
};
|
|
|
|
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FMatrix>& SrcTransforms)
|
|
{
|
|
// LWC_TODO : we have no choice but to convert each element at this point to avoid changing GeometryCollectionAlgo::GlobalMatrices that is used all over the place
|
|
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
|
|
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
|
|
{
|
|
DstTransforms[TransformIndex] = FMatrix44f(SrcTransforms[TransformIndex]); // LWC_TODO: Perf pessimization
|
|
}
|
|
}
|
|
|
|
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FTransform>& SrcTransforms)
|
|
{
|
|
// LWC_TODO : we have no choice but to convert each element at this point to avoid changing GeometryCollectionAlgo::GlobalMatrices that is used all over the place
|
|
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
|
|
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
|
|
{
|
|
DstTransforms[TransformIndex] = FTransform3f(SrcTransforms[TransformIndex]).ToMatrixWithScale(); // LWC_TODO: Perf pessimization
|
|
}
|
|
}
|
|
|
|
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FTransform3f>& SrcTransforms)
|
|
{
|
|
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
|
|
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
|
|
{
|
|
DstTransforms[TransformIndex] = SrcTransforms[TransformIndex].ToMatrixWithScale();
|
|
}
|
|
}
|
|
|
|
/** Mutable rendering data */
|
|
struct FGeometryCollectionDynamicData
|
|
{
|
|
TArray<FMatrix44f> Transforms;
|
|
TArray<FMatrix44f> PrevTransforms;
|
|
uint32 ChangedCount;
|
|
uint8 IsDynamic : 1;
|
|
uint8 IsLoading : 1;
|
|
|
|
FGeometryCollectionDynamicData()
|
|
{
|
|
Reset();
|
|
}
|
|
|
|
void Reset()
|
|
{
|
|
Transforms.Reset();
|
|
PrevTransforms.Reset();
|
|
IsDynamic = false;
|
|
IsLoading = false;
|
|
}
|
|
|
|
UE_DEPRECATED(5.3, "Use FTransform version of SetTransforms instead")
|
|
void SetTransforms(const TArray<FMatrix>& InTransforms)
|
|
{
|
|
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
|
|
CopyTransformsWithConversionWhenNeeded(Transforms, InTransforms);
|
|
}
|
|
|
|
void SetTransforms(const TArray<FTransform>& InTransforms)
|
|
{
|
|
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
|
|
CopyTransformsWithConversionWhenNeeded(Transforms, InTransforms);
|
|
}
|
|
|
|
void SetTransforms(const TArray<FTransform3f>& InTransforms)
|
|
{
|
|
CopyTransformsWithConversionWhenNeeded(Transforms, InTransforms);
|
|
}
|
|
|
|
UE_DEPRECATED(5.3, "Use FTransform version of SetPrevTransforms instead")
|
|
void SetPrevTransforms(const TArray<FMatrix>& InTransforms)
|
|
{
|
|
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
|
|
CopyTransformsWithConversionWhenNeeded(PrevTransforms, InTransforms);
|
|
}
|
|
|
|
void SetPrevTransforms(const TArray<FTransform>& InTransforms)
|
|
{
|
|
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
|
|
CopyTransformsWithConversionWhenNeeded(PrevTransforms, InTransforms);
|
|
}
|
|
|
|
void SetPrevTransforms(const TArray<FTransform3f>& InTransforms)
|
|
{
|
|
CopyTransformsWithConversionWhenNeeded(PrevTransforms, InTransforms);
|
|
}
|
|
|
|
UE_DEPRECATED(5.3, "Use FTransform version of SetAllTransforms instead")
|
|
void SetAllTransforms(const TArray<FMatrix>& InTransforms)
|
|
{
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
|
SetTransforms(InTransforms);
|
|
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
PrevTransforms = Transforms;
|
|
ChangedCount = Transforms.Num();
|
|
}
|
|
|
