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#rb none (trivial) #preflight 627138b2cb7b2a06138a0c75 [CL 20025424 by Yuriy ODonnell in ue5-main branch]
310 lines
13 KiB
C++
310 lines
13 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Components/BaseDynamicMeshSceneProxy.h"
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#include "Materials/Material.h"
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#include "RayTracingDefinitions.h"
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#include "RayTracingInstance.h"
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FBaseDynamicMeshSceneProxy::FBaseDynamicMeshSceneProxy(UBaseDynamicMeshComponent* Component)
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: FPrimitiveSceneProxy(Component),
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ParentBaseComponent(Component),
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bEnableRaytracing(Component->GetEnableRaytracing()),
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bEnableViewModeOverrides(Component->GetViewModeOverridesEnabled())
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{
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}
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FBaseDynamicMeshSceneProxy::~FBaseDynamicMeshSceneProxy()
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{
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// we are assuming in code below that this is always called from the rendering thread
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check(IsInRenderingThread());
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// destroy all existing renderbuffers
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for (FMeshRenderBufferSet* BufferSet : AllocatedBufferSets)
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{
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FMeshRenderBufferSet::DestroyRenderBufferSet(BufferSet);
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}
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}
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FMeshRenderBufferSet* FBaseDynamicMeshSceneProxy::AllocateNewRenderBufferSet()
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{
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// should we hang onto these and destroy them in constructor? leaving to subclass seems risky?
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FMeshRenderBufferSet* RenderBufferSet = new FMeshRenderBufferSet(GetScene().GetFeatureLevel());
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RenderBufferSet->Material = UMaterial::GetDefaultMaterial(MD_Surface);
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RenderBufferSet->bEnableRaytracing = this->bEnableRaytracing;
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AllocatedSetsLock.Lock();
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AllocatedBufferSets.Add(RenderBufferSet);
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AllocatedSetsLock.Unlock();
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return RenderBufferSet;
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}
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void FBaseDynamicMeshSceneProxy::ReleaseRenderBufferSet(FMeshRenderBufferSet* BufferSet)
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{
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FScopeLock Lock(&AllocatedSetsLock);
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if (ensure(AllocatedBufferSets.Contains(BufferSet)))
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{
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AllocatedBufferSets.Remove(BufferSet);
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Lock.Unlock();
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FMeshRenderBufferSet::DestroyRenderBufferSet(BufferSet);
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}
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}
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int32 FBaseDynamicMeshSceneProxy::GetNumMaterials() const
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{
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return ParentBaseComponent->GetNumMaterials();
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}
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UMaterialInterface* FBaseDynamicMeshSceneProxy::GetMaterial(int32 k) const
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{
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UMaterialInterface* Material = ParentBaseComponent->GetMaterial(k);
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return (Material != nullptr) ? Material : UMaterial::GetDefaultMaterial(MD_Surface);
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}
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void FBaseDynamicMeshSceneProxy::UpdatedReferencedMaterials()
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{
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#if WITH_EDITOR
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TArray<UMaterialInterface*> Materials;
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ParentBaseComponent->GetUsedMaterials(Materials, true);
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// Temporarily disable material verification while the enqueued render command is in flight.
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// The original value for bVerifyUsedMaterials gets restored when the command is executed.
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// If we do not do this, material verification might spuriously fail in cases where the render command for changing
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// the verfifcation material is still in flight but the render thread is already trying to render the mesh.
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const uint8 bRestoreVerifyUsedMaterials = bVerifyUsedMaterials;
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bVerifyUsedMaterials = false;
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ENQUEUE_RENDER_COMMAND(FMeshRenderBufferSetDestroy)(
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[this, Materials, bRestoreVerifyUsedMaterials](FRHICommandListImmediate& RHICmdList)
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{
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this->SetUsedMaterialForVerification(Materials);
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this->bVerifyUsedMaterials = bRestoreVerifyUsedMaterials;
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});
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#endif
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}
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void FBaseDynamicMeshSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_BaseDynamicMeshSceneProxy_GetDynamicMeshElements);
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const bool bWireframe = (AllowDebugViewmodes() && ViewFamily.EngineShowFlags.Wireframe)
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|| ParentBaseComponent->GetEnableWireframeRenderPass();
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// set up wireframe material. Probably bad to reference GEngine here...also this material is very bad?
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FMaterialRenderProxy* WireframeMaterialProxy = nullptr;
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if (bWireframe)
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{
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FColoredMaterialRenderProxy* WireframeMaterialInstance = new FColoredMaterialRenderProxy(
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GEngine->WireframeMaterial ? GEngine->WireframeMaterial->GetRenderProxy() : nullptr,
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FLinearColor(0, 0.5f, 1.f)
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);
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Collector.RegisterOneFrameMaterialProxy(WireframeMaterialInstance);
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WireframeMaterialProxy = WireframeMaterialInstance;
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}
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ESceneDepthPriorityGroup DepthPriority = SDPG_World;
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TArray<FMeshRenderBufferSet*> Buffers;
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GetActiveRenderBufferSets(Buffers);
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FMaterialRenderProxy* SecondaryMaterialProxy =
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ParentBaseComponent->HasSecondaryRenderMaterial() ? ParentBaseComponent->GetSecondaryRenderMaterial()->GetRenderProxy() : nullptr;
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bool bDrawSecondaryBuffers = ParentBaseComponent->GetSecondaryBuffersVisibility();
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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if (VisibilityMap & (1 << ViewIndex))
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{
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const FSceneView* View = Views[ViewIndex];
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bool bHasPrecomputedVolumetricLightmap;
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FMatrix PreviousLocalToWorld;
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int32 SingleCaptureIndex;
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bool bOutputVelocity;
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GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
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// Draw the mesh.
