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UnrealEngineUWP/Engine/Source/Runtime/GeometryFramework/Private/Components/BaseDynamicMeshSceneProxy.cpp

621 lines
26 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Components/BaseDynamicMeshSceneProxy.h"
#include "MaterialDomain.h"
#include "Materials/Material.h"
#include "Materials/MaterialRenderProxy.h"
#include "PhysicsEngine/BodySetup.h"
#include "RayTracingDefinitions.h"
#include "RayTracingInstance.h"
#include "SceneInterface.h"
#include "SceneManagement.h"
#include "Engine/Engine.h" // for GEngine definition
FBaseDynamicMeshSceneProxy::FBaseDynamicMeshSceneProxy(UBaseDynamicMeshComponent* Component)
: FPrimitiveSceneProxy(Component),
ParentBaseComponent(Component),
ColorSpaceTransformMode(Component->GetVertexColorSpaceTransformMode()),
bEnableRaytracing(Component->GetEnableRaytracing()),
bEnableViewModeOverrides(Component->GetViewModeOverridesEnabled())
{
if (Component->GetColorOverrideMode() == EDynamicMeshComponentColorOverrideMode::Constant)
{
ConstantVertexColor = Component->GetConstantOverrideColor();
bIgnoreVertexColors = true;
}
bUsePerTriangleNormals = Component->GetFlatShadingEnabled();
SetCollisionData();
}
FBaseDynamicMeshSceneProxy::~FBaseDynamicMeshSceneProxy()
{
// destroy all existing renderbuffers
for (FMeshRenderBufferSet* BufferSet : AllocatedBufferSets)
{
FMeshRenderBufferSet::DestroyRenderBufferSet(BufferSet);
}
}
FMeshRenderBufferSet* FBaseDynamicMeshSceneProxy::AllocateNewRenderBufferSet()
{
// should we hang onto these and destroy them in constructor? leaving to subclass seems risky?
FMeshRenderBufferSet* RenderBufferSet = new FMeshRenderBufferSet(GetScene().GetFeatureLevel());
RenderBufferSet->Material = UMaterial::GetDefaultMaterial(MD_Surface);
RenderBufferSet->bEnableRaytracing = this->bEnableRaytracing && this->IsVisibleInRayTracing();
AllocatedSetsLock.Lock();
AllocatedBufferSets.Add(RenderBufferSet);
AllocatedSetsLock.Unlock();
return RenderBufferSet;
}
void FBaseDynamicMeshSceneProxy::ReleaseRenderBufferSet(FMeshRenderBufferSet* BufferSet)
{
FScopeLock Lock(&AllocatedSetsLock);
if (ensure(AllocatedBufferSets.Contains(BufferSet)))
{
AllocatedBufferSets.Remove(BufferSet);
Lock.Unlock();
FMeshRenderBufferSet::DestroyRenderBufferSet(BufferSet);
}
}
int32 FBaseDynamicMeshSceneProxy::GetNumMaterials() const
{
return ParentBaseComponent->GetNumMaterials();
}
UMaterialInterface* FBaseDynamicMeshSceneProxy::GetMaterial(int32 k) const
{
UMaterialInterface* Material = ParentBaseComponent->GetMaterial(k);
return (Material != nullptr) ? Material : UMaterial::GetDefaultMaterial(MD_Surface);
}
void FBaseDynamicMeshSceneProxy::UpdatedReferencedMaterials()
{
#if WITH_EDITOR
TArray<UMaterialInterface*> Materials;
ParentBaseComponent->GetUsedMaterials(Materials, true);
// Temporarily disable material verification while the enqueued render command is in flight.
// The original value for bVerifyUsedMaterials gets restored when the command is executed.
