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255 lines
8.7 KiB
C++
255 lines
8.7 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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#include "MaterialRenderItem.h"
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#include "MaterialBakingStructures.h"
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#include "EngineModule.h"
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#include "RawMesh.h"
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#include "DrawingPolicy.h"
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#include "DynamicMeshBuilder.h"
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#define SHOW_WIREFRAME_MESH 0
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FMeshMaterialRenderItem::FMeshMaterialRenderItem(const FMaterialData* InMaterialSettings, const FMeshData* InMeshSettings, EMaterialProperty InMaterialProperty)
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: MeshSettings(InMeshSettings), MaterialSettings(InMaterialSettings), MaterialProperty(InMaterialProperty), MaterialRenderProxy(nullptr), ViewFamily(nullptr)
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{
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GenerateRenderData();
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LCI = new FMeshRenderInfo(InMeshSettings->LightMap, nullptr, nullptr);
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}
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bool FMeshMaterialRenderItem::Render_RenderThread(FRHICommandListImmediate& RHICmdList, FDrawingPolicyRenderState& DrawRenderState, const FCanvas* Canvas)
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{
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return false;
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}
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bool FMeshMaterialRenderItem::Render_GameThread(const FCanvas* Canvas)
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{
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checkSlow(ViewFamily && MaterialSettings && MeshSettings && MaterialRenderProxy);
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// current render target set for the canvas
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const FRenderTarget* CanvasRenderTarget = Canvas->GetRenderTarget();
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const FIntRect ViewRect(FIntPoint(0, 0), CanvasRenderTarget->GetSizeXY());
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// make a temporary view
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FSceneViewInitOptions ViewInitOptions;
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ViewInitOptions.ViewFamily = ViewFamily;
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ViewInitOptions.SetViewRectangle(ViewRect);
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ViewInitOptions.ViewOrigin = FVector::ZeroVector;
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ViewInitOptions.ViewRotationMatrix = FMatrix::Identity;
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ViewInitOptions.ProjectionMatrix = Canvas->GetTransformStack().Top().GetMatrix();
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ViewInitOptions.BackgroundColor = FLinearColor::Black;
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ViewInitOptions.OverlayColor = FLinearColor::White;
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FSceneView* View = new FSceneView(ViewInitOptions);
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View->FinalPostProcessSettings.bOverride_IndirectLightingIntensity = 1;
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View->FinalPostProcessSettings.IndirectLightingIntensity = 0.0f;
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const bool bNeedsToSwitchVerticalAxis = RHINeedsToSwitchVerticalAxis(Canvas->GetShaderPlatform()) && !Canvas->GetAllowSwitchVerticalAxis();
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check(bNeedsToSwitchVerticalAxis == false);
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struct FDrawMaterialParameters
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{
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const FSceneView* View;
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FMeshMaterialRenderItem* RenderItem;
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uint32 AllowedCanvasModes;
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};
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const FDrawMaterialParameters Parameters
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{
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View,
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this,
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Canvas->GetAllowedModes()
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};
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if (Vertices.Num() && Indices.Num())
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{
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ENQUEUE_RENDER_COMMAND(DrawMaterialCommand)(
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[Parameters](FRHICommandListImmediate& RHICmdList)
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{
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FDrawingPolicyRenderState DrawRenderState(*Parameters.View);
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// disable depth test & writes
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DrawRenderState.SetBlendState(TStaticBlendState<CW_RGBA>::GetRHI());
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DrawRenderState.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());
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Parameters.RenderItem->QueueMaterial(RHICmdList, DrawRenderState, Parameters.View);
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delete Parameters.View;
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});
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}
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return true;
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}
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void FMeshMaterialRenderItem::GenerateRenderData()
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{
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// Reset array without resizing
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Vertices.SetNum(0, false);
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Indices.SetNum(0, false);
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if (MeshSettings->RawMesh)