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for (FMeshRenderBufferSet* BufferSet : Buffers)
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{
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UMaterialInterface* UseMaterial = BufferSet->Material;
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if (ParentBaseComponent->HasOverrideRenderMaterial(0))
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{
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UseMaterial = ParentBaseComponent->GetOverrideRenderMaterial(0);
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}
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FMaterialRenderProxy* MaterialProxy = UseMaterial->GetRenderProxy();
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if (BufferSet->TriangleCount == 0)
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{
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continue;
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}
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// lock buffers so that they aren't modified while we are submitting them
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FScopeLock BuffersLock(&BufferSet->BuffersLock);
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// do we need separate one of these for each MeshRenderBufferSet?
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FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
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DynamicPrimitiveUniformBuffer.Set(GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, DrawsVelocity(), bOutputVelocity, GetCustomPrimitiveData());
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if (BufferSet->IndexBuffer.Indices.Num() > 0)
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{
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// Unlike most meshes, which just use the wireframe material in wireframe mode, we draw the wireframe on top of the normal material if needed,
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// as this is easier to interpret. However, we do not do this in ortho viewports, where it frequently causes the our edit gizmo to be hidden
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// beneath the material. So, only draw the base material if we are in perspective mode, or we're in ortho but not in wireframe.
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if (View->IsPerspectiveProjection() || !(AllowDebugViewmodes() && ViewFamily.EngineShowFlags.Wireframe))
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{
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DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, MaterialProxy, false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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if (bWireframe)
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{
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DrawBatch(Collector, *BufferSet, BufferSet->IndexBuffer, WireframeMaterialProxy, true, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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}
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// draw secondary buffer if we have it, falling back to base material if we don't have the Secondary material
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FMaterialRenderProxy* UseSecondaryMaterialProxy = (SecondaryMaterialProxy != nullptr) ? SecondaryMaterialProxy : MaterialProxy;
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if (bDrawSecondaryBuffers && BufferSet->SecondaryIndexBuffer.Indices.Num() > 0 && UseSecondaryMaterialProxy != nullptr)
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{
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DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, false, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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if (bWireframe)
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{
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DrawBatch(Collector, *BufferSet, BufferSet->SecondaryIndexBuffer, UseSecondaryMaterialProxy, true, DepthPriority, ViewIndex, DynamicPrimitiveUniformBuffer);
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}
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}
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}
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}
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}
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}
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void FBaseDynamicMeshSceneProxy::DrawBatch(FMeshElementCollector& Collector, const FMeshRenderBufferSet& RenderBuffers, const FDynamicMeshIndexBuffer32& IndexBuffer, FMaterialRenderProxy* UseMaterial, bool bWireframe, ESceneDepthPriorityGroup DepthPriority, int ViewIndex, FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer) const
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{
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FMeshBatch& Mesh = Collector.AllocateMesh();
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FMeshBatchElement& BatchElement = Mesh.Elements[0];
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BatchElement.IndexBuffer = &IndexBuffer;
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Mesh.bWireframe = bWireframe;
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Mesh.VertexFactory = &RenderBuffers.VertexFactory;
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Mesh.MaterialRenderProxy = UseMaterial;
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BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
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BatchElement.FirstIndex = 0;
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BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
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BatchElement.MinVertexIndex = 0;
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BatchElement.MaxVertexIndex = RenderBuffers.PositionVertexBuffer.GetNumVertices() - 1;
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Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
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Mesh.Type = PT_TriangleList;
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Mesh.DepthPriorityGroup = DepthPriority;
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Mesh.bCanApplyViewModeOverrides = this->bEnableViewModeOverrides;
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Collector.AddMesh(ViewIndex, Mesh);
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}
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#if RHI_RAYTRACING
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bool FBaseDynamicMeshSceneProxy::IsRayTracingRelevant() const
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{
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return true;
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}
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void FBaseDynamicMeshSceneProxy::GetDynamicRayTracingInstances(FRayTracingMaterialGatheringContext& Context, TArray<FRayTracingInstance>& OutRayTracingInstances)
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_BaseDynamicMeshSceneProxy_GetDynamicRayTracingInstances);
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ESceneDepthPriorityGroup DepthPriority = SDPG_World;
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TArray<FMeshRenderBufferSet*> Buffers;
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GetActiveRenderBufferSets(Buffers);
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FMaterialRenderProxy* SecondaryMaterialProxy =
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ParentBaseComponent->HasSecondaryRenderMaterial() ? ParentBaseComponent->GetSecondaryRenderMaterial()->GetRenderProxy() : nullptr;
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bool bDrawSecondaryBuffers = ParentBaseComponent->GetSecondaryBuffersVisibility();
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bool bHasPrecomputedVolumetricLightmap;
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FMatrix PreviousLocalToWorld;
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int32 SingleCaptureIndex;
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bool bOutputVelocity;
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GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
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// is it safe to share this between primary and secondary raytracing batches?