// If we do not do this, material verification might spuriously fail in cases where the render command for changing
// the verfifcation material is still in flight but the render thread is already trying to render the mesh.
const uint8 bRestoreVerifyUsedMaterials = bVerifyUsedMaterials;
bVerifyUsedMaterials = false;
ENQUEUE_RENDER_COMMAND(FMeshRenderBufferSetDestroy)(
[this, Materials, bRestoreVerifyUsedMaterials](FRHICommandListImmediate& RHICmdList)
{
this->SetUsedMaterialForVerification(Materials);
this->bVerifyUsedMaterials = bRestoreVerifyUsedMaterials;
});
#endif
}
FMaterialRenderProxy* FBaseDynamicMeshSceneProxy::GetEngineVertexColorMaterialProxy(FMeshElementCollector& Collector, const FEngineShowFlags& EngineShowFlags, bool bProxyIsSelected, bool bIsHovered)
{
FMaterialRenderProxy* ForceOverrideMaterialProxy = nullptr;
#if UE_ENABLE_DEBUG_DRAWING
if (bProxyIsSelected && EngineShowFlags.VertexColors && AllowDebugViewmodes())
{
// Override the mesh's material with our material that draws the vertex colors
UMaterial* VertexColorVisualizationMaterial = NULL;
switch (GVertexColorViewMode)
{
case EVertexColorViewMode::Color:
VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_ColorOnly;
break;
case EVertexColorViewMode::Alpha:
VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_AlphaAsColor;
break;
case EVertexColorViewMode::Red:
VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_RedOnly;
break;
case EVertexColorViewMode::Green:
VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_GreenOnly;
break;
case EVertexColorViewMode::Blue:
VertexColorVisualizationMaterial = GEngine->VertexColorViewModeMaterial_BlueOnly;
break;
}
check(VertexColorVisualizationMaterial != NULL);
// Note: static mesh renderer does something more complicated involving per-section selection,
// but whole component selection seems ok for now
bool bSectionIsSelected = bProxyIsSelected;
FColoredMaterialRenderProxy* VertexColorVisualizationMaterialInstance = new FColoredMaterialRenderProxy(
VertexColorVisualizationMaterial->GetRenderProxy(),
GetSelectionColor(FLinearColor::White, bSectionIsSelected, bIsHovered)
);
Collector.RegisterOneFrameMaterialProxy(VertexColorVisualizationMaterialInstance);
ForceOverrideMaterialProxy = VertexColorVisualizationMaterialInstance;
}
#endif
return ForceOverrideMaterialProxy;
}
bool FBaseDynamicMeshSceneProxy::IsCollisionView(const FEngineShowFlags& EngineShowFlags, bool& bDrawSimpleCollision, bool& bDrawComplexCollision) const
{
bDrawSimpleCollision = bDrawComplexCollision = false;
bool bDrawCollisionView = (EngineShowFlags.CollisionVisibility || EngineShowFlags.CollisionPawn);
#if UE_ENABLE_DEBUG_DRAWING
// If in a 'collision view' and collision is enabled
if (bHasCollisionData && bDrawCollisionView && IsCollisionEnabled())
{
// See if we have a response to the interested channel
bool bHasResponse = EngineShowFlags.CollisionPawn && CollisionResponse.GetResponse(ECC_Pawn) != ECR_Ignore;
bHasResponse |= EngineShowFlags.CollisionVisibility && CollisionResponse.GetResponse(ECC_Visibility) != ECR_Ignore;
if(bHasResponse)
{
// Visibility uses complex and pawn uses simple. However, if UseSimpleAsComplex or UseComplexAsSimple is used we need to adjust accordingly
bDrawComplexCollision = (EngineShowFlags.CollisionVisibility && CollisionTraceFlag != ECollisionTraceFlag::CTF_UseSimpleAsComplex) || (EngineShowFlags.CollisionPawn && CollisionTraceFlag == ECollisionTraceFlag::CTF_UseComplexAsSimple);
bDrawSimpleCollision = (EngineShowFlags.CollisionPawn && CollisionTraceFlag != ECollisionTraceFlag::CTF_UseComplexAsSimple) || (EngineShowFlags.CollisionVisibility && CollisionTraceFlag == ECollisionTraceFlag::CTF_UseSimpleAsComplex);
}
}
#endif
return bDrawCollisionView;
}
void FBaseDynamicMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_BaseDynamicMeshSceneProxy_GetDynamicMeshElements);
