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2025-05-18 13:04:45 +08:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DynamicMeshBuilder.h"
#include "EngineGlobals.h"
#include "HAL/CriticalSection.h"
#include "PrimitiveViewRelevance.h"
#include "PrimitiveSceneProxy.h"
#include "StaticMeshResources.h"
#include "Rendering/SkinWeightVertexBuffer.h"
#include "GeometryCollectionRendering.h"
#include "GeometryCollection/GeometryCollectionEditorSelection.h"
#include "HitProxies.h"
#include "EngineUtils.h"
#include "NaniteSceneProxy.h"
#include "GeometryCollection/GeometryCollectionObject.h"
#include "GeometryCollection/GeometryCollectionRenderData.h"
#include "GeometryCollection/GeometryCollectionHitProxy.h"
#include "InstanceDataSceneProxy.h"
class UGeometryCollection;
class UGeometryCollectionComponent;
struct FGeometryCollectionSection;
namespace Nanite
{
struct FResources;
}
/** Vertex Buffer for transform data */
class FGeometryCollectionTransformBuffer : public FVertexBuffer
{
public:
virtual void InitRHI(FRHICommandListBase& RHICmdList) override
{
// #note: This differs from instanced static mesh in that we are storing the entire transform in the buffer rather than
// splitting out the translation. This is to simplify transferring data at runtime as a memcopy
const FRHIBufferCreateDesc CreateDesc =
FRHIBufferCreateDesc::CreateVertex<FVector4f>(TEXT("FGeometryCollectionTransformBuffer"), NumTransforms * 4)
.AddUsage(EBufferUsageFlags::Dynamic | EBufferUsageFlags::ShaderResource)
.DetermineInitialState();
VertexBufferRHI = RHICmdList.CreateBuffer(CreateDesc);
VertexBufferSRV = RHICmdList.CreateShaderResourceView(
VertexBufferRHI,
FRHIViewDesc::CreateBufferSRV()
.SetType(FRHIViewDesc::EBufferType::Typed)
.SetFormat(PF_A32B32G32R32F));
}
void UpdateDynamicData(FRHICommandListBase& RHICmdList, const TArray<FMatrix44f>& Transforms, EResourceLockMode LockMode);
int32 NumTransforms;
FShaderResourceViewRHIRef VertexBufferSRV;
};
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FMatrix>& SrcTransforms)
{
// LWC_TODO : we have no choice but to convert each element at this point to avoid changing GeometryCollectionAlgo::GlobalMatrices that is used all over the place
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
{
DstTransforms[TransformIndex] = FMatrix44f(SrcTransforms[TransformIndex]); // LWC_TODO: Perf pessimization
}
}
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FTransform>& SrcTransforms)
{
// LWC_TODO : we have no choice but to convert each element at this point to avoid changing GeometryCollectionAlgo::GlobalMatrices that is used all over the place
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
{
DstTransforms[TransformIndex] = FTransform3f(SrcTransforms[TransformIndex]).ToMatrixWithScale(); // LWC_TODO: Perf pessimization
}
}
inline void CopyTransformsWithConversionWhenNeeded(TArray<FMatrix44f>& DstTransforms, const TArray<FTransform3f>& SrcTransforms)
{
DstTransforms.SetNumUninitialized(SrcTransforms.Num());
for (int TransformIndex = 0; TransformIndex < SrcTransforms.Num(); ++TransformIndex)
{
DstTransforms[TransformIndex] = SrcTransforms[TransformIndex].ToMatrixWithScale();
}
}
/** Mutable rendering data */
struct FGeometryCollectionDynamicData
{
TArray<FMatrix44f> Transforms;
uint64 FrameIndex = 0;
FGeometryCollectionDynamicData()
{
Reset();
}
void Reset()
{
Transforms.Reset();
FrameIndex = GFrameCounter;
}
void SetTransforms(const TArray<FTransform>& InTransforms)
{
// use for LWC as FMatrix and FMatrix44f are different when LWC is on
CopyTransformsWithConversionWhenNeeded(Transforms, InTransforms);
}
void SetTransforms(const TArray<FTransform3f>& InTransforms)
{
