Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionSceneProxy.cpp
jeremy moore 9b2c32632a Fix merge issues
[CL 24261140 by jeremy moore in ue5-main branch]
2023-02-16 12:41:39 -05:00

1416 lines
50 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GeometryCollection/GeometryCollectionSceneProxy.h"
#include "Async/ParallelFor.h"
#include "Engine/Engine.h"
#include "GeometryCollection/GeometryCollection.h"
#include "GeometryCollection/GeometryCollectionObject.h"
#include "MaterialDomain.h"
#include "MaterialShaderType.h"
#include "Materials/Material.h"
#include "Materials/MaterialRenderProxy.h"
#include "CommonRenderResources.h"
#include "Rendering/NaniteResources.h"
#include "PrimitiveSceneInfo.h"
#include "GeometryCollection/GeometryCollectionComponent.h"
#include "GeometryCollection/GeometryCollectionAlgo.h"
#include "GeometryCollection/GeometryCollectionHitProxy.h"
#include "RHIDefinitions.h"
#include "ComponentReregisterContext.h"
#include "ComponentRecreateRenderStateContext.h"
#if RHI_RAYTRACING
#include "RayTracingInstance.h"
#endif
#if INTEL_ISPC
#if USING_CODE_ANALYSIS
MSVC_PRAGMA( warning( push ) )
MSVC_PRAGMA( warning( disable : ALL_CODE_ANALYSIS_WARNINGS ) )
#endif // USING_CODE_ANALYSIS
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wnonportable-include-path"
#endif
#include "GeometryCollectionSceneProxy.ispc.generated.h"
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#if USING_CODE_ANALYSIS
MSVC_PRAGMA( warning( pop ) )
#endif // USING_CODE_ANALYSIS
static_assert(sizeof(ispc::FMatrix44f) == sizeof(FMatrix44f), "sizeof(ispc::FMatrix44f) != sizeof(FMatrix44f)");
static_assert(sizeof(ispc::FVector3f) == sizeof(FVector3f), "sizeof(ispc::FVector3f) != sizeof(FVector3f)");
#endif
static int32 GParallelGeometryCollectionBatchSize = 1024;
static TAutoConsoleVariable<int32> CVarParallelGeometryCollectionBatchSize(
TEXT("r.ParallelGeometryCollectionBatchSize"),
GParallelGeometryCollectionBatchSize,
TEXT("The number of vertices per thread dispatch in a single collection. \n"),
ECVF_Default
);
static int32 GGeometryCollectionTripleBufferUploads = 1;
FAutoConsoleVariableRef CVarGeometryCollectionTripleBufferUploads(
TEXT("r.GeometryCollectionTripleBufferUploads"),
GGeometryCollectionTripleBufferUploads,
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."),
ECVF_Default
);
static int32 GGeometryCollectionOptimizedTransforms = 1;
FAutoConsoleVariableRef CVarGeometryCollectionOptimizedTransforms(
TEXT("r.GeometryCollectionOptimizedTransforms"),
GGeometryCollectionOptimizedTransforms,
TEXT("Whether to optimize transform update by skipping automatic updates in GPUScene."),
FConsoleVariableDelegate::CreateLambda([](IConsoleVariable* InVariable)
{
FGlobalComponentRecreateRenderStateContext Context;
}),
ECVF_Scalability | ECVF_RenderThreadSafe
);
static int32 GRayTracingGeometryCollectionProxyMeshes = 0;
FAutoConsoleVariableRef CVarRayTracingGeometryCollectionProxyMeshes(
TEXT("r.RayTracing.Geometry.GeometryCollection"),
GRayTracingGeometryCollectionProxyMeshes,
TEXT("Include geometry collection proxy meshes in ray tracing effects (default = 0 (Geometry collection meshes disabled in ray tracing))"),
ECVF_RenderThreadSafe
);
#if !defined(CHAOS_GEOMETRY_COLLECTION_SET_DYNAMIC_DATA_ISPC_ENABLED_DEFAULT)
#define CHAOS_GEOMETRY_COLLECTION_SET_DYNAMIC_DATA_ISPC_ENABLED_DEFAULT 1
#endif
// Support run-time toggling on supported platforms in non-shipping configurations
#if !INTEL_ISPC || UE_BUILD_SHIPPING
static constexpr bool bGeometryCollection_SetDynamicData_ISPC_Enabled = INTEL_ISPC && CHAOS_GEOMETRY_COLLECTION_SET_DYNAMIC_DATA_ISPC_ENABLED_DEFAULT;
#else
static bool bGeometryCollection_SetDynamicData_ISPC_Enabled = CHAOS_GEOMETRY_COLLECTION_SET_DYNAMIC_DATA_ISPC_ENABLED_DEFAULT;
static FAutoConsoleVariableRef CVarGeometryCollectionSetDynamicDataISPCEnabled(TEXT("r.GeometryCollectionSetDynamicData.ISPC"), bGeometryCollection_SetDynamicData_ISPC_Enabled, TEXT("Whether to use ISPC optimizations to set dynamic data in geometry collections"));
#endif
DEFINE_LOG_CATEGORY_STATIC(FGeometryCollectionSceneProxyLogging, Log, All);
FGeometryCollectionDynamicDataPool GDynamicDataPool;
class FGeometryCollectionMeshCollectorResources : public FOneFrameResource
{
public:
FGeometryCollectionVertexFactory VertexFactory;
FGeometryCollectionMeshCollectorResources(ERHIFeatureLevel::Type InFeatureLevel)
: VertexFactory(InFeatureLevel,true)
{
}
virtual ~FGeometryCollectionMeshCollectorResources()
{
VertexFactory.ReleaseResource();
}
virtual FGeometryCollectionVertexFactory& GetVertexFactory() { return VertexFactory; }
};
FGeometryCollectionSceneProxy::FGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component)
: FPrimitiveSceneProxy(Component)
, MaterialRelevance(Component->GetMaterialRelevance(GetScene().GetFeatureLevel()))
, MeshResource(Component->GetRestCollection()->RenderData->MeshResource)
, MeshDescription(Component->GetRestCollection()->RenderData->MeshDescription)
, VertexFactory(GetScene().GetFeatureLevel())
, bSupportsManualVertexFetch(VertexFactory.SupportsManualVertexFetch(GetScene().GetFeatureLevel()))
, bSupportsTripleBufferVertexUpload(GRHISupportsMapWriteNoOverwrite)
#if WITH_EDITOR
, bShowBoneColors(Component->GetShowBoneColors())
, bSuppressSelectionMaterial(Component->GetSuppressSelectionMaterial())
, VertexFactoryDebugColor(GetScene().GetFeatureLevel())
#endif
{
EnableGPUSceneSupportFlags();
Materials.Empty();
const int32 NumMaterials = Component->GetNumMaterials();
for (int MaterialIndex = 0; MaterialIndex < NumMaterials; ++MaterialIndex)
{
Materials.Push(Component->GetMaterial(MaterialIndex));
if (Materials[MaterialIndex] == nullptr || !Materials[MaterialIndex]->CheckMaterialUsage_Concurrent(MATUSAGE_GeometryCollections))
{
Materials[MaterialIndex] = UMaterial::GetDefaultMaterial(MD_Surface);
}
}
Component->GetRestTransforms(RestTransforms);
NumTransforms = RestTransforms.Num();
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
// Render by SubSection if we are in the rigid body picker.