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FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Context.RayTracingMeshResourceCollector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
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DynamicPrimitiveUniformBuffer.Set(GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, DrawsVelocity(), bOutputVelocity);
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// Draw the active buffer sets
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for (FMeshRenderBufferSet* BufferSet : Buffers)
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{
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UMaterialInterface* UseMaterial = BufferSet->Material;
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if (ParentBaseComponent->HasOverrideRenderMaterial(0))
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{
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UseMaterial = ParentBaseComponent->GetOverrideRenderMaterial(0);
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}
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FMaterialRenderProxy* MaterialProxy = UseMaterial->GetRenderProxy();
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if (BufferSet->TriangleCount == 0)
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{
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continue;
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}
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if (BufferSet->bIsRayTracingDataValid == false)
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{
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continue;
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}
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// Lock buffers so that they aren't modified while we are submitting them.
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FScopeLock BuffersLock(&BufferSet->BuffersLock);
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// draw primary index buffer
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if (BufferSet->IndexBuffer.Indices.Num() > 0
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&& BufferSet->PrimaryRayTracingGeometry.RayTracingGeometryRHI.IsValid())
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{
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ensure(BufferSet->PrimaryRayTracingGeometry.Initializer.IndexBuffer.IsValid());
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DrawRayTracingBatch(Context, *BufferSet, BufferSet->IndexBuffer, BufferSet->PrimaryRayTracingGeometry, MaterialProxy, DepthPriority, DynamicPrimitiveUniformBuffer, OutRayTracingInstances);
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}
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// draw secondary index buffer if we have it, falling back to base material if we don't have the Secondary material
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FMaterialRenderProxy* UseSecondaryMaterialProxy = (SecondaryMaterialProxy != nullptr) ? SecondaryMaterialProxy : MaterialProxy;
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if (bDrawSecondaryBuffers
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&& BufferSet->SecondaryIndexBuffer.Indices.Num() > 0
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&& UseSecondaryMaterialProxy != nullptr
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&& BufferSet->SecondaryRayTracingGeometry.RayTracingGeometryRHI.IsValid())
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{
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ensure(BufferSet->SecondaryRayTracingGeometry.Initializer.IndexBuffer.IsValid());
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DrawRayTracingBatch(Context, *BufferSet, BufferSet->SecondaryIndexBuffer, BufferSet->SecondaryRayTracingGeometry, UseSecondaryMaterialProxy, DepthPriority, DynamicPrimitiveUniformBuffer, OutRayTracingInstances);
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}
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}
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}
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void FBaseDynamicMeshSceneProxy::DrawRayTracingBatch(FRayTracingMaterialGatheringContext& Context, const FMeshRenderBufferSet& RenderBuffers, const FDynamicMeshIndexBuffer32& IndexBuffer, FRayTracingGeometry& RayTracingGeometry, FMaterialRenderProxy* UseMaterialProxy, ESceneDepthPriorityGroup DepthPriority, FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer, TArray<FRayTracingInstance>& OutRayTracingInstances) const
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{
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ensure(RayTracingGeometry.Initializer.IndexBuffer.IsValid());
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FRayTracingInstance RayTracingInstance;
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RayTracingInstance.Geometry = &RayTracingGeometry;
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RayTracingInstance.InstanceTransforms.Add(GetLocalToWorld());
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uint32 SectionIdx = 0;
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FMeshBatch MeshBatch;
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MeshBatch.VertexFactory = &RenderBuffers.VertexFactory;
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MeshBatch.SegmentIndex = 0;
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MeshBatch.MaterialRenderProxy = UseMaterialProxy;
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MeshBatch.ReverseCulling = IsLocalToWorldDeterminantNegative();
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MeshBatch.Type = PT_TriangleList;
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MeshBatch.DepthPriorityGroup = DepthPriority;
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MeshBatch.bCanApplyViewModeOverrides = this->bEnableViewModeOverrides;
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MeshBatch.CastRayTracedShadow = IsShadowCast(Context.ReferenceView);
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FMeshBatchElement& BatchElement = MeshBatch.Elements[0];
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BatchElement.IndexBuffer = &IndexBuffer;
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BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
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BatchElement.FirstIndex = 0;
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BatchElement.NumPrimitives = IndexBuffer.Indices.Num() / 3;
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BatchElement.MinVertexIndex = 0;
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BatchElement.MaxVertexIndex = RenderBuffers.PositionVertexBuffer.GetNumVertices() - 1;
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RayTracingInstance.Materials.Add(MeshBatch);
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RayTracingInstance.BuildInstanceMaskAndFlags(GetScene().GetFeatureLevel());
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OutRayTracingInstances.Add(RayTracingInstance);
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}
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#endif // RHI_RAYTRACING
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