Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Private/GeometryCollection/GeometryCollectionSceneProxy.ispc
aurel cordonnier 7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00

34 lines
952 B
Plaintext

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Math/Vector.isph"
#include "Math/Matrix.isph"
export void SetDynamicData_RenderThread(uniform FVector PositionBuffer[],
const uniform unsigned int NumVertices,
const uniform unsigned int Stride,
const uniform int32 BoneMap[],
const uniform FMatrix Transforms[],
const uniform FVector Vertices[])
{
uniform unsigned int Chunk = 0;
foreach(i = 0 ... NumVertices)
{
uniform float * uniform pVertices = (uniform float * uniform)&Vertices[Chunk];
uniform float * uniform pPosition = (uniform float * uniform)&PositionBuffer[Chunk];
FVector P;
aos_to_soa3(pVertices, &P.V[0], &P.V[1], &P.V[2]);
FVector Out;
const int32 Bone = BoneMap[i];
foreach_unique(Index in Bone)
{
Out = MatrixTransformPosition(P, Transforms[Index]);
}
soa_to_aos3(Out.V[0], Out.V[1], Out.V[2], pPosition);
Chunk += programCount;
}
}