bUsesSubSections = Component->GetIsTransformSelectionMode() && MeshDescription.SubSections.Num();
// Enable bone hit selection proxies if we are in the rigid body picker or in the fracture modes.
bEnableBoneSelection = Component->GetEnableBoneSelection();
if (bEnableBoneSelection || bUsesSubSections)
{
for (int32 TransformIndex = 0; TransformIndex < NumTransforms; ++TransformIndex)
{
HGeometryCollection* HitProxy = new HGeometryCollection(Component, TransformIndex);
HitProxies.Add(HitProxy);
}
}
#endif
#if WITH_EDITOR
if (bShowBoneColors || bEnableBoneSelection)
{
Component->GetBoneColors(BoneColors);
ColorVertexBuffer.InitFromColorArray(BoneColors);
if (Component->GetRestCollection())
{
BoneSelectedMaterial = Component->GetRestCollection()->GetBoneSelectedMaterial();
}
if (!BoneSelectedMaterial)
{
int32 LegacyBoneMaterialID = Component->GetBoneSelectedMaterialID();
if (Materials.IsValidIndex(LegacyBoneMaterialID))
{
BoneSelectedMaterial = Materials[LegacyBoneMaterialID];
}
}
if (BoneSelectedMaterial && !BoneSelectedMaterial->CheckMaterialUsage_Concurrent(MATUSAGE_GeometryCollections))
{
// If we have an invalid BoneSelectedMaterial, switch it back to null to skip its usage in GetDynamicMeshElements below
BoneSelectedMaterial = nullptr;
}
// Make sure the vertex color material has the usage flag for rendering geometry collections
if (GEngine->VertexColorMaterial)
{
GEngine->VertexColorMaterial->CheckMaterialUsage_Concurrent(MATUSAGE_GeometryCollections);
}
}
// Get hidden geometry and zero the associated transforms.
Component->GetHiddenTransforms(HiddenTransforms);
if (HiddenTransforms.Num())
{
check(HiddenTransforms.Num() == RestTransforms.Num());
for (int32 TransformIndex = 0; TransformIndex < RestTransforms.Num(); ++TransformIndex)
{
if (HiddenTransforms[TransformIndex])
{
RestTransforms[TransformIndex] = FMatrix44f(EForceInit::ForceInitToZero);
}
}
}
#endif
// #todo(dmp): This flag means that when motion blur is turned on, it will always render geometry collections into the
// velocity buffer. Note that the way around this is to loop through the global matrices and test whether they have
// changed from the prev to curr frame, but this is expensive. We should revisit this if the draw calls for velocity
// rendering become a problem. One solution could be to use internal solver sleeping state to drive motion blur.
bAlwaysHasVelocity = true;
}
FGeometryCollectionSceneProxy::~FGeometryCollectionSceneProxy()
{
if (DynamicData != nullptr)
{
GDynamicDataPool.Release(DynamicData);
DynamicData = nullptr;
}
}
SIZE_T FGeometryCollectionSceneProxy::GetTypeHash() const
{
static size_t UniquePointer;
return reinterpret_cast<size_t>(&UniquePointer);
}
static void UpdateLooseParameter(
FGeometryCollectionVertexFactory& VertexFactory,
FRHIShaderResourceView* BoneTransformSRV,
FRHIShaderResourceView* BonePrevTransformSRV,
FRHIShaderResourceView* BoneMapSRV)
{
FGCBoneLooseParameters LooseParameters;
LooseParameters.VertexFetch_BoneTransformBuffer = BoneTransformSRV;
LooseParameters.VertexFetch_BonePrevTransformBuffer = BonePrevTransformSRV;
LooseParameters.VertexFetch_BoneMapBuffer = BoneMapSRV;
EUniformBufferUsage UniformBufferUsage = VertexFactory.EnableLooseParameter ? UniformBuffer_SingleFrame : UniformBuffer_MultiFrame;
VertexFactory.LooseParameterUniformBuffer = FGCBoneLooseParametersRef::CreateUniformBufferImmediate(LooseParameters, UniformBufferUsage);
}
void FGeometryCollectionSceneProxy::SetupVertexFactory(FGeometryCollectionVertexFactory& GeometryCollectionVertexFactory, FColorVertexBuffer* ColorOverride) const
{
FGeometryCollectionVertexFactory::FDataType Data;
FPositionVertexBuffer const& PositionVB = bSupportsManualVertexFetch ? MeshResource.PositionVertexBuffer : SkinnedPositionVertexBuffer;
PositionVB.BindPositionVertexBuffer(&GeometryCollectionVertexFactory, Data);
MeshResource.StaticMeshVertexBuffer.BindTangentVertexBuffer(&GeometryCollectionVertexFactory, Data);
MeshResource.StaticMeshVertexBuffer.BindPackedTexCoordVertexBuffer(&GeometryCollectionVertexFactory, Data);
MeshResource.StaticMeshVertexBuffer.BindLightMapVertexBuffer(&GeometryCollectionVertexFactory, Data, 0);
FColorVertexBuffer const& ColorVB = ColorOverride ? *ColorOverride : MeshResource.ColorVertexBuffer;
ColorVB.BindColorVertexBuffer(&GeometryCollectionVertexFactory, Data);
if (bSupportsManualVertexFetch)
{
Data.BoneMapSRV = MeshResource.BoneMapVertexBuffer.GetSRV();
Data.BoneTransformSRV = TransformBuffers[CurrentTransformBufferIndex].VertexBufferSRV;
Data.BonePrevTransformSRV = PrevTransformBuffers[CurrentTransformBufferIndex].VertexBufferSRV;
}
else
{
// Make sure these are not null to pass UB validation
Data.BoneMapSRV = GNullColorVertexBuffer.VertexBufferSRV;
Data.BoneTransformSRV = GNullColorVertexBuffer.VertexBufferSRV;
Data.BonePrevTransformSRV = GNullColorVertexBuffer.VertexBufferSRV;
}
GeometryCollectionVertexFactory.SetData(Data);
if (!GeometryCollectionVertexFactory.IsInitialized())
{
GeometryCollectionVertexFactory.InitResource();
}
else
{
GeometryCollectionVertexFactory.UpdateRHI();
}
}
void FGeometryCollectionSceneProxy::CreateRenderThreadResources()
{
if (bSupportsManualVertexFetch)
{
// Initialize transform buffers and upload rest transforms.
TransformBuffers.AddDefaulted(1);
PrevTransformBuffers.AddDefaulted(1);
TransformBuffers[0].NumTransforms = NumTransforms;
PrevTransformBuffers[0].NumTransforms = NumTransforms;
TransformBuffers[0].InitResource();
PrevTransformBuffers[0].InitResource();
const bool bLocalGeometryCollectionTripleBufferUploads = (GGeometryCollectionTripleBufferUploads != 0) && bSupportsTripleBufferVertexUpload;
const EResourceLockMode LockMode = bLocalGeometryCollectionTripleBufferUploads ? RLM_WriteOnly_NoOverwrite : RLM_WriteOnly;
FGeometryCollectionTransformBuffer& TransformBuffer = GetCurrentTransformBuffer();
TransformBuffer.UpdateDynamicData(RestTransforms, LockMode);
FGeometryCollectionTransformBuffer& PrevTransformBuffer = GetCurrentPrevTransformBuffer();
PrevTransformBuffer.UpdateDynamicData(RestTransforms, LockMode);
}
else
{
// Initialize CPU skinning buffer with rest transforms.
