Files
UnrealEngineUWP/Engine/Source/Developer/MeshBuilder/Public/StaticMeshBuilder.h
kenzo terelst 00c5e43c69 Add support for Nanite coarse mesh streaming (vertex data + BLAS):
- Cook side extra low lod coarse mesh will be created at 1/8th of the original coarse mesh if mesh streaming or editor data is available for the platform
- Nanite static meshes with streamable LODs are registered to a Nanite::CoarseMeshStreamingManager which will handle the stream in/out requests for these assets in fixed memory budget (memory budget is part of the total mesh streaming budget)
- Nanite proxy needs to handle different raytracing proxy LOD indices now for dynamic and cached indices
- What to stream is driven by what's used in the TLAS build - each deferred render pass all used streamable meshes are collected and forwarded to the CoarseMeshStreamingManager
- CoarseMeshStreamingManager is updated after all views are rendered and will make stream in/out requests depending on the TLAS usage
- When LODs of UStaticMeshes renderdata is loaded or unloaded then a rebuild of the cached render data is requested to make sure the correct LOD & RT BLAS is used (to do this the UStaticMeshComponent are registered to the UStaticMesh so a request for rebuild can be made for all the proxies on the scene)

#preflight 612659e872e9eb00010a27d9


#ROBOMERGE-SOURCE: CL 17314263
#ROBOMERGE-BOT: (v861-17282326)

[CL 17315687 by kenzo terelst in ue5-main branch]
2021-08-26 07:30:04 -04:00

45 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "MeshBuilder.h"
DECLARE_LOG_CATEGORY_EXTERN(LogStaticMeshBuilder, Log, All);
class UStaticMesh;
class FStaticMeshRenderData;
class FStaticMeshLODGroup;
class USkeletalMesh;
class MESHBUILDER_API FStaticMeshBuilder : public FMeshBuilder
{
public:
FStaticMeshBuilder();
virtual ~FStaticMeshBuilder() {}
virtual bool Build(FStaticMeshRenderData& OutRenderData, UStaticMesh* StaticMesh, const FStaticMeshLODGroup& LODGroup, bool bGenerateCoarseMeshStreamingLODs) override;
//No support for skeletal mesh build in this class
virtual bool Build(const struct FSkeletalMeshBuildParameters& SkeletalMeshBuildParameters) override
{
bool No_Support_For_SkeletalMesh_Build_In_FStaticMeshBuilder_Class = false;
check(No_Support_For_SkeletalMesh_Build_In_FStaticMeshBuilder_Class);
return false;
}
virtual bool BuildMeshVertexPositions(
UStaticMesh* StaticMesh,
TArray<uint32>& Indices,
TArray<FVector3f>& Vertices) override;
private:
void OnBuildRenderMeshStart(class UStaticMesh* StaticMesh, const bool bInvalidateLighting);
void OnBuildRenderMeshFinish(class UStaticMesh* StaticMesh, const bool bRebuildBoundsAndCollision);
/** Used to refresh all components in the scene that may be using a mesh we're editing */
TSharedPtr<class FStaticMeshComponentRecreateRenderStateContext> RecreateRenderStateContext;
};