|
void SetAllTransforms(const TArray<FTransform>& InTransforms)
|
|
{
|
|
SetTransforms(InTransforms);
|
|
PrevTransforms = Transforms;
|
|
ChangedCount = Transforms.Num();
|
|
}
|
|
|
|
void DetermineChanges()
|
|
{
|
|
// Check if previous transforms are the same as current
|
|
const float EqualTolerance = 1e-6;
|
|
|
|
check(Transforms.Num() == PrevTransforms.Num());
|
|
if (Transforms.Num() != PrevTransforms.Num())
|
|
{
|
|
ChangedCount = Transforms.Num();
|
|
}
|
|
else
|
|
{
|
|
ChangedCount = 0;
|
|
for (int32 TransformIndex = 0; TransformIndex < Transforms.Num(); ++TransformIndex)
|
|
{
|
|
if (!PrevTransforms[TransformIndex].Equals(Transforms[TransformIndex], EqualTolerance))
|
|
{
|
|
++ChangedCount;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
class FGeometryCollectionDynamicDataPool
|
|
{
|
|
public:
|
|
FGeometryCollectionDynamicDataPool();
|
|
~FGeometryCollectionDynamicDataPool();
|
|
|
|
FGeometryCollectionDynamicData* Allocate();
|
|
void Release(FGeometryCollectionDynamicData* DynamicData);
|
|
|
|
private:
|
|
TArray<FGeometryCollectionDynamicData*> UsedList;
|
|
TArray<FGeometryCollectionDynamicData*> FreeList;
|
|
|
|
FCriticalSection ListLock;
|
|
};
|
|
|
|
|
|
/***
|
|
* FGeometryCollectionSceneProxy
|
|
*
|
|
* The FGeometryCollectionSceneProxy manages the interaction between the GeometryCollectionComponent
|
|
* on the game thread and the vertex buffers on the render thread.
|
|
*
|
|
* NOTE : This class is still in flux, and has a few pending todos. Your comments and
|
|
* thoughts are appreciated though. The remaining items to address involve:
|
|
* - @todo double buffer - The double buffering of the FGeometryCollectionDynamicData.
|
|
* - @todo previous state - Saving the previous FGeometryCollectionDynamicData for rendering motion blur.
|
|
* - @todo GPU skin : Make the skinning use the GpuVertexShader
|
|
*/
|
|
class FGeometryCollectionSceneProxy final : public FPrimitiveSceneProxy
|
|
{
|
|
TArray<UMaterialInterface*> Materials;
|
|
|
|
FMaterialRelevance MaterialRelevance;
|
|
|
|
FGeometryCollectionMeshResources const& MeshResource;
|
|
FGeometryCollectionMeshDescription MeshDescription;
|
|
|
|
int32 NumTransforms = 0;
|
|
TArray<FMatrix44f> RestTransforms;
|
|
|
|
FBoxSphereBounds PreSkinnedBounds;
|
|
|
|
FGeometryCollectionVertexFactory VertexFactory;
|
|
|
|
bool bSupportsManualVertexFetch;
|
|
FPositionVertexBuffer SkinnedPositionVertexBuffer;
|
|
|
|
int32 CurrentTransformBufferIndex = 0;
|
|
bool TransformVertexBuffersContainsRestTransforms = true;
|
|
bool bSupportsTripleBufferVertexUpload = false;
|
|
bool bRenderResourcesCreated = false;
|
|
TArray<FGeometryCollectionTransformBuffer, TInlineAllocator<3>> TransformBuffers;
|
|
TArray<FGeometryCollectionTransformBuffer, TInlineAllocator<3>> PrevTransformBuffers;
|
|
|
|
FGeometryCollectionDynamicData* DynamicData = nullptr;
|
|
|
|
#if WITH_EDITOR
|
|
bool bShowBoneColors = false;
|
|
bool bSuppressSelectionMaterial = false;
|
|
TArray<FColor> BoneColors;
|
|
FColorVertexBuffer ColorVertexBuffer;
|
|
FGeometryCollectionVertexFactory VertexFactoryDebugColor;
|
|
UMaterialInterface* BoneSelectedMaterial = nullptr;
|
|
TArray<bool> HiddenTransforms;
|
|
#endif
|
|
|
|
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
|
|
bool bUsesSubSections = false;
|
|
bool bEnableBoneSelection = false;
|
|
TArray<TRefCountPtr<HHitProxy>> HitProxies;
|
|
FColorVertexBuffer HitProxyIdBuffer;
|
|
#endif
|
|
|