SkinnedPositionVertexBuffer.Init(MeshResource.PositionVertexBuffer.GetNumVertices(), false);
SkinnedPositionVertexBuffer.InitResource();
UpdateSkinnedPositions(RestTransforms);
}
SetupVertexFactory(VertexFactory);
#if WITH_EDITOR
if (bShowBoneColors || bEnableBoneSelection)
{
// Initialize debug color buffer and associated vertex factory.
ColorVertexBuffer.InitResource();
SetupVertexFactory(VertexFactoryDebugColor, &ColorVertexBuffer);
}
#endif
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
if (MeshDescription.NumVertices && HitProxies.Num())
{
// Create buffer containing per vertex hit proxy IDs.
HitProxyIdBuffer.Init(MeshDescription.NumVertices);
HitProxyIdBuffer.InitResource();
uint16 const* BoneMapData = &MeshResource.BoneMapVertexBuffer.BoneIndex(0);
ParallelFor(MeshDescription.NumVertices, [&](int32 i)
{
const uint16 ProxyIndex = BoneMapData[i];
HitProxyIdBuffer.VertexColor(i) = HitProxies[ProxyIndex]->Id.GetColor();
});
void* VertexBufferData = RHILockBuffer(HitProxyIdBuffer.VertexBufferRHI, 0, HitProxyIdBuffer.GetNumVertices() * HitProxyIdBuffer.GetStride(), RLM_WriteOnly);
FMemory::Memcpy(VertexBufferData, HitProxyIdBuffer.GetVertexData(), HitProxyIdBuffer.GetNumVertices() * HitProxyIdBuffer.GetStride());
RHIUnlockBuffer(HitProxyIdBuffer.VertexBufferRHI);
}
#endif
#if RHI_RAYTRACING
if (IsRayTracingEnabled())
{
FRayTracingGeometryInitializer Initializer;
Initializer.DebugName = FName(TEXT("GeometryCollection"));
Initializer.GeometryType = RTGT_Triangles;
Initializer.bFastBuild = true;
Initializer.bAllowUpdate = false;
Initializer.TotalPrimitiveCount = 0;
RayTracingGeometry.SetInitializer(Initializer);
RayTracingGeometry.InitResource();
bGeometryResourceUpdated = true;
}
#endif
}
void FGeometryCollectionSceneProxy::DestroyRenderThreadResources()
{
if (bSupportsManualVertexFetch)
{
for (int32 i = 0; i < TransformBuffers.Num(); i++)
{
TransformBuffers[i].ReleaseResource();
PrevTransformBuffers[i].ReleaseResource();
}
TransformBuffers.Reset();
}
else
{
SkinnedPositionVertexBuffer.ReleaseResource();
}
VertexFactory.ReleaseResource();
#if WITH_EDITOR
VertexFactoryDebugColor.ReleaseResource();
ColorVertexBuffer.ReleaseResource();
#endif
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
HitProxyIdBuffer.ReleaseResource();
#endif
#if RHI_RAYTRACING
if (IsRayTracingAllowed())
{
RayTracingGeometry.ReleaseResource();
RayTracingDynamicVertexBuffer.Release();
}
#endif
}
void FGeometryCollectionSceneProxy::SetDynamicData_RenderThread(FGeometryCollectionDynamicData* NewDynamicData)
{
check(IsInRenderingThread());
if (DynamicData)
{
GDynamicDataPool.Release(DynamicData);
DynamicData = nullptr;
}
DynamicData = NewDynamicData;
if (MeshDescription.NumVertices == 0)
{
return;
}
// Early out if if we are applying (non-dynamic) rest transforms over multiple frames.
if (!DynamicData->IsDynamic && TransformVertexBuffersContainsRestTransforms)
{
return;
}
TransformVertexBuffersContainsRestTransforms = !DynamicData->IsDynamic;
if (bSupportsManualVertexFetch)
{
const bool bLocalGeometryCollectionTripleBufferUploads = (GGeometryCollectionTripleBufferUploads != 0) && bSupportsTripleBufferVertexUpload;
if (bLocalGeometryCollectionTripleBufferUploads && TransformBuffers.Num() == 1)
{
TransformBuffers.AddDefaulted(2);
PrevTransformBuffers.AddDefaulted(2);
for (int32 i = 1; i < 3; i++)
{
TransformBuffers[i].NumTransforms = NumTransforms;
PrevTransformBuffers[i].NumTransforms = NumTransforms;
TransformBuffers[i].InitResource();
PrevTransformBuffers[i].InitResource();
}
}
// Copy the transform data over to the vertex buffer
{
const EResourceLockMode LockMode = bLocalGeometryCollectionTripleBufferUploads ? RLM_WriteOnly_NoOverwrite : RLM_WriteOnly;
CycleTransformBuffers(bLocalGeometryCollectionTripleBufferUploads);
FGeometryCollectionTransformBuffer& TransformBuffer = GetCurrentTransformBuffer();
FGeometryCollectionTransformBuffer& PrevTransformBuffer = GetCurrentPrevTransformBuffer();
VertexFactory.SetBoneTransformSRV(TransformBuffer.VertexBufferSRV);
VertexFactory.SetBonePrevTransformSRV(PrevTransformBuffer.VertexBufferSRV);
#if WITH_EDITOR
// Implement hiding geometry in editor by zeroing the transform.
// Could move this to InitDynamicData?
if (HiddenTransforms.Num())
{
for (int32 TransformIndex = 0; TransformIndex < DynamicData->Transforms.Num(); ++TransformIndex)
{
if (HiddenTransforms[TransformIndex])
{
DynamicData->Transforms[TransformIndex] = FMatrix44f(EForceInit::ForceInitToZero);
DynamicData->PrevTransforms[TransformIndex] = FMatrix44f(EForceInit::ForceInitToZero);
}
}
}
#endif
if (DynamicData->IsDynamic)
{
TransformBuffer.UpdateDynamicData(DynamicData->Transforms, LockMode);
PrevTransformBuffer.UpdateDynamicData(DynamicData->PrevTransforms, LockMode);
}
else
{
// If we are rendering the base mesh geometry then use RestTransforms for both current and previous transforms.
