Files
UnrealEngineUWP/Engine/Source/Runtime/GeometryFramework/Private/Components/BaseDynamicMeshComponent.cpp
sebastien hillaire 54cbaa476f Real time sky light capture does not accept dynamic draws. This is made clear to avoid crashes.
#rb krzysztof.Narkowicz
#jira https://jira.it.epicgames.com/browse/UE-145490
#preflight https://horde.devtools.epicgames.com/job/622f2dec505788e09ffb416b

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 19373077 in //UE5/Release-5.0/... via CL 19376179
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19376915 by sebastien hillaire in ue5-main branch]
2022-03-14 15:31:21 -04:00

203 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Components/BaseDynamicMeshComponent.h"
#include "Components/BaseDynamicMeshSceneProxy.h"
using namespace UE::Geometry;
UBaseDynamicMeshComponent::UBaseDynamicMeshComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
#if WITH_EDITOR
void UBaseDynamicMeshComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropName = PropertyChangedEvent.GetPropertyName();
if ( (PropName == GET_MEMBER_NAME_CHECKED(UBaseDynamicMeshComponent, bEnableRaytracing)) )
{
OnRenderingStateChanged(true);
}
else if ( (PropName == GET_MEMBER_NAME_CHECKED(UBaseDynamicMeshComponent, bEnableViewModeOverrides)) )
{
OnRenderingStateChanged(false);
}
}
#endif
void UBaseDynamicMeshComponent::SetShadowsEnabled(bool bEnabled)
{
FlushRenderingCommands();
SetCastShadow(bEnabled);
OnRenderingStateChanged(true);
}
void UBaseDynamicMeshComponent::SetViewModeOverridesEnabled(bool bEnabled)
{
if (bEnableViewModeOverrides != bEnabled)
{
bEnableViewModeOverrides = bEnabled;
OnRenderingStateChanged(false);
}
}
void UBaseDynamicMeshComponent::SetOverrideRenderMaterial(UMaterialInterface* Material)
{
if (OverrideRenderMaterial != Material)
{
OverrideRenderMaterial = Material;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::ClearOverrideRenderMaterial()
{
if (OverrideRenderMaterial != nullptr)
{
OverrideRenderMaterial = nullptr;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::SetSecondaryRenderMaterial(UMaterialInterface* Material)
{
if (SecondaryRenderMaterial != Material)
{
SecondaryRenderMaterial = Material;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::ClearSecondaryRenderMaterial()
{
if (SecondaryRenderMaterial != nullptr)
{
SecondaryRenderMaterial = nullptr;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::SetSecondaryBuffersVisibility(bool bSecondaryVisibility)
{
bDrawSecondaryBuffers = bSecondaryVisibility;
}
bool UBaseDynamicMeshComponent::GetSecondaryBuffersVisibility() const
{
return bDrawSecondaryBuffers;
}
void UBaseDynamicMeshComponent::SetEnableRaytracing(bool bSetEnabled)
{
if (bEnableRaytracing != bSetEnabled)
{
bEnableRaytracing = bSetEnabled;
OnRenderingStateChanged(true);
}
}
bool UBaseDynamicMeshComponent::GetEnableRaytracing() const
{
return bEnableRaytracing;
}
void UBaseDynamicMeshComponent::OnRenderingStateChanged(bool bForceImmedateRebuild)
{
if (bForceImmedateRebuild)
{
// finish any drawing so that we can be certain our SceneProxy is no longer in use before we rebuild it below
FlushRenderingCommands();
// force immediate rebuild of the SceneProxy
if (IsRegistered())
{
ReregisterComponent();
}
}
else
{
MarkRenderStateDirty();
}
}
int32 UBaseDynamicMeshComponent::GetNumMaterials() const
{
return BaseMaterials.Num();
}
UMaterialInterface* UBaseDynamicMeshComponent::GetMaterial(int32 ElementIndex) const
{
return (ElementIndex >= 0 && ElementIndex < BaseMaterials.Num()) ? BaseMaterials[ElementIndex] : nullptr;
}
FMaterialRelevance UBaseDynamicMeshComponent::GetMaterialRelevance(ERHIFeatureLevel::Type InFeatureLevel) const
{
FMaterialRelevance Result = UMeshComponent::GetMaterialRelevance(InFeatureLevel);
if (OverrideRenderMaterial)
{
Result |= OverrideRenderMaterial->GetRelevance_Concurrent(InFeatureLevel);
}
if (SecondaryRenderMaterial)
{
Result |= SecondaryRenderMaterial->GetRelevance_Concurrent(InFeatureLevel);
}
return Result;
}
void UBaseDynamicMeshComponent::SetMaterial(int32 ElementIndex, UMaterialInterface* Material)
{
check(ElementIndex >= 0);
if (ElementIndex >= BaseMaterials.Num())
{
BaseMaterials.SetNum(ElementIndex + 1, false);
}
BaseMaterials[ElementIndex] = Material;
}
void UBaseDynamicMeshComponent::SetNumMaterials(int32 NumMaterials)
{
if (BaseMaterials.Num() > NumMaterials)
{
// discard extra materials
BaseMaterials.SetNum(NumMaterials);
}
else
{
while (NumMaterials < BaseMaterials.Num())
{
SetMaterial(NumMaterials, nullptr);
NumMaterials++;
}
}
}
void UBaseDynamicMeshComponent::GetUsedMaterials(TArray<UMaterialInterface*>& OutMaterials, bool bGetDebugMaterials) const
{
UMeshComponent::GetUsedMaterials(OutMaterials, bGetDebugMaterials);
if (OverrideRenderMaterial != nullptr)
{
OutMaterials.Add(OverrideRenderMaterial);
}
if (SecondaryRenderMaterial != nullptr)
{
OutMaterials.Add(SecondaryRenderMaterial);
}
}