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{
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// Use supplied FRawMesh data to populate render data
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PopulateWithMeshData();
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}
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else
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{
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// Use simple rectangle
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PopulateWithQuadData();
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}
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}
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void FMeshMaterialRenderItem::QueueMaterial(FRHICommandListImmediate& RHICmdList, FDrawingPolicyRenderState& DrawRenderState, const FSceneView* View)
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{
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FDynamicMeshBuilder DynamicMeshBuilder(View->GetFeatureLevel(), MAX_STATIC_TEXCOORDS, MeshSettings->LightMapIndex);
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DynamicMeshBuilder.AddVertices(Vertices);
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DynamicMeshBuilder.AddTriangles(Indices);
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FMeshBatch MeshElement;
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FMeshBuilderOneFrameResources OneFrameResource;
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DynamicMeshBuilder.GetMeshElement(FMatrix::Identity, MaterialRenderProxy, SDPG_Foreground, true, false, 0, OneFrameResource, MeshElement);
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check(OneFrameResource.IsValidForRendering());
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LCI->SetPrecomputedLightingBuffer(LightMapHelpers::CreateDummyPrecomputedLightingUniformBuffer(UniformBuffer_SingleFrame, GMaxRHIFeatureLevel, LCI));
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MeshElement.LCI = LCI;
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#if SHOW_WIREFRAME_MESH
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MeshElement.bWireframe = true;
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#endif
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const int32 NumTris = FMath::TruncToInt(Indices.Num() / 3);
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if (NumTris == 0)
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{
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// there's nothing to do here
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return;
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}
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// Bake the material out to a tile
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GetRendererModule().DrawTileMesh(RHICmdList, DrawRenderState, *View, MeshElement, false /*bIsHitTesting*/, FHitProxyId());
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}
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void FMeshMaterialRenderItem::PopulateWithQuadData()
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{
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Vertices.Empty(4);
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Indices.Empty(6);
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const float U = MeshSettings->TextureCoordinateBox.Min.X;
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const float V = MeshSettings->TextureCoordinateBox.Min.Y;
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const float SizeU = MeshSettings->TextureCoordinateBox.Max.X - MeshSettings->TextureCoordinateBox.Min.X;
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const float SizeV = MeshSettings->TextureCoordinateBox.Max.Y - MeshSettings->TextureCoordinateBox.Min.Y;
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const FIntPoint& PropertySize = MaterialSettings->PropertySizes[MaterialProperty];
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const float ScaleX = PropertySize.X;
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const float ScaleY = PropertySize.Y;
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// add vertices
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for (int32 VertIndex = 0; VertIndex < 4; VertIndex++)
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{
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FDynamicMeshVertex* Vert = new(Vertices)FDynamicMeshVertex();
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const int32 X = VertIndex & 1;
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const int32 Y = (VertIndex >> 1) & 1;
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Vert->Position.Set(ScaleX * X, ScaleY * Y, 0);
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Vert->SetTangents(FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1));
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FMemory::Memzero(&Vert->TextureCoordinate, sizeof(Vert->TextureCoordinate));
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for (int32 TexcoordIndex = 0; TexcoordIndex < MAX_STATIC_TEXCOORDS; TexcoordIndex++)
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{
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Vert->TextureCoordinate[TexcoordIndex].Set(U + SizeU * X, V + SizeV * Y);
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}
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Vert->Color = FColor::White;
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}
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// add indices
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static const uint32 TriangleIndices[6] = { 0, 2, 1, 2, 3, 1 };
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Indices.Append(TriangleIndices, 6);
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}
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void FMeshMaterialRenderItem::PopulateWithMeshData()
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{
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const FRawMesh* RawMesh = MeshSettings->RawMesh;
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const int32 NumVerts = RawMesh->VertexPositions.Num();
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int32 TotalNumFaces = RawMesh->FaceMaterialIndices.Num();
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// reserve renderer data
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Vertices.Empty(NumVerts);
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Indices.Empty(NumVerts >> 1);