const FEngineShowFlags& EngineShowFlags = ViewFamily.EngineShowFlags;
bool bIsWireframeViewMode = (AllowDebugViewmodes() && EngineShowFlags.Wireframe);
bool bWantWireframeOnShaded = ParentBaseComponent->GetEnableWireframeRenderPass();
bool bWireframe = bIsWireframeViewMode || bWantWireframeOnShaded;
const bool bProxyIsSelected = IsSelected();
TArray<FMeshRenderBufferSet*> Buffers;
GetActiveRenderBufferSets(Buffers);
#if UE_ENABLE_DEBUG_DRAWING
bool bDrawSimpleCollision = false, bDrawComplexCollision = false;
const bool bDrawCollisionView = IsCollisionView(EngineShowFlags, bDrawSimpleCollision, bDrawComplexCollision);
// If we're in a collision view, run the only draw the collision and return without drawing mesh normally
if (bDrawCollisionView)
{
GetCollisionDynamicMeshElements(Buffers, EngineShowFlags, bDrawCollisionView, bDrawSimpleCollision, bDrawComplexCollision, bProxyIsSelected, Views, VisibilityMap, Collector);
return;
}
#endif
// Get wireframe material proxy if requested and available, otherwise disable wireframe
FMaterialRenderProxy* WireframeMaterialProxy = nullptr;
if (bWireframe)
{
UMaterialInterface* WireframeMaterial = UBaseDynamicMeshComponent::GetDefaultWireframeMaterial_RenderThread();
if (WireframeMaterial != nullptr)
{
FLinearColor UseWireframeColor = (bProxyIsSelected && (bWantWireframeOnShaded == false || bIsWireframeViewMode)) ?
GEngine->GetSelectedMaterialColor() : ParentBaseComponent->WireframeColor;
FColoredMaterialRenderProxy* WireframeMaterialInstance = new FColoredMaterialRenderProxy(
WireframeMaterial->GetRenderProxy(), UseWireframeColor);
Collector.RegisterOneFrameMaterialProxy(WireframeMaterialInstance);
WireframeMaterialProxy = WireframeMaterialInstance;
}
else
{
bWireframe = false;
}
}
FMaterialRenderProxy* ForceOverrideMaterialProxy = GetEngineVertexColorMaterialProxy(Collector, EngineShowFlags, bProxyIsSelected, IsHovered());
// If engine show flags aren't setting vertex color, also check if the component requested custom vertex color modes for the dynamic mesh
if (!ForceOverrideMaterialProxy)
{
const bool bVertexColor = ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::VertexColors ||
ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Polygroups ||
ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Constant;
if (bVertexColor)
{
ForceOverrideMaterialProxy = UBaseDynamicMeshComponent::GetDefaultVertexColorMaterial_RenderThread()->GetRenderProxy();
}
}
ESceneDepthPriorityGroup DepthPriority = SDPG_World;
FMaterialRenderProxy* SecondaryMaterialProxy = ForceOverrideMaterialProxy;
if (ParentBaseComponent->HasSecondaryRenderMaterial() && ForceOverrideMaterialProxy == nullptr)
{
SecondaryMaterialProxy = ParentBaseComponent->GetSecondaryRenderMaterial()->GetRenderProxy();
}
bool bDrawSecondaryBuffers = ParentBaseComponent->GetSecondaryBuffersVisibility();
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if (VisibilityMap & (1 << ViewIndex))
{
const FSceneView* View = Views[ViewIndex];
bool bHasPrecomputedVolumetricLightmap;
FMatrix PreviousLocalToWorld;
int32 SingleCaptureIndex;
bool bOutputVelocity;
GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
bOutputVelocity |= AlwaysHasVelocity();
// Draw the mesh.
for (FMeshRenderBufferSet* BufferSet : Buffers)
{
FMaterialRenderProxy* MaterialProxy = ForceOverrideMaterialProxy;
if (!MaterialProxy)
{
UMaterialInterface* UseMaterial = BufferSet->Material;
if (ParentBaseComponent->HasOverrideRenderMaterial(0))
{
UseMaterial = ParentBaseComponent->GetOverrideRenderMaterial(0);
}
MaterialProxy = UseMaterial->GetRenderProxy();
}
if (BufferSet->TriangleCount == 0)
{
continue;
}
// lock buffers so that they aren't modified while we are submitting them
FScopeLock BuffersLock(&BufferSet->BuffersLock);
// do we need separate one of these for each MeshRenderBufferSet?
FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
DynamicPrimitiveUniformBuffer.Set(Collector.GetRHICommandList(), GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, bOutputVelocity, GetCustomPrimitiveData());
// If we want Wireframe-on-Shaded, we have to draw the solid. If View Mode Overrides are enabled, the solid
// will be replaced with it's wireframe, so we might as well not.
bool bDrawSolidWithWireframe = ( bWantWireframeOnShaded && (bIsWireframeViewMode == false || bEnableViewModeOverrides == false) );
if (BufferSet->IndexBuffer.Indices.Num() > 0)
{
if (bWireframe)
{
if (bDrawSolidWithWireframe)
{
DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, MaterialProxy, /*bWireframe*/false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
}
DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, WireframeMaterialProxy, /*bWireframe*/true, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
}
else
{
DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, MaterialProxy, /*bWireframe*/false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
}
}
// draw secondary buffer if we have it, falling back to base material if we don't have the Secondary material
FMaterialRenderProxy* UseSecondaryMaterialProxy = (SecondaryMaterialProxy != nullptr) ? SecondaryMaterialProxy : MaterialProxy;
if (bDrawSecondaryBuffers && BufferSet->SecondaryIndexBuffer.Indices.Num() > 0 && UseSecondaryMaterialProxy != nullptr)
{
if (bWireframe)
{
if (bDrawSolidWithWireframe)
{
DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, /*bWireframe*/false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
}
DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, /*bWireframe*/true, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
}
else
{
DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, /*bWireframe*/false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
}
}
}
}
}
#if UE_ENABLE_DEBUG_DRAWING
GetCollisionDynamicMeshElements(Buffers, EngineShowFlags, bDrawCollisionView, bDrawSimpleCollision, bDrawComplexCollision, bProxyIsSelected, Views, VisibilityMap, Collector);
#endif
}
void FBaseDynamicMeshSceneProxy::GetCollisionDynamicMeshElements(TArray<FMeshRenderBufferSet*>& Buffers,
const FEngineShowFlags& EngineShowFlags, bool bDrawCollisionView, bool bDrawSimpleCollision, bool bDrawComplexCollision, bool bProxyIsSelected,
const TArray<const FSceneView*>& Views, uint32 VisibilityMap, FMeshElementCollector& Collector) const
{
#if UE_ENABLE_DEBUG_DRAWING
if (!bHasCollisionData)
{
return;
}
// Note: This is closely following StaticMeshRender.cpp's collision rendering code, from its GetDynamicMeshElements() implementation
FColor SimpleCollisionColor = FColor(157, 149, 223, 255);
FColor ComplexCollisionColor = FColor(0, 255, 255, 255);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if (VisibilityMap & (1 << ViewIndex))
{
const FSceneView* View = Views[ViewIndex];
if(AllowDebugViewmodes())
{
// Should we draw the mesh wireframe to indicate we are using the mesh as collision
bool bDrawComplexWireframeCollision = (EngineShowFlags.Collision && IsCollisionEnabled() && CollisionTraceFlag == ECollisionTraceFlag::CTF_UseComplexAsSimple);
// If drawing complex collision as solid or wireframe
if(bDrawComplexWireframeCollision || (bDrawCollisionView && bDrawComplexCollision))
{
bool bDrawWireframe = !bDrawCollisionView;
UMaterial* MaterialToUse = UMaterial::GetDefaultMaterial(MD_Surface);
FLinearColor DrawCollisionColor = GetWireframeColor();
// Collision view modes draw collision mesh as solid
if(bDrawCollisionView)
{
MaterialToUse = GEngine->ShadedLevelColorationUnlitMaterial;
}