TransformBuffer.UpdateDynamicData(RestTransforms, LockMode);
PrevTransformBuffer.UpdateDynamicData(RestTransforms, LockMode);
}
UpdateLooseParameter(VertexFactory, TransformBuffer.VertexBufferSRV, PrevTransformBuffer.VertexBufferSRV, MeshResource.BoneMapVertexBuffer.GetSRV());
#if WITH_EDITOR
if (bShowBoneColors || bEnableBoneSelection)
{
VertexFactoryDebugColor.SetBoneTransformSRV(TransformBuffer.VertexBufferSRV);
VertexFactoryDebugColor.SetBonePrevTransformSRV(PrevTransformBuffer.VertexBufferSRV);
UpdateLooseParameter(VertexFactoryDebugColor, TransformBuffer.VertexBufferSRV, PrevTransformBuffer.VertexBufferSRV, MeshResource.BoneMapVertexBuffer.GetSRV());
}
#endif
}
}
else
{
UpdateSkinnedPositions(DynamicData->IsDynamic ? DynamicData->Transforms : RestTransforms);
}
#if RHI_RAYTRACING
if (IsRayTracingEnabled())
{
bGeometryResourceUpdated = true;
}
#endif
}
void FGeometryCollectionSceneProxy::UpdateSkinnedPositions(TArray<FMatrix44f> const& Transforms)
{
const int32 VertexStride = SkinnedPositionVertexBuffer.GetStride();
const int32 VertexCount = SkinnedPositionVertexBuffer.GetNumVertices();
check (VertexCount == MeshDescription.NumVertices)
void* VertexBufferData = RHILockBuffer(SkinnedPositionVertexBuffer.VertexBufferRHI, 0, VertexCount * VertexStride, RLM_WriteOnly);
check(VertexBufferData != nullptr);
FPositionVertexBuffer const& SourcePositionVertexBuffer = MeshResource.PositionVertexBuffer;
FBoneMapVertexBuffer const& SourceBoneMapVertexBuffer = MeshResource.BoneMapVertexBuffer;
bool bParallelGeometryCollection = true;
int32 ParallelGeometryCollectionBatchSize = CVarParallelGeometryCollectionBatchSize.GetValueOnRenderThread();
int32 NumBatches = (VertexCount / ParallelGeometryCollectionBatchSize);
if (VertexCount != ParallelGeometryCollectionBatchSize)
{
NumBatches++;
}
// Batch too small, don't bother with parallel
if (ParallelGeometryCollectionBatchSize > VertexCount)
{
bParallelGeometryCollection = false;
ParallelGeometryCollectionBatchSize = VertexCount;
}
auto GeometryCollectionBatch([&](int32 BatchNum)
{
uint32 IndexOffset = ParallelGeometryCollectionBatchSize * BatchNum;
uint32 ThisBatchSize = ParallelGeometryCollectionBatchSize;
// Check for final batch
if (IndexOffset + ParallelGeometryCollectionBatchSize > MeshDescription.NumVertices)
{
ThisBatchSize = VertexCount - IndexOffset;
}
if (ThisBatchSize > 0)
{
const FMatrix44f* RESTRICT BoneTransformsPtr = Transforms.GetData();
if (bGeometryCollection_SetDynamicData_ISPC_Enabled)
{
#if INTEL_ISPC
uint8* VertexBufferOffset = (uint8*)VertexBufferData + (IndexOffset * VertexStride);
ispc::SetDynamicData_RenderThread(
(ispc::FVector3f*)VertexBufferOffset,
ThisBatchSize,
VertexStride,
&SourceBoneMapVertexBuffer.BoneIndex(IndexOffset),
(ispc::FMatrix44f*)BoneTransformsPtr,
(ispc::FVector3f*)&SourcePositionVertexBuffer.VertexPosition(IndexOffset));
#endif
}
else
{
for (uint32 i = IndexOffset; i < IndexOffset + ThisBatchSize; i++)
{
FVector3f Transformed = BoneTransformsPtr[SourceBoneMapVertexBuffer.BoneIndex(i)].TransformPosition(SourcePositionVertexBuffer.VertexPosition(i));
FMemory::Memcpy((uint8*)VertexBufferData + (i * VertexStride), &Transformed, sizeof(FVector3f));
}
}
}
});
ParallelFor(NumBatches, GeometryCollectionBatch, !bParallelGeometryCollection);
RHIUnlockBuffer(SkinnedPositionVertexBuffer.VertexBufferRHI);
}
FMaterialRenderProxy* FGeometryCollectionSceneProxy::GetMaterial(FMeshElementCollector& Collector, int32 MaterialIndex) const
{
FMaterialRenderProxy* MaterialProxy = nullptr;
#if WITH_EDITOR
if (bShowBoneColors && GEngine->VertexColorMaterial)
{
// Material for colored bones
UMaterial* VertexColorVisualizationMaterial = GEngine->VertexColorMaterial;
FMaterialRenderProxy* VertexColorVisualizationMaterialInstance = new FColoredMaterialRenderProxy(
VertexColorVisualizationMaterial->GetRenderProxy(),
GetSelectionColor(FLinearColor::White, false, false)
);
Collector.RegisterOneFrameMaterialProxy(VertexColorVisualizationMaterialInstance);
MaterialProxy = VertexColorVisualizationMaterialInstance;
}
else
#endif
if(Materials.IsValidIndex(MaterialIndex))
{
MaterialProxy = Materials[MaterialIndex]->GetRenderProxy();
}
if (MaterialProxy == nullptr)
{
MaterialProxy = UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy();
}
return MaterialProxy;
}
FVertexFactory const* FGeometryCollectionSceneProxy::GetVertexFactory() const
{
#if WITH_EDITOR
return bShowBoneColors ? &VertexFactoryDebugColor : &VertexFactory;
#else
return &VertexFactory;
#endif
}
void FGeometryCollectionSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GeometryCollectionSceneProxy_GetDynamicMeshElements);
if (MeshDescription.NumVertices == 0)
{
return;
}
const FEngineShowFlags& EngineShowFlags = ViewFamily.EngineShowFlags;
const bool bWireframe = AllowDebugViewmodes() && EngineShowFlags.Wireframe;
const bool bProxyIsSelected = IsSelected();
auto SetDebugMaterial = [this, &Collector, &EngineShowFlags, bProxyIsSelected](FMeshBatch& Mesh) -> void
{
#if UE_ENABLE_DEBUG_DRAWING
// flag to indicate whether we've set a debug material yet
// Note: Will be used if we add more debug material options
// (compare to variable of same name in StaticMeshRender.cpp)
bool bDebugMaterialRenderProxySet = false;
if (!bDebugMaterialRenderProxySet && 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;
auto VertexColorVisualizationMaterialInstance = new FColoredMaterialRenderProxy(
VertexColorVisualizationMaterial->GetRenderProxy(),
GetSelectionColor(FLinearColor::White, bSectionIsSelected, IsHovered())
);
Collector.RegisterOneFrameMaterialProxy(VertexColorVisualizationMaterialInstance);
Mesh.MaterialRenderProxy = VertexColorVisualizationMaterialInstance;
bDebugMaterialRenderProxySet = true;
}
#endif
};
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if ((VisibilityMap & (1 << ViewIndex)) == 0)
{
continue;
}
// If not dynamic then use the section array with interior fracture surfaces removed.
bool bRemoveInternalFaces = DynamicData != nullptr && !DynamicData->IsDynamic && MeshDescription.SectionsNoInternal.Num();
#if WITH_EDITOR
// If hiding geometry in editor then we don't remove hidden faces.
bRemoveInternalFaces &= HiddenTransforms.Num() == 0;
#endif
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
// If using subsections then use the subsection array.
TArray<FGeometryCollectionMeshElement> const& SectionArray = bUsesSubSections
? MeshDescription.SubSections
: bRemoveInternalFaces ? MeshDescription.SectionsNoInternal : MeshDescription.Sections;
#else
TArray<FGeometryCollectionMeshElement> const& SectionArray = bRemoveInternalFaces ? MeshDescription.SectionsNoInternal : MeshDescription.Sections;
#endif
// Grab the material proxies we'll be using for each section.