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const FIntPoint& PropertySize = MaterialSettings->PropertySizes[MaterialProperty];
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const float ScaleX = PropertySize.X;
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const float ScaleY = PropertySize.Y;
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const static int32 VertexPositionStoredUVChannel = 6;
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// count number of texture coordinates for this mesh
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const int32 NumTexcoords = [&]()
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{
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int32 Index = 1;
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for (; Index < VertexPositionStoredUVChannel; Index++)
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{
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if (RawMesh->WedgeTexCoords[Index].Num() == 0)
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{
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break;
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}
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}
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return Index;
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}();
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// check if we should use NewUVs or original UV set
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const bool bUseNewUVs = MeshSettings->CustomTextureCoordinates.Num() > 0;
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if (bUseNewUVs)
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{
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check(MeshSettings->CustomTextureCoordinates.Num() == RawMesh->WedgeTexCoords[MeshSettings->TextureCoordinateIndex].Num());
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}
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// add vertices
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int32 VertIndex = 0;
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const bool bHasVertexColor = (RawMesh->WedgeColors.Num() > 0);
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for (int32 FaceIndex = 0; FaceIndex < TotalNumFaces; FaceIndex++)
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{
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if (MeshSettings->MaterialIndices.Contains(RawMesh->FaceMaterialIndices[FaceIndex]))
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{
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for (int32 Corner = 0; Corner < 3; Corner++)
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{
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const int32 SrcVertIndex = FaceIndex * 3 + Corner;
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// add vertex
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FDynamicMeshVertex* Vert = new(Vertices)FDynamicMeshVertex();
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if (!bUseNewUVs)
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{
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// compute vertex position from original UV
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const FVector2D& UV = RawMesh->WedgeTexCoords[MeshSettings->TextureCoordinateIndex][SrcVertIndex];
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Vert->Position.Set(UV.X * ScaleX, UV.Y * ScaleY, 0);
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}
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else
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{
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const FVector2D& UV = MeshSettings->CustomTextureCoordinates[SrcVertIndex];
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Vert->Position.Set(UV.X * ScaleX, UV.Y * ScaleY, 0);
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}
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Vert->SetTangents(RawMesh->WedgeTangentX[SrcVertIndex], RawMesh->WedgeTangentY[SrcVertIndex], RawMesh->WedgeTangentZ[SrcVertIndex]);
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for (int32 TexcoordIndex = 0; TexcoordIndex < NumTexcoords; TexcoordIndex++)
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{
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Vert->TextureCoordinate[TexcoordIndex] = RawMesh->WedgeTexCoords[TexcoordIndex][SrcVertIndex];
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}
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if (NumTexcoords < VertexPositionStoredUVChannel)
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{
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for (int32 TexcoordIndex = NumTexcoords; TexcoordIndex < VertexPositionStoredUVChannel; TexcoordIndex++)
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{
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Vert->TextureCoordinate[TexcoordIndex] = Vert->TextureCoordinate[FMath::Max(NumTexcoords - 1, 0)];
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}
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}
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// Store original vertex positions in texture coordinate data
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Vert->TextureCoordinate[6].X = RawMesh->VertexPositions[RawMesh->WedgeIndices[SrcVertIndex]].X;
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Vert->TextureCoordinate[6].Y = RawMesh->VertexPositions[RawMesh->WedgeIndices[SrcVertIndex]].Y;
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Vert->TextureCoordinate[7].X = RawMesh->VertexPositions[RawMesh->WedgeIndices[SrcVertIndex]].Z;
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Vert->Color = bHasVertexColor ? RawMesh->WedgeColors[SrcVertIndex] : FColor::White;
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// add index
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Indices.Add(VertIndex);
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VertIndex++;
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}
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// add the same triangle with opposite vertex order
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Indices.Add(VertIndex - 3);
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Indices.Add(VertIndex - 1);
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Indices.Add(VertIndex - 2);
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}
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}
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} |