// Wireframe, choose color based on complex or simple
else
{
MaterialToUse = GEngine->WireframeMaterial;
DrawCollisionColor = (CollisionTraceFlag == ECollisionTraceFlag::CTF_UseComplexAsSimple) ? SimpleCollisionColor : ComplexCollisionColor;
}
// Create colored proxy
FColoredMaterialRenderProxy* CollisionMaterialInstance = new FColoredMaterialRenderProxy(MaterialToUse->GetRenderProxy(), DrawCollisionColor);
Collector.RegisterOneFrameMaterialProxy(CollisionMaterialInstance);
bool bHasPrecomputedVolumetricLightmap;
FMatrix PreviousLocalToWorld;
int32 SingleCaptureIndex;
bool bOutputVelocity;
GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
bOutputVelocity |= AlwaysHasVelocity();
// Draw the mesh with collision materials
for (FMeshRenderBufferSet* BufferSet : Buffers)
{
if (BufferSet->TriangleCount == 0)
{
continue;
}
// lock buffers so that they aren't modified while we are submitting them
FScopeLock BuffersLock(&BufferSet->BuffersLock);
// do we need separate one of these for each MeshRenderBufferSet?
FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
DynamicPrimitiveUniformBuffer.Set(Collector.GetRHICommandList(), GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, bOutputVelocity, GetCustomPrimitiveData());
if (BufferSet->IndexBuffer.Indices.Num() > 0)
{
DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, CollisionMaterialInstance, bDrawWireframe, SDPG_World, ViewIndex, DynamicPrimitiveUniformBuffer);
}
}
}
}
// Draw simple collision as wireframe if 'show collision', collision is enabled, and we are not using the complex as the simple
const bool bDrawSimpleWireframeCollision = (EngineShowFlags.Collision && IsCollisionEnabled() && CollisionTraceFlag != ECollisionTraceFlag::CTF_UseComplexAsSimple);
if((bDrawSimpleCollision || bDrawSimpleWireframeCollision))
{
if (ParentBaseComponent->GetBodySetup())
{
// Avoid zero scaling, otherwise GeomTransform below will assert
if (FMath::Abs(GetLocalToWorld().Determinant()) > UE_SMALL_NUMBER)
{
const bool bDrawSolid = !bDrawSimpleWireframeCollision;
if (AllowDebugViewmodes() && bDrawSolid)
{
// Make a material for drawing solid collision stuff
FColoredMaterialRenderProxy* SolidMaterialInstance = new FColoredMaterialRenderProxy(
GEngine->ShadedLevelColorationUnlitMaterial->GetRenderProxy(),
GetWireframeColor()
);
Collector.RegisterOneFrameMaterialProxy(SolidMaterialInstance);
FTransform GeomTransform(GetLocalToWorld());
CachedAggGeom.GetAggGeom(GeomTransform, GetWireframeColor().ToFColor(true), SolidMaterialInstance, false, true, AlwaysHasVelocity(), ViewIndex, Collector);
}
// wireframe
else
{
FTransform GeomTransform(GetLocalToWorld());
CachedAggGeom.GetAggGeom(GeomTransform, GetSelectionColor(SimpleCollisionColor, bProxyIsSelected, IsHovered()).ToFColor(true), NULL, bOwnerIsNull, false, AlwaysHasVelocity(), ViewIndex, Collector);
}
// Note: if dynamic mesh component could have nav collision data, we'd also draw that here (see the similar code in StaticMeshRenderer.cpp)
}
}
}
}
}
#endif // UE_ENABLE_DEBUG_DRAWING
}
void FBaseDynamicMeshSceneProxy::DrawBatch(FMeshElementCollector& Collector, const FMeshRenderBufferSet& RenderBuffers, const FDynamicMeshIndexBuffer32& IndexBuffer, FMaterialRenderProxy* UseMaterial, bool bWireframe, ESceneDepthPriorityGroup DepthPriority, int ViewIndex, FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer) const
{
FMeshBatch& Mesh = Collector.AllocateMesh();
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &IndexBuffer;
Mesh.bWireframe = bWireframe;
//Mesh.bDisableBackfaceCulling = bWireframe; // todo: doing this would be more consistent w/ other meshes in wireframe mode, but it is problematic for modeling tools - perhaps should be configurable