CopyTransformsWithConversionWhenNeeded(Transforms, InTransforms);
}
};
class FGeometryCollectionDynamicDataPool
{
public:
FGeometryCollectionDynamicDataPool();
~FGeometryCollectionDynamicDataPool();
FGeometryCollectionDynamicData* Allocate();
void Release(FGeometryCollectionDynamicData* DynamicData);
private:
TArray<FGeometryCollectionDynamicData*> UsedList;
TArray<FGeometryCollectionDynamicData*> FreeList;
FCriticalSection ListLock;
};
class FGeometryCollectionSceneProxyBase
{
protected:
FGeometryCollectionSceneProxyBase(UGeometryCollectionComponent* Component, bool bInIsNanite);
virtual ~FGeometryCollectionSceneProxyBase();
void CreateRenderThreadResources(FRHICommandListBase& RHICmdList);
void DestroyRenderThreadResources();
/** Setup a geometry collection vertex factory. */
void SetupVertexFactory(FRHICommandListBase& RHICmdList, FGeometryCollectionVertexFactory& GeometryCollectionVertexFactory, FColorVertexBuffer* ColorOverride = nullptr) const;
/** Called on render thread to setup dynamic geometry for rendering */
void SetDynamicData_RenderThread(FRHICommandListBase& RHICmdList, FGeometryCollectionDynamicData* NewDynamicData);
FGeometryCollectionTransformBuffer& GetCurrentTransformBuffer()
{
return TransformBuffers[CurrentTransformBufferIndex];
}
const FGeometryCollectionTransformBuffer& GetCurrentTransformBuffer() const
{
return TransformBuffers[CurrentTransformBufferIndex];
}
const FGeometryCollectionTransformBuffer& GetCurrentPrevTransformBuffer() const
{
const int32 NumBuffers = TransformBuffers.Num();
const int32 PreviousIndex = (CurrentTransformBufferIndex + NumBuffers - 1) % NumBuffers;
return TransformBuffers[PreviousIndex];
}
void CycleTransformBuffers(bool bCycle)
{
if (bCycle)
{
CurrentTransformBufferIndex = (CurrentTransformBufferIndex + 1) % TransformBuffers.Num();
}
}
#if RHI_RAYTRACING
void UpdatingRayTracingGeometry_RenderingThread(FRHICommandListBase& RHICmdList, TConstArrayView<FGeometryCollectionMeshElement> InSectionArray, bool bRayTracingGeometryPerSection);
bool IsRayTracingRelevant() const { return true; }
bool IsRayTracingStaticRelevant() const { return false; }
bool HasRayTracingRepresentation() const { return bHasRayTracingRepresentation; }
void GetDynamicRayTracingInstances(FRayTracingInstanceCollector& Collector, const FMatrix& LocalToWorld, FRHIUniformBuffer* UniformBuffer, bool bAnyMaterialHasWorldPositionOffset);
#endif
uint32 GetAllocatedSize() const;
protected:
const bool bIsNanite;
ERHIFeatureLevel::Type FeatureLevel;
const FGeometryCollectionMeshResources& MeshResource;
FGeometryCollectionMeshDescription MeshDescription;
FMaterialRelevance MaterialRelevance;
FGeometryCollectionVertexFactory VertexFactory;
const bool bUseShaderBoneTransform;
const bool bSupportsTripleBufferVertexUpload;
TArray<UMaterialInterface*> Materials;
int32 NumTransforms = 0;
FGeometryCollectionDynamicData* DynamicData = nullptr;
private:
/** Update skinned position buffer used by mobile CPU skinning path. */
void UpdateSkinnedPositions(FRHICommandListBase& RHICmdList, TArray<FMatrix44f> const& Transforms);
FPositionVertexBuffer SkinnedPositionVertexBuffer;
int32 CurrentTransformBufferIndex = 0;
TArray<FGeometryCollectionTransformBuffer, TInlineAllocator<3>> TransformBuffers;
const bool bHasRayTracingRepresentation = false;
#if RHI_RAYTRACING
FRayTracingGeometry RayTracingGeometry;
FRWBuffer RayTracingDynamicVertexBuffer;
TArray<FRayTracingGeometry> PartRayTracingGeometries;
#endif
bool bRenderResourcesCreated = false;
};
/***
* FGeometryCollectionSceneProxy
*
* The FGeometryCollectionSceneProxy manages the interaction between the GeometryCollectionComponent
* on the game thread and the vertex buffers on the render thread.