|
#if RHI_RAYTRACING
|
|
bool bGeometryResourceUpdated = false;
|
|
FRayTracingGeometry RayTracingGeometry;
|
|
FRWBuffer RayTracingDynamicVertexBuffer;
|
|
#endif
|
|
|
|
public:
|
|
FGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component);
|
|
virtual ~FGeometryCollectionSceneProxy();
|
|
|
|
/** Called on render thread to setup dynamic geometry for rendering */
|
|
void SetDynamicData_RenderThread(FRHICommandListBase& RHICmdList, FGeometryCollectionDynamicData* NewDynamicData);
|
|
|
|
uint32 GetMemoryFootprint() const override { return sizeof(*this) + GetAllocatedSize(); }
|
|
uint32 GetAllocatedSize() const;
|
|
|
|
SIZE_T GetTypeHash() const override;
|
|
void CreateRenderThreadResources(FRHICommandListBase& RHICmdList) override;
|
|
void DestroyRenderThreadResources() override;
|
|
void GetPreSkinnedLocalBounds(FBoxSphereBounds& OutBounds) const override;
|
|
FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
|
|
void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override;
|
|
|
|
virtual bool AllowInstanceCullingOcclusionQueries() const override { return true; }
|
|
|
|
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
|
|
virtual HHitProxy* CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies) override;
|
|
virtual const FColorVertexBuffer* GetCustomHitProxyIdBuffer() const override
|
|
{
|
|
return (bEnableBoneSelection || bUsesSubSections) ? &HitProxyIdBuffer : nullptr;
|
|
}
|
|
#endif
|
|
|
|
#if RHI_RAYTRACING
|
|
bool IsRayTracingRelevant() const override { return true; }
|
|
bool IsRayTracingStaticRelevant() const override { return false; }
|
|
void GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext& Context, TArray<struct FRayTracingInstance>& OutRayTracingInstances) override;
|
|
#endif
|
|
|
|
protected:
|
|
/** Setup a geometry collection vertex factory. */
|
|
void SetupVertexFactory(FRHICommandListBase& RHICmdList, FGeometryCollectionVertexFactory& GeometryCollectionVertexFactory, FColorVertexBuffer* ColorOverride = nullptr) const;
|
|
/** Update skinned position buffer used by mobile CPU skinning path. */
|
|
void UpdateSkinnedPositions(FRHICommandListBase& RHICmdList, TArray<FMatrix44f> const& Transforms);
|
|
/** Get material proxy from material ID */
|
|
FMaterialRenderProxy* GetMaterial(FMeshElementCollector& Collector, int32 MaterialIndex) const;
|
|
/** Get the standard or debug vertex factory dependent on current state. */
|
|
FVertexFactory const* GetVertexFactory() const;
|
|
|
|
FGeometryCollectionTransformBuffer& GetCurrentTransformBuffer()
|
|
{
|
|
return TransformBuffers[CurrentTransformBufferIndex];
|
|
}
|
|
FGeometryCollectionTransformBuffer& GetCurrentPrevTransformBuffer()
|
|
{
|
|
return PrevTransformBuffers[CurrentTransformBufferIndex];
|
|
}
|
|
|
|
void CycleTransformBuffers(bool bCycle)
|
|
{
|
|
if (bCycle)
|
|
{
|
|
CurrentTransformBufferIndex = (CurrentTransformBufferIndex + 1) % TransformBuffers.Num();
|
|
}
|
|
}
|
|
|
|
#if RHI_RAYTRACING
|
|
void UpdatingRayTracingGeometry_RenderingThread(TArray<FGeometryCollectionMeshElement> const& InSectionArray);
|
|
#endif
|
|
};
|
|
|
|
|
|
class FNaniteGeometryCollectionSceneProxy : public Nanite::FSceneProxyBase
|
|
{
|
|
public:
|
|
using Super = Nanite::FSceneProxyBase;
|
|
|
|
FNaniteGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component);
|
|
virtual ~FNaniteGeometryCollectionSceneProxy() = default;
|
|
|
|
public:
|
|
// FPrimitiveSceneProxy interface.