TArray<FMaterialRenderProxy*, TInlineAllocator<32>> MaterialProxies;
for (int32 SectionIndex = 0; SectionIndex < SectionArray.Num(); ++SectionIndex)
{
const FGeometryCollectionMeshElement& Section = SectionArray[SectionIndex];
FMaterialRenderProxy* MaterialProxy = GetMaterial(Collector, Section.MaterialIndex);
MaterialProxies.Add(MaterialProxy);
}
// Draw the meshes.
for (int32 SectionIndex = 0; SectionIndex < SectionArray.Num(); ++SectionIndex)
{
const FGeometryCollectionMeshElement& Section = SectionArray[SectionIndex];
FMeshBatch& Mesh = Collector.AllocateMesh();
Mesh.bWireframe = bWireframe;
Mesh.VertexFactory = GetVertexFactory();
Mesh.MaterialRenderProxy = MaterialProxies[SectionIndex];
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = SDPG_World;
Mesh.bCanApplyViewModeOverrides = true;
SetDebugMaterial(Mesh);
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &MeshResource.IndexBuffer;
BatchElement.PrimitiveUniformBuffer = GetUniformBuffer();
BatchElement.FirstIndex = Section.TriangleStart * 3;
BatchElement.NumPrimitives = Section.TriangleCount;
BatchElement.MinVertexIndex = Section.VertexStart;
BatchElement.MaxVertexIndex = Section.VertexEnd;
Collector.AddMesh(ViewIndex, Mesh);
}
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
// Highlight selected bone using specialized material.
// #note: This renders the geometry again but with the bone selection material. Ideally we'd have one render pass and one material.
if (bEnableBoneSelection && !bSuppressSelectionMaterial && BoneSelectedMaterial)
{
FMaterialRenderProxy* MaterialRenderProxy = BoneSelectedMaterial->GetRenderProxy();
FMeshBatch& Mesh = Collector.AllocateMesh();
Mesh.bWireframe = bWireframe;
Mesh.VertexFactory = &VertexFactoryDebugColor;
Mesh.MaterialRenderProxy = MaterialRenderProxy;
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = SDPG_World;
Mesh.bCanApplyViewModeOverrides = false;
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &MeshResource.IndexBuffer;
BatchElement.PrimitiveUniformBuffer = GetUniformBuffer();
BatchElement.FirstIndex = 0;
BatchElement.NumPrimitives = MeshDescription.NumTriangles;
BatchElement.MinVertexIndex = 0;
BatchElement.MaxVertexIndex = MeshDescription.NumVertices;
Collector.AddMesh(ViewIndex, Mesh);
}
#endif // GEOMETRYCOLLECTION_EDITOR_SELECTION
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
RenderBounds(Collector.GetPDI(ViewIndex), ViewFamily.EngineShowFlags, GetBounds(), IsSelected());
#endif
}
}
#if RHI_RAYTRACING
void FGeometryCollectionSceneProxy::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext& Context, TArray<struct FRayTracingInstance>& OutRayTracingInstances)
{
if (GRayTracingGeometryCollectionProxyMeshes == 0 || MeshDescription.NumVertices == 0)
{
return;
}
QUICK_SCOPE_CYCLE_COUNTER(STAT_GeometryCollectionSceneProxy_GetDynamicRayTracingInstances);
const uint32 LODIndex = 0;
const bool bWireframe = false;
//Loose parameter needs to be updated every frame
FGeometryCollectionMeshCollectorResources* CollectorResources;
CollectorResources = &Context.RayTracingMeshResourceCollector.
AllocateOneFrameResource<FGeometryCollectionMeshCollectorResources>(GetScene().GetFeatureLevel());
FGeometryCollectionVertexFactory& GeometryCollectionVertexFactory = CollectorResources->GetVertexFactory();
// Render dynamic objects
if (!GeometryCollectionVertexFactory.GetType()->SupportsRayTracingDynamicGeometry())
{
return;
}
SetupVertexFactory(GeometryCollectionVertexFactory);
// If not dynamic then use the section array with interior fracture surfaces removed.
const bool bRemoveInternalFaces = DynamicData != nullptr && !DynamicData->IsDynamic && MeshDescription.SectionsNoInternal.Num();
TArray<FGeometryCollectionMeshElement> const& SectionArray = bRemoveInternalFaces ? MeshDescription.SectionsNoInternal : MeshDescription.Sections;
UpdatingRayTracingGeometry_RenderingThread(SectionArray);
if (SectionArray.Num() && RayTracingGeometry.RayTracingGeometryRHI.IsValid())
{
FRayTracingInstance RayTracingInstance;
RayTracingInstance.Geometry = &RayTracingGeometry;
RayTracingInstance.InstanceTransforms.Emplace(GetLocalToWorld());
// Grab the material proxies we'll be using for each section
TArray<FMaterialRenderProxy*, TInlineAllocator<32>> MaterialProxies;
for (int32 SectionIndex = 0; SectionIndex < SectionArray.Num(); ++SectionIndex)
{
const FGeometryCollectionMeshElement& Section = SectionArray[SectionIndex];
//TODO: Add BoneColor support in Path/Ray tracing?
FMaterialRenderProxy* MaterialProxy= Materials[Section.MaterialIndex]->GetRenderProxy();
if (MaterialProxy == nullptr)
{
MaterialProxy = UMaterial::GetDefaultMaterial(MD_Surface)->GetRenderProxy();
}
MaterialProxies.Add(MaterialProxy);
}
uint32 MaxVertexIndex = 0;
for (int32 SectionIndex = 0; SectionIndex < SectionArray.Num(); ++SectionIndex)
{
const FGeometryCollectionMeshElement& Section = SectionArray[SectionIndex];
// Draw the mesh
FMeshBatch& Mesh = RayTracingInstance.Materials.AddDefaulted_GetRef();
Mesh.bWireframe = bWireframe;
Mesh.SegmentIndex = SectionIndex;
Mesh.VertexFactory = &GeometryCollectionVertexFactory;
Mesh.MaterialRenderProxy = MaterialProxies[SectionIndex];
Mesh.LODIndex = LODIndex;
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.bDisableBackfaceCulling = true;
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = SDPG_World;
Mesh.bCanApplyViewModeOverrides = true;
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &MeshResource.IndexBuffer;
BatchElement.PrimitiveUniformBuffer = GetUniformBuffer();
BatchElement.FirstIndex = Section.TriangleStart * 3;
BatchElement.NumPrimitives = Section.TriangleCount;
BatchElement.MinVertexIndex = Section.VertexStart;
BatchElement.MaxVertexIndex = Section.VertexEnd;
BatchElement.NumInstances = 1;
MaxVertexIndex = std::max(Section.VertexEnd, MaxVertexIndex);
//#TODO: bone color, bone selection and render bound?