*
* NOTE : This class is still in flux, and has a few pending todos. Your comments and
* thoughts are appreciated though. The remaining items to address involve:
* - @todo double buffer - The double buffering of the FGeometryCollectionDynamicData.
* - @todo GPU skin : Make the skinning use the GpuVertexShader
*/
class FGeometryCollectionSceneProxy final : public FPrimitiveSceneProxy, private FGeometryCollectionSceneProxyBase
{
TSharedPtr<FGeometryCollection, ESPMode::ThreadSafe> GeometryCollection;
FCollisionResponseContainer CollisionResponse;
FBoxSphereBounds PreSkinnedBounds;
bool bRenderResourcesCreated = false;
#if WITH_EDITOR
bool bShowBoneColors = false;
bool bSuppressSelectionMaterial = false;
TArray<FColor> BoneColors;
FColorVertexBuffer ColorVertexBuffer;
FGeometryCollectionVertexFactory VertexFactoryDebugColor;
UMaterialInterface* BoneSelectedMaterial = nullptr;
#endif
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
bool bUsesSubSections = false;
bool bEnableBoneSelection = false;
TArray<TRefCountPtr<HHitProxy>> HitProxies;
FColorVertexBuffer HitProxyIdBuffer;
#endif
public:
FGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component);
virtual ~FGeometryCollectionSceneProxy();
/** Called on render thread to setup dynamic geometry for rendering */
void SetDynamicData_RenderThread(FRHICommandListBase& RHICmdList, FGeometryCollectionDynamicData* NewDynamicData);
virtual uint32 GetMemoryFootprint() const override { return sizeof(*this) + GetAllocatedSize(); }
uint32 GetAllocatedSize() const;
SIZE_T GetTypeHash() const override;
void CreateRenderThreadResources(FRHICommandListBase& RHICmdList) override;
void DestroyRenderThreadResources() override;
void GetPreSkinnedLocalBounds(FBoxSphereBounds& OutBounds) const override;
FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override;
virtual bool AllowInstanceCullingOcclusionQueries() const override { return true; }
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
virtual HHitProxy* CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies) override;
virtual const FColorVertexBuffer* GetCustomHitProxyIdBuffer() const override
{
return (bEnableBoneSelection || bUsesSubSections) ? &HitProxyIdBuffer : nullptr;
}
#endif
#if RHI_RAYTRACING
bool IsRayTracingRelevant() const override { return FGeometryCollectionSceneProxyBase::IsRayTracingRelevant(); }
bool IsRayTracingStaticRelevant() const override { return FGeometryCollectionSceneProxyBase::IsRayTracingStaticRelevant(); }
bool HasRayTracingRepresentation() const override { return FGeometryCollectionSceneProxyBase::HasRayTracingRepresentation(); }
void GetDynamicRayTracingInstances(FRayTracingInstanceCollector& Collector) override { return FGeometryCollectionSceneProxyBase::GetDynamicRayTracingInstances(Collector, GetLocalToWorld(), GetUniformBuffer(), bAnyMaterialHasWorldPositionOffset); }
#endif
protected:
/** Get material proxy from material ID */
FMaterialRenderProxy* GetMaterial(FMeshElementCollector& Collector, int32 MaterialIndex) const;
/** Get the standard or debug vertex factory dependent on current state. */
FVertexFactory const* GetVertexFactory() const;
private:
bool ShowCollisionMeshes(const FEngineShowFlags& EngineShowFlags) const;
};
class FNaniteGeometryCollectionSceneProxy : public Nanite::FSceneProxyBase, private FGeometryCollectionSceneProxyBase
{
public:
using Super = Nanite::FSceneProxyBase;
FNaniteGeometryCollectionSceneProxy(UGeometryCollectionComponent* Component);
virtual ~FNaniteGeometryCollectionSceneProxy();
public:
// FPrimitiveSceneProxy interface.