|
|
virtual void CreateRenderThreadResources(FRHICommandListBase& RHICmdList) override;
|
|
virtual SIZE_T GetTypeHash() const override;
|
|
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
|
|
#if WITH_EDITOR
|
|
virtual HHitProxy* CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies) override;
|
|
#endif
|
|
virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override;
|
|
|
|
virtual uint32 GetMemoryFootprint() const override;
|
|
|
|
virtual void OnTransformChanged(FRHICommandListBase& RHICmdList) override;
|
|
|
|
// FSceneProxyBase interface.
|
|
virtual void GetNaniteResourceInfo(uint32& ResourceID, uint32& HierarchyOffset, uint32& ImposterIndex) const override;
|
|
virtual void GetNaniteMaterialMask(FUint32Vector2& OutMaterialMask) const override;
|
|
|
|
virtual Nanite::FResourceMeshInfo GetResourceMeshInfo() const override;
|
|
|
|
/** Called on render thread to setup dynamic geometry for rendering */
|
|
void SetDynamicData_RenderThread(FGeometryCollectionDynamicData* NewDynamicData, const FMatrix &PrimitiveLocalToWorld);
|
|
|
|
void ResetPreviousTransforms_RenderThread();
|
|
|
|
void FlushGPUSceneUpdate_GameThread();
|
|
|
|
FORCEINLINE void SetRequiresGPUSceneUpdate_RenderThread(bool bRequireUpdate)
|
|
{
|
|
bRequiresGPUSceneUpdate = bRequireUpdate;
|
|
}
|
|
|
|
FORCEINLINE bool GetRequiresGPUSceneUpdate_RenderThread() const
|
|
{
|
|
return bRequiresGPUSceneUpdate;
|
|
}
|
|
|
|
void OnMotionBegin();
|
|
void OnMotionEnd();
|
|
|
|
protected:
|
|
// TODO : Copy required data from UObject instead of using unsafe object pointer.
|
|
const UGeometryCollection* GeometryCollection = nullptr;
|
|
|
|
struct FGeometryNaniteData
|
|
{
|
|
FBoxSphereBounds LocalBounds;
|
|
uint32 HierarchyOffset;
|
|
};
|
|
TArray<FGeometryNaniteData> GeometryNaniteData;
|
|
|
|
uint32 NaniteResourceID = INDEX_NONE;
|
|
uint32 NaniteHierarchyOffset = INDEX_NONE;
|
|
|
|
// TODO: Should probably calculate this on the materials array above instead of on the component
|
|
// Null and !Opaque are assigned default material unlike the component material relevance.
|
|
FMaterialRelevance MaterialRelevance;
|
|
|
|
uint32 bCastShadow : 1;
|
|
uint32 bReverseCulling : 1;
|
|
uint32 bHasMaterialErrors : 1;
|
|
uint32 bCurrentlyInMotion : 1;
|
|
uint32 bRequiresGPUSceneUpdate : 1;
|
|
|
|
FInstanceSceneDataBuffers InstanceSceneDataBuffersImpl;
|
|
};
|