}
FRWBuffer* VertexBuffer = RayTracingDynamicVertexBuffer.NumBytes > 0 ? &RayTracingDynamicVertexBuffer : nullptr;
const uint32 VertexCount = MaxVertexIndex + 1;
Context.DynamicRayTracingGeometriesToUpdate.Add(
FRayTracingDynamicGeometryUpdateParams
{
RayTracingInstance.Materials,
false,
VertexCount,
VertexCount * (uint32)sizeof(FVector3f),
RayTracingGeometry.Initializer.TotalPrimitiveCount,
&RayTracingGeometry,
VertexBuffer,
true
}
);
OutRayTracingInstances.Emplace(RayTracingInstance);
}
}
void FGeometryCollectionSceneProxy::UpdatingRayTracingGeometry_RenderingThread(TArray<FGeometryCollectionMeshElement> const& InSectionArray)
{
if (bGeometryResourceUpdated)
{
RayTracingGeometry.Initializer.Segments.Empty();
RayTracingGeometry.Initializer.TotalPrimitiveCount = 0;
for (int SectionIndex = 0; SectionIndex < InSectionArray.Num(); ++SectionIndex)
{
const FGeometryCollectionMeshElement& Section = InSectionArray[SectionIndex];
FRayTracingGeometrySegment Segment;
Segment.FirstPrimitive = Section.TriangleStart;
Segment.VertexBuffer = MeshResource.PositionVertexBuffer.VertexBufferRHI;
Segment.NumPrimitives = Section.TriangleCount;
Segment.MaxVertices = Section.VertexEnd;
RayTracingGeometry.Initializer.Segments.Add(Segment);
RayTracingGeometry.Initializer.TotalPrimitiveCount += Section.TriangleCount;
}
if (RayTracingGeometry.Initializer.TotalPrimitiveCount > 0)
{
RayTracingGeometry.Initializer.IndexBuffer = MeshResource.IndexBuffer.IndexBufferRHI;
// Create the ray tracing geometry but delay the acceleration structure build.
RayTracingGeometry.CreateRayTracingGeometry(ERTAccelerationStructureBuildPriority::Skip);
}
bGeometryResourceUpdated = false;
}
}
#endif // RHI_RAYTRACING
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);
Result.bVelocityRelevance = DrawsVelocity() && Result.bOpaque && Result.bRenderInMainPass;
return Result;
}
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
HHitProxy* FGeometryCollectionSceneProxy::CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies)
{
HHitProxy* DefaultHitProxy = FPrimitiveSceneProxy::CreateHitProxies(Component, OutHitProxies);
OutHitProxies.Append(HitProxies);
return DefaultHitProxy;
}
#endif
void FGeometryCollectionSceneProxy::GetPreSkinnedLocalBounds(FBoxSphereBounds& OutBounds) const
{
OutBounds = MeshDescription.PreSkinnedBounds;
}
uint32 FGeometryCollectionSceneProxy::GetAllocatedSize() const
{
return FPrimitiveSceneProxy::GetAllocatedSize()
+ Materials.GetAllocatedSize()
+ MeshDescription.Sections.GetAllocatedSize()
+ MeshDescription.SubSections.GetAllocatedSize()
+ RestTransforms.GetAllocatedSize()
+ (SkinnedPositionVertexBuffer.GetAllowCPUAccess() ? SkinnedPositionVertexBuffer.GetStride() * SkinnedPositionVertexBuffer.GetNumVertices() : 0)
#if WITH_EDITOR
+ BoneColors.GetAllocatedSize()
+ (ColorVertexBuffer.GetAllowCPUAccess() ? ColorVertexBuffer.GetStride() * ColorVertexBuffer.GetNumVertices() : 0)
+ HiddenTransforms.GetAllocatedSize()
#endif
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
+ HitProxies.GetAllocatedSize()
+ (HitProxyIdBuffer.GetAllowCPUAccess() ? HitProxyIdBuffer.GetStride() * HitProxyIdBuffer.GetNumVertices() : 0)
#endif
#if RHI_RAYTRACING
+ RayTracingGeometry.RawData.GetAllocatedSize()
#endif
;
}
FNaniteGeometryCollectionSceneProxy::FNaniteGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component)
: Nanite::FSceneProxyBase(Component)
, GeometryCollection(Component->GetRestCollection())
, bCurrentlyInMotion(false)
, bRequiresGPUSceneUpdate(false)
{
LLM_SCOPE_BYTAG(Nanite);
// Nanite requires GPUScene
checkSlow(UseGPUScene(GMaxRHIShaderPlatform, GetScene().GetFeatureLevel()));
checkSlow(DoesPlatformSupportNanite(GMaxRHIShaderPlatform));
// Should have valid Nanite data at this point.
check(GeometryCollection->HasNaniteData());
NaniteResourceID = GeometryCollection->GetNaniteResourceID();
NaniteHierarchyOffset = GeometryCollection->GetNaniteHierarchyOffset();
MaterialRelevance = Component->GetMaterialRelevance(Component->GetScene()->GetFeatureLevel());
// Nanite supports the GPUScene instance data buffer.
bSupportsInstanceDataBuffer = true;
// We always have correct instance transforms, skip GPUScene updates if allowed.
bShouldUpdateGPUSceneTransforms = (GGeometryCollectionOptimizedTransforms == 0);
bSupportsDistanceFieldRepresentation = false;
// Dynamic draw path without Nanite isn't supported by Lumen
bVisibleInLumenScene = false;
// Use fast path that does not update static draw lists.
bStaticElementsAlwaysUseProxyPrimitiveUniformBuffer = true;
// Nanite always uses GPUScene, so we can skip expensive primitive uniform buffer updates.
bVFRequiresPrimitiveUniformBuffer = false;
// Indicates if 1 or more materials contain settings not supported by Nanite.
bHasMaterialErrors = false;
bHasPerInstanceHierarchyOffset = true;
bHasPerInstanceLocalBounds = true;
bHasPerInstanceDynamicData = true;
// Check if the assigned material can be rendered in Nanite. If not, default.
// TODO: Handle cases like geometry collections adding a "selected geometry" material with translucency.
const bool IsRenderable = true;// Nanite::FSceneProxy::IsNaniteRenderable(MaterialRelevance);
if (!IsRenderable)
{
bHasMaterialErrors = true;
}
const TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> Collection = GeometryCollection->GetGeometryCollection();
const TManagedArray<int32>& TransformToGeometryIndices = Collection->TransformToGeometryIndex;
const TManagedArray<int32>& SimulationType = Collection->SimulationType;
const TManagedArray<FGeometryCollectionSection>& SectionsArray = Component->GetSectionsArray();
MaterialSections.SetNumZeroed(SectionsArray.Num());
for (int32 SectionIndex = 0; SectionIndex < SectionsArray.Num(); ++SectionIndex)
{
const FGeometryCollectionSection& MeshSection = SectionsArray[SectionIndex];
const bool bValidMeshSection = MeshSection.MaterialID != INDEX_NONE;
// Keep track of highest observed material index.