virtual void CreateRenderThreadResources(FRHICommandListBase& RHICmdList) override;
virtual void DestroyRenderThreadResources() override;
virtual SIZE_T GetTypeHash() const override;
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override;
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
virtual HHitProxy* CreateHitProxies(UPrimitiveComponent* Component, TArray<TRefCountPtr<HHitProxy> >& OutHitProxies) override;
#endif
virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override;
virtual uint32 GetMemoryFootprint() const override { return sizeof(*this) + GetAllocatedSize(); }
uint32 GetAllocatedSize() const;
// FSceneProxyBase interface.
virtual void GetNaniteResourceInfo(uint32& ResourceID, uint32& HierarchyOffset, uint32& AssemblyTransformOffset, uint32& ImposterIndex) const override;
virtual Nanite::FResourceMeshInfo GetResourceMeshInfo() const override;
/** Called on render thread to setup dynamic geometry for rendering */
void SetDynamicData_RenderThread(FRHICommandListBase& RHICmdList, FGeometryCollectionDynamicData* NewDynamicData, const FMatrix &PrimitiveLocalToWorld);
void ResetPreviousTransforms_RenderThread();
void FlushGPUSceneUpdate_GameThread();
FORCEINLINE void SetRequiresGPUSceneUpdate_RenderThread(bool bRequireUpdate)
{
bRequiresGPUSceneUpdate = bRequireUpdate;
}
FORCEINLINE bool GetRequiresGPUSceneUpdate_RenderThread() const
{
return bRequiresGPUSceneUpdate;
}
inline virtual void GetLCIs(FLCIArray& LCIs) override
{
FLightCacheInterface* LCI = &EmptyLightCacheInfo;
LCIs.Add(LCI);
}
#if RHI_RAYTRACING
bool IsRayTracingRelevant() const override { return FGeometryCollectionSceneProxyBase::IsRayTracingRelevant(); }
bool IsRayTracingStaticRelevant() const override { return FGeometryCollectionSceneProxyBase::IsRayTracingStaticRelevant(); }
bool HasRayTracingRepresentation() const override { return FGeometryCollectionSceneProxyBase::HasRayTracingRepresentation(); }
void GetDynamicRayTracingInstances(FRayTracingInstanceCollector& Collector) override { return FGeometryCollectionSceneProxyBase::GetDynamicRayTracingInstances(Collector, GetLocalToWorld(), GetUniformBuffer(), bAnyMaterialHasWorldPositionOffset); }
#endif
protected:
// TODO : Copy required data from UObject instead of using unsafe object pointer.
const UGeometryCollection* GeometryCollection = nullptr;
FCollisionResponseContainer CollisionResponse;
struct FGeometryNaniteData
{
FBoxSphereBounds LocalBounds;
uint32 HierarchyOffset;
};
TArray<FGeometryNaniteData> GeometryNaniteData;
uint32 NaniteResourceID = INDEX_NONE;
uint32 NaniteHierarchyOffset = INDEX_NONE;
uint32 bCastShadow : 1;
uint32 bReverseCulling : 1;
uint32 bHasMaterialErrors : 1;
uint32 bRequiresGPUSceneUpdate : 1;
uint32 bEnableBoneSelection : 1;
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
TArray<TRefCountPtr<HHitProxy>> HitProxies;
#endif
FInstanceSceneDataBuffers InstanceSceneDataBuffersImpl;
// Geometry collection doesn't currently support baked light maps, so we use this simple empty light cache info for all nanite geometry collection proxies
class FEmptyLightCacheInfo : public FLightCacheInterface
{
public:
// FLightCacheInterface.
GEOMETRYCOLLECTIONENGINE_API virtual FLightInteraction GetInteraction(const FLightSceneProxy* LightSceneProxy) const override;
};
private:
void UpdateInstanceSceneDataBuffers(const FMatrix& PrimitiveLocalToWorld);
bool ShowCollisionMeshes(const FEngineShowFlags& EngineShowFlags) const;
private:
static FEmptyLightCacheInfo EmptyLightCacheInfo;
};