Files
UnrealEngineUWP/Engine/Source/Runtime/GeometryFramework/Private/Components/BaseDynamicMeshComponent.cpp
ryan schmidt 88f6b02bc3 GeometryFramework: Add Raytracing support for Base/DynamicMeshComponent.
- add FRayTracingGeometry structures to FMeshRenderBufferSet for primary and secondary triangle indices
- add UpdateRaytracingGeometryIfEnabled() function which rebuilds these raytracing data structures. This does a full rebuild, not clear if any kind of incremental update is possible currently, to revisit in future.
- call the above in the various places where we modify the existing index/vertex buffers.
- add UPrimitiveComponent::GetDynamicRayTracingInstances() implementation, mirrors GetDynamicMeshElements() implementation, uses new DrawRayTracingBatch() function

#rb juan.canada
#rnx
#jira none
#preflight 6157507e2363e400012ed95f

#ROBOMERGE-AUTHOR: ryan.schmidt
#ROBOMERGE-SOURCE: CL 17696127 in //UE5/Release-5.0/... via CL 17696138
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v875-17642767)
#ROBOMERGE[STARSHIP]: UE5-Main

[CL 17696156 by ryan schmidt in ue5-release-engine-test branch]
2021-10-01 16:01:41 -04:00

196 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)) )
{
OnRaytracingStateChanged();
}
}
#endif
void UBaseDynamicMeshComponent::SetShadowsEnabled(bool bEnabled)
{
// finish any drawing so that we can be certain our SceneProxy is no longer in use before we rebuild it below
FlushRenderingCommands();
SetCastShadow(bEnabled);
//bCastDynamicShadow = bEnabled;
// apparently SceneProxy has to be fully rebuilt to change shadow state
// this marks the SceneProxy for rebuild, but not immediately, and possibly allows bad things to happen
// before the end of the frame
//MarkRenderStateDirty();
// force immediate rebuild of the SceneProxy
if (IsRegistered())
{
ReregisterComponent();
}
}
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;
OnRaytracingStateChanged();
}
}
bool UBaseDynamicMeshComponent::GetEnableRaytracing() const
{
return bEnableRaytracing;
}
void UBaseDynamicMeshComponent::OnRaytracingStateChanged()
{
// 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();
}
}
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);
}
}