Mesh.VertexFactory = &RenderBuffers.VertexFactory;
Mesh.MaterialRenderProxy = UseMaterial;
BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
BatchElement.FirstIndex = 0;
BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
BatchElement.MinVertexIndex = 0;
BatchElement.MaxVertexIndex = RenderBuffers.PositionVertexBuffer.GetNumVertices() - 1;
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = DepthPriority;
// if this is a wireframe draw pass then we do not want to apply View Mode Overrides
Mesh.bCanApplyViewModeOverrides = (bWireframe) ? false : this->bEnableViewModeOverrides;
Collector.AddMesh(ViewIndex, Mesh);
}
void FBaseDynamicMeshSceneProxy::SetCollisionData()
{
#if UE_ENABLE_DEBUG_DRAWING
bHasCollisionData = true;
bOwnerIsNull = ParentBaseComponent->GetOwner() == nullptr;
if (UBodySetup* BodySetup = ParentBaseComponent->GetBodySetup())
{
CollisionTraceFlag = BodySetup->GetCollisionTraceFlag();
CachedAggGeom = BodySetup->AggGeom;
}
else
{
CachedAggGeom = FKAggregateGeom();
}
CollisionResponse = ParentBaseComponent->GetCollisionResponseToChannels();
#endif
}
#if RHI_RAYTRACING
bool FBaseDynamicMeshSceneProxy::IsRayTracingRelevant() const
{
return true;
}
bool FBaseDynamicMeshSceneProxy::HasRayTracingRepresentation() const
{
return true;
}
void FBaseDynamicMeshSceneProxy::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext& Context, TArray<FRayTracingInstance>& OutRayTracingInstances)
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_BaseDynamicMeshSceneProxy_GetDynamicRayTracingInstances);
ESceneDepthPriorityGroup DepthPriority = SDPG_World;
TArray<FMeshRenderBufferSet*> Buffers;
GetActiveRenderBufferSets(Buffers);
// will use this material instead of any others below, if it becomes non-null
UMaterialInterface* ForceOverrideMaterial = nullptr;
const bool bVertexColor = ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::VertexColors ||
ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Polygroups ||
ParentBaseComponent->ColorMode == EDynamicMeshComponentColorOverrideMode::Constant;
if (bVertexColor)
{
ForceOverrideMaterial = UBaseDynamicMeshComponent::GetDefaultVertexColorMaterial_RenderThread();
}
UMaterialInterface* UseSecondaryMaterial = ForceOverrideMaterial;
if (ParentBaseComponent->HasSecondaryRenderMaterial() && ForceOverrideMaterial == nullptr)
{
UseSecondaryMaterial = ParentBaseComponent->GetSecondaryRenderMaterial();
}
bool bDrawSecondaryBuffers = ParentBaseComponent->GetSecondaryBuffersVisibility();
bool bHasPrecomputedVolumetricLightmap;
FMatrix PreviousLocalToWorld;
int32 SingleCaptureIndex;
bool bOutputVelocity;
GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
bOutputVelocity |= AlwaysHasVelocity();
// is it safe to share this between primary and secondary raytracing batches?
FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Context.RayTracingMeshResourceCollector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
DynamicPrimitiveUniformBuffer.Set(Context.RHICmdList, GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, bOutputVelocity);
// Draw the active buffer sets
for (FMeshRenderBufferSet* BufferSet : Buffers)
{
UMaterialInterface* UseMaterial = BufferSet->Material;
if (ParentBaseComponent->HasOverrideRenderMaterial(0))
{
UseMaterial = ParentBaseComponent->GetOverrideRenderMaterial(0);
}
if (ForceOverrideMaterial)
{
UseMaterial = ForceOverrideMaterial;
}
FMaterialRenderProxy* MaterialProxy = UseMaterial->GetRenderProxy();
if (BufferSet->TriangleCount == 0)
{
continue;
}
if (BufferSet->bIsRayTracingDataValid == false)
{
continue;
}
// Lock buffers so that they aren't modified while we are submitting them.