MaterialMaxIndex = FMath::Max(MeshSection.MaterialID, MaterialMaxIndex);
UMaterialInterface* MaterialInterface = bValidMeshSection ? Component->GetMaterial(MeshSection.MaterialID) : nullptr;
// TODO: PROG_RASTER (Implement programmable raster support)
const bool bInvalidMaterial = !MaterialInterface || !IsOpaqueBlendMode(*MaterialInterface);
if (bInvalidMaterial)
{
bHasMaterialErrors = true;
if (MaterialInterface)
{
UE_LOG
(
LogStaticMesh, Warning,
TEXT("Invalid material [%s] used on Nanite geometry collection [%s] - forcing default material instead. Only opaque blend mode is currently supported, [%s] blend mode was specified."),
*MaterialInterface->GetName(),
*GeometryCollection->GetName(),
*GetBlendModeString(MaterialInterface->GetBlendMode())
);
}
}
const bool bForceDefaultMaterial = /*!!FORCE_NANITE_DEFAULT_MATERIAL ||*/ bHasMaterialErrors;
if (bForceDefaultMaterial)
{
MaterialInterface = UMaterial::GetDefaultMaterial(MD_Surface);
}
// Should never be null here
check(MaterialInterface != nullptr);
// Should always be opaque blend mode here.
check(IsOpaqueBlendMode(*MaterialInterface));
MaterialSections[SectionIndex].ShadingMaterialProxy = MaterialInterface->GetRenderProxy();
MaterialSections[SectionIndex].RasterMaterialProxy = MaterialInterface->GetRenderProxy(); // TODO: PROG_RASTER (Implement programmable raster support)
MaterialSections[SectionIndex].MaterialIndex = MeshSection.MaterialID;
}
const bool bHasGeometryBoundingBoxes =
Collection->HasAttribute("BoundingBox", FGeometryCollection::GeometryGroup) &&
Collection->NumElements(FGeometryCollection::GeometryGroup);
const bool bHasTransformBoundingBoxes =
Collection->NumElements(FGeometryCollection::TransformGroup) &&
Collection->HasAttribute("BoundingBox", FGeometryCollection::TransformGroup) &&
Collection->HasAttribute("TransformToGeometryIndex", FGeometryCollection::TransformGroup);
int32 NumGeometry = 0;
if (bHasGeometryBoundingBoxes)
{
NumGeometry = Collection->NumElements(FGeometryCollection::GeometryGroup);
GeometryNaniteData.SetNumUninitialized(NumGeometry);
const TManagedArray<FBox>& BoundingBoxes = Collection->GetAttribute<FBox>("BoundingBox", FGeometryCollection::GeometryGroup);
for (int32 GeometryIndex = 0; GeometryIndex < NumGeometry; ++GeometryIndex)
{
FGeometryNaniteData& Instance = GeometryNaniteData[GeometryIndex];
Instance.HierarchyOffset = GeometryCollection->GetNaniteHierarchyOffset(GeometryIndex);
Instance.LocalBounds = BoundingBoxes[GeometryIndex];
}
}
else if (bHasTransformBoundingBoxes)
{
Nanite::FResources& Resource = GeometryCollection->RenderData->NaniteResource;
NumGeometry = Resource.HierarchyRootOffsets.Num();
GeometryNaniteData.SetNumUninitialized(NumGeometry);
const TManagedArray<FBox>& BoundingBoxes = Collection->GetAttribute<FBox>("BoundingBox", FGeometryCollection::TransformGroup);
const TManagedArray<int32>& TransformToGeometry = Collection->GetAttribute<int32>("TransformToGeometryIndex", FGeometryCollection::TransformGroup);
const int32 NumTransforms = TransformToGeometry.Num();
for (int32 TransformIndex = 0; TransformIndex < NumTransforms; ++TransformIndex)
{
const int32 GeometryIndex = TransformToGeometry[TransformIndex];
if (GeometryIndex > INDEX_NONE)
{
FGeometryNaniteData& Instance = GeometryNaniteData[GeometryIndex];
Instance.HierarchyOffset = GeometryCollection->GetNaniteHierarchyOffset(GeometryIndex);
SetInstanceLocalBounds(GeometryIndex, FRenderBounds(), false);
}
}
}
// Initialize to rest transforms.
TArray<FMatrix44f> RestTransforms;
Component->GetRestTransforms(RestTransforms);
FGeometryCollectionDynamicData* DynamicData = GDynamicDataPool.Allocate();
DynamicData->IsDynamic = true;
DynamicData->Transforms = RestTransforms;
DynamicData->PrevTransforms = RestTransforms;
SetDynamicData_RenderThread(DynamicData);
}
SIZE_T FNaniteGeometryCollectionSceneProxy::GetTypeHash() const
{
static size_t UniquePointer;
return reinterpret_cast<size_t>(&UniquePointer);
}
FPrimitiveViewRelevance FNaniteGeometryCollectionSceneProxy::GetViewRelevance(const FSceneView* View) const
{
LLM_SCOPE_BYTAG(Nanite);
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = IsShown(View) && View->Family->EngineShowFlags.NaniteMeshes;
Result.bShadowRelevance = IsShadowCast(View);
Result.bUsesLightingChannels = GetLightingChannelMask() != GetDefaultLightingChannelMask();
// Always render the Nanite mesh data with static relevance.
Result.bStaticRelevance = true;
// Should always be covered by constructor of Nanite scene proxy.
Result.bRenderInMainPass = true;
#if WITH_EDITOR
// Only check these in the editor
Result.bEditorVisualizeLevelInstanceRelevance = IsEditingLevelInstanceChild();
Result.bEditorStaticSelectionRelevance = (IsSelected() || IsHovered());
#endif
bool bSetDynamicRelevance = false;
Result.bOpaque = true;
MaterialRelevance.SetPrimitiveViewRelevance(Result);
Result.bVelocityRelevance = Result.bOpaque && Result.bRenderInMainPass && DrawsVelocity();
return Result;
}
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
HHitProxy* FNaniteGeometryCollectionSceneProxy::CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy>>& OutHitProxies)
{
LLM_SCOPE_BYTAG(Nanite);
if (Component->GetOwner())
{
// Generate separate hit proxies for each material section, so that we can perform hit tests against each one.
for (int32 SectionIndex = 0; SectionIndex < MaterialSections.Num(); ++SectionIndex)
{
FMaterialSection& Section = MaterialSections[SectionIndex];
HHitProxy* ActorHitProxy = new HActor(Component->GetOwner(), Component, SectionIndex, SectionIndex);
check(!Section.HitProxy);
Section.HitProxy = ActorHitProxy;
OutHitProxies.Add(ActorHitProxy);
}
}
return Super::CreateHitProxies(Component, OutHitProxies);
}
#endif
void FNaniteGeometryCollectionSceneProxy::DrawStaticElements(FStaticPrimitiveDrawInterface* PDI)
{
const FLightCacheInterface* LCI = nullptr;
DrawStaticElementsInternal(PDI, LCI);
}
uint32 FNaniteGeometryCollectionSceneProxy::GetMemoryFootprint() const
{
return sizeof(*this) + GetAllocatedSize();
}
void FNaniteGeometryCollectionSceneProxy::OnTransformChanged()
{
}
void FNaniteGeometryCollectionSceneProxy::GetNaniteResourceInfo(uint32& ResourceID, uint32& HierarchyOffset, uint32& ImposterIndex) const
{
ResourceID = NaniteResourceID;
HierarchyOffset = NaniteHierarchyOffset;
ImposterIndex = INDEX_NONE; // Imposters are not supported (yet?)