FScopeLock BuffersLock(&BufferSet->BuffersLock);
// draw primary index buffer
if (BufferSet->IndexBuffer.Indices.Num() > 0
&& BufferSet->PrimaryRayTracingGeometry.RayTracingGeometryRHI.IsValid())
{
ensure(BufferSet->PrimaryRayTracingGeometry.Initializer.IndexBuffer.IsValid());
DrawRayTracingBatch(Context, *BufferSet, BufferSet->IndexBuffer, BufferSet->PrimaryRayTracingGeometry, MaterialProxy, DepthPriority, DynamicPrimitiveUniformBuffer, OutRayTracingInstances);
}
// draw secondary index buffer if we have it, falling back to base material if we don't have the Secondary material
FMaterialRenderProxy* UseSecondaryMaterialProxy = (UseSecondaryMaterial != nullptr) ? UseSecondaryMaterial->GetRenderProxy() : MaterialProxy;
if (bDrawSecondaryBuffers
&& BufferSet->SecondaryIndexBuffer.Indices.Num() > 0
&& UseSecondaryMaterialProxy != nullptr
&& BufferSet->SecondaryRayTracingGeometry.RayTracingGeometryRHI.IsValid())
{
ensure(BufferSet->SecondaryRayTracingGeometry.Initializer.IndexBuffer.IsValid());
DrawRayTracingBatch(Context, *BufferSet, BufferSet->SecondaryIndexBuffer, BufferSet->SecondaryRayTracingGeometry, UseSecondaryMaterialProxy, DepthPriority, DynamicPrimitiveUniformBuffer, OutRayTracingInstances);
}
}
}
void FBaseDynamicMeshSceneProxy::DrawRayTracingBatch(FRayTracingMaterialGatheringContext& Context, const FMeshRenderBufferSet& RenderBuffers, const FDynamicMeshIndexBuffer32& IndexBuffer, FRayTracingGeometry& RayTracingGeometry, FMaterialRenderProxy* UseMaterialProxy, ESceneDepthPriorityGroup DepthPriority, FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer, TArray<FRayTracingInstance>& OutRayTracingInstances) const
{
ensure(RayTracingGeometry.Initializer.IndexBuffer.IsValid());
FRayTracingInstance RayTracingInstance;
RayTracingInstance.Geometry = &RayTracingGeometry;
RayTracingInstance.InstanceTransforms.Add(GetLocalToWorld());
uint32 SectionIdx = 0;
FMeshBatch MeshBatch;
MeshBatch.VertexFactory = &RenderBuffers.VertexFactory;
MeshBatch.SegmentIndex = 0;
MeshBatch.MaterialRenderProxy = UseMaterialProxy;
MeshBatch.ReverseCulling = IsLocalToWorldDeterminantNegative();
MeshBatch.Type = PT_TriangleList;
MeshBatch.DepthPriorityGroup = DepthPriority;
MeshBatch.bCanApplyViewModeOverrides = this->bEnableViewModeOverrides;
MeshBatch.CastRayTracedShadow = IsShadowCast(Context.ReferenceView);
FMeshBatchElement& BatchElement = MeshBatch.Elements[0];
BatchElement.IndexBuffer = &IndexBuffer;
BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
BatchElement.FirstIndex = 0;
BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
BatchElement.MinVertexIndex = 0;
BatchElement.MaxVertexIndex = RenderBuffers.PositionVertexBuffer.GetNumVertices() - 1;
RayTracingInstance.Materials.Add(MeshBatch);
OutRayTracingInstances.Add(RayTracingInstance);
}
#endif // RHI_RAYTRACING