}
void FNaniteGeometryCollectionSceneProxy::GetNaniteMaterialMask(FUint32Vector2& OutMaterialMask) const
{
// TODO: Implement support
OutMaterialMask = FUint32Vector2(~uint32(0), ~uint32(0));
}
Nanite::FResourceMeshInfo FNaniteGeometryCollectionSceneProxy::GetResourceMeshInfo() const
{
Nanite::FResources& Resource = GeometryCollection->RenderData->NaniteResource;
Nanite::FResourceMeshInfo OutInfo;
OutInfo.NumClusters = Resource.NumClusters;
OutInfo.NumNodes = Resource.NumHierarchyNodes;
OutInfo.NumVertices = Resource.NumInputVertices;
OutInfo.NumTriangles = Resource.NumInputTriangles;
OutInfo.NumMaterials = MaterialMaxIndex + 1;
OutInfo.DebugName = GeometryCollection->GetFName();
// TODO: SegmentMapping
OutInfo.NumSegments = 0;
return MoveTemp(OutInfo);
}
void FNaniteGeometryCollectionSceneProxy::SetDynamicData_RenderThread(FGeometryCollectionDynamicData* NewDynamicData)
{
// Are we currently simulating?
if (NewDynamicData->IsDynamic)
{
const TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> Collection = GeometryCollection->GetGeometryCollection();
const TManagedArray<int32>& TransformToGeometryIndices = Collection->TransformToGeometryIndex;
const TManagedArray<TSet<int32>>& TransformChildren = Collection->Children;
const TManagedArray<int32>& SimulationType = Collection->SimulationType;
const int32 TransformCount = NewDynamicData->Transforms.Num();
check(TransformCount == TransformToGeometryIndices.Num());
check(TransformCount == TransformChildren.Num());
check(TransformCount == NewDynamicData->PrevTransforms.Num());
InstanceSceneData.Reset(TransformCount);
InstanceDynamicData.Reset(TransformCount);
InstanceLocalBounds.Reset(TransformCount);
InstanceHierarchyOffset.Reset(TransformCount);
for (int32 TransformIndex = 0; TransformIndex < TransformCount; ++TransformIndex)
{
const int32 TransformToGeometryIndex = TransformToGeometryIndices[TransformIndex];
if (SimulationType[TransformIndex] != FGeometryCollection::ESimulationTypes::FST_Rigid)
{
continue;
}
const FGeometryNaniteData& NaniteData = GeometryNaniteData[TransformToGeometryIndex];
FInstanceSceneData& Instance = InstanceSceneData.Emplace_GetRef();
Instance.LocalToPrimitive = NewDynamicData->Transforms[TransformIndex];
FInstanceDynamicData& DynamicData = InstanceDynamicData.Emplace_GetRef();
if (bCurrentlyInMotion)
{
DynamicData.PrevLocalToPrimitive = NewDynamicData->PrevTransforms[TransformIndex];
}
else
{
DynamicData.PrevLocalToPrimitive = Instance.LocalToPrimitive;
}
int32 InstanceIndex = InstanceLocalBounds.Num();
InstanceLocalBounds.SetNumUninitialized(InstanceIndex + 1);
SetInstanceLocalBounds(InstanceIndex, NaniteData.LocalBounds);
InstanceHierarchyOffset.Emplace(NaniteData.HierarchyOffset);
}
}
else
{
// Rendering base geometry, use rest transforms rather than simulated transforms.
// ...
}
GDynamicDataPool.Release(NewDynamicData);
}
void FNaniteGeometryCollectionSceneProxy::ResetPreviousTransforms_RenderThread()
{
// Reset previous transforms to avoid locked motion vectors
check(InstanceSceneData.Num() == InstanceDynamicData.Num()); // Sanity check, should always have matching associated arrays
for (int32 InstanceIndex = 0; InstanceIndex < InstanceSceneData.Num(); ++InstanceIndex)
{
InstanceDynamicData[InstanceIndex].PrevLocalToPrimitive = InstanceSceneData[InstanceIndex].LocalToPrimitive;
}
}
void FNaniteGeometryCollectionSceneProxy::FlushGPUSceneUpdate_GameThread()
{
ENQUEUE_RENDER_COMMAND(NaniteProxyUpdateGPUScene)(
[this](FRHICommandListImmediate& RHICmdList)
{
FPrimitiveSceneInfo* NanitePrimitiveInfo = GetPrimitiveSceneInfo();
if (NanitePrimitiveInfo && GetRequiresGPUSceneUpdate_RenderThread())
{
// Attempt to queue up a GPUScene update - maintain dirty flag if the request fails.
const bool bRequiresUpdate = !NanitePrimitiveInfo->RequestGPUSceneUpdate();
SetRequiresGPUSceneUpdate_RenderThread(bRequiresUpdate);
}
}
);
}
void FNaniteGeometryCollectionSceneProxy::OnMotionBegin()
{
bCurrentlyInMotion = true;
bCanSkipRedundantTransformUpdates = false;
}
void FNaniteGeometryCollectionSceneProxy::OnMotionEnd()
{
bCurrentlyInMotion = false;
bCanSkipRedundantTransformUpdates = true;
ResetPreviousTransforms_RenderThread();
}
FGeometryCollectionDynamicDataPool::FGeometryCollectionDynamicDataPool()
{
FreeList.SetNum(32);
for (int32 ListIndex = 0; ListIndex < FreeList.Num(); ++ListIndex)
{
FreeList[ListIndex] = new FGeometryCollectionDynamicData;
}
}
FGeometryCollectionDynamicDataPool::~FGeometryCollectionDynamicDataPool()
{
FScopeLock ScopeLock(&ListLock);
for (FGeometryCollectionDynamicData* Entry : FreeList)
{
delete Entry;
}
for (FGeometryCollectionDynamicData* Entry : UsedList)
{
delete Entry;
}
FreeList.Empty();
UsedList.Empty();
}
FGeometryCollectionDynamicData* FGeometryCollectionDynamicDataPool::Allocate()
{
FScopeLock ScopeLock(&ListLock);
FGeometryCollectionDynamicData* NewEntry = nullptr;
if (FreeList.Num() > 0)
{
NewEntry = FreeList.Pop(false /* no shrinking */);
}
if (NewEntry == nullptr)
{
NewEntry = new FGeometryCollectionDynamicData;
}
NewEntry->Reset();
UsedList.Push(NewEntry);
return NewEntry;
}
void FGeometryCollectionDynamicDataPool::Release(FGeometryCollectionDynamicData* DynamicData)
{
FScopeLock ScopeLock(&ListLock);
int32 UsedIndex = UsedList.Find(DynamicData);
if (ensure(UsedIndex != INDEX_NONE))
{
UsedList.RemoveAt(UsedIndex, 1, false /* no shrinking */);
FreeList.Push(DynamicData);
}
}
void FGeometryCollectionTransformBuffer::UpdateDynamicData(const TArray<FMatrix44f>& Transforms, EResourceLockMode LockMode)
{
check(NumTransforms == Transforms.Num());
void* VertexBufferData = RHILockBuffer(VertexBufferRHI, 0, Transforms.Num() * sizeof(FMatrix44f), LockMode);
FMemory::Memcpy(VertexBufferData, Transforms.GetData(), Transforms.Num() * sizeof(FMatrix44f));
RHIUnlockBuffer(VertexBufferRHI);
}