Files
UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Drawing/TriangleSetComponent.cpp
2025-05-18 13:04:45 +08:00

445 lines
15 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Drawing/TriangleSetComponent.h"
#include "DynamicMeshBuilder.h"
#include "Engine/CollisionProfile.h"
#include "Materials/MaterialRelevance.h"
#include "LocalVertexFactory.h"
#include "PrimitiveSceneProxy.h"
#include "SceneInterface.h"
#include "ShaderCompiler.h"
#include "StaticMeshResources.h"
#include "Algo/Accumulate.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(TriangleSetComponent)
struct FTriangleSetMeshBatchData
{
FTriangleSetMeshBatchData()
: MaterialProxy(nullptr)
{}
FMaterialRenderProxy* MaterialProxy;
int32 StartIndex;
int32 NumPrimitives;
int32 MinVertexIndex;
int32 MaxVertexIndex;
};
/** Class for the TriangleSetComponent data passed to the render thread. */
class FTriangleSetSceneProxy final : public FPrimitiveSceneProxy
{
public:
FTriangleSetSceneProxy(UTriangleSetComponent* Component)
: FPrimitiveSceneProxy(Component),
MaterialRelevance(Component->GetMaterialRelevance(GetScene().GetFeatureLevel())),
VertexFactory(GetScene().GetFeatureLevel(), "FTriangleSetSceneProxy")
{
const int32 NumTriangleVertices = Algo::Accumulate(Component->TrianglesByMaterial, 0, [](int32 Acc, const TSparseArray<FRenderableTriangle>& Tris) { return Acc + Tris.Num() * 3; });
const int32 NumTriangleIndices = NumTriangleVertices;
const int32 NumTextureCoordinates = 1;
VertexBuffers.PositionVertexBuffer.Init(NumTriangleVertices);
VertexBuffers.StaticMeshVertexBuffer.Init(NumTriangleVertices, NumTextureCoordinates);
VertexBuffers.ColorVertexBuffer.Init(NumTriangleVertices);
IndexBuffer.Indices.SetNumUninitialized(NumTriangleIndices);
int32 VertexBufferIndex = 0;
int32 IndexBufferIndex = 0;
// Triangles
for (TPair<UMaterialInterface*, int32> MaterialAndMaterialIndex : Component->MaterialToIndex)
{
UMaterialInterface* Material = MaterialAndMaterialIndex.Get<0>();
if (Material == nullptr)
{
continue;
}
const int32 MaterialIndex = MaterialAndMaterialIndex.Get<1>();
const TSparseArray<FRenderableTriangle>& MaterialTriangles = Component->TrianglesByMaterial[MaterialIndex];
MeshBatchDatas.Emplace();
FTriangleSetMeshBatchData& MeshBatchData = MeshBatchDatas.Last();
MeshBatchData.MinVertexIndex = VertexBufferIndex;
MeshBatchData.MaxVertexIndex = VertexBufferIndex + MaterialTriangles.Num() * 3 - 1;
MeshBatchData.StartIndex = IndexBufferIndex;
MeshBatchData.NumPrimitives = MaterialTriangles.Num();
MeshBatchData.MaterialProxy = Material->GetRenderProxy();
for (const FRenderableTriangle& Triangle : MaterialTriangles)
{
VertexBuffers.PositionVertexBuffer.VertexPosition(VertexBufferIndex + 0) = (FVector3f)Triangle.Vertex0.Position;
VertexBuffers.PositionVertexBuffer.VertexPosition(VertexBufferIndex + 1) = (FVector3f)Triangle.Vertex1.Position;
VertexBuffers.PositionVertexBuffer.VertexPosition(VertexBufferIndex + 2) = (FVector3f)Triangle.Vertex2.Position;
VertexBuffers.StaticMeshVertexBuffer.SetVertexTangents(VertexBufferIndex + 0, FVector3f(1, 0, 0), FVector3f(0, 1, 0), (FVector3f)Triangle.Vertex0.Normal);
VertexBuffers.StaticMeshVertexBuffer.SetVertexTangents(VertexBufferIndex + 1, FVector3f(1, 0, 0), FVector3f(0, 1, 0), (FVector3f)Triangle.Vertex1.Normal);
VertexBuffers.StaticMeshVertexBuffer.SetVertexTangents(VertexBufferIndex + 2, FVector3f(1, 0, 0), FVector3f(0, 1, 0), (FVector3f)Triangle.Vertex2.Normal);
VertexBuffers.StaticMeshVertexBuffer.SetVertexUV(VertexBufferIndex + 0, 0, FVector2f(Triangle.Vertex0.UV));
VertexBuffers.StaticMeshVertexBuffer.SetVertexUV(VertexBufferIndex + 1, 0, FVector2f(Triangle.Vertex1.UV));
VertexBuffers.StaticMeshVertexBuffer.SetVertexUV(VertexBufferIndex + 2, 0, FVector2f(Triangle.Vertex2.UV));
VertexBuffers.ColorVertexBuffer.VertexColor(VertexBufferIndex + 0) = Triangle.Vertex0.Color;
VertexBuffers.ColorVertexBuffer.VertexColor(VertexBufferIndex + 1) = Triangle.Vertex1.Color;
VertexBuffers.ColorVertexBuffer.VertexColor(VertexBufferIndex + 2) = Triangle.Vertex2.Color;
IndexBuffer.Indices[IndexBufferIndex + 0] = VertexBufferIndex + 0;
IndexBuffer.Indices[IndexBufferIndex + 1] = VertexBufferIndex + 1;
IndexBuffer.Indices[IndexBufferIndex + 2] = VertexBufferIndex + 2;
VertexBufferIndex += 3;
IndexBufferIndex += 3;
}
}
ENQUEUE_RENDER_COMMAND(LineSetVertexBuffersInit)(
[this](FRHICommandListImmediate& RHICmdList)
{
VertexBuffers.PositionVertexBuffer.InitResource(RHICmdList);
VertexBuffers.StaticMeshVertexBuffer.InitResource(RHICmdList);
VertexBuffers.ColorVertexBuffer.InitResource(RHICmdList);
FLocalVertexFactory::FDataType Data;
VertexBuffers.PositionVertexBuffer.BindPositionVertexBuffer(&VertexFactory, Data);
VertexBuffers.StaticMeshVertexBuffer.BindTangentVertexBuffer(&VertexFactory, Data);
VertexBuffers.StaticMeshVertexBuffer.BindTexCoordVertexBuffer(&VertexFactory, Data);
VertexBuffers.ColorVertexBuffer.BindColorVertexBuffer(&VertexFactory, Data);
VertexFactory.SetData(RHICmdList, Data);
VertexFactory.InitResource(RHICmdList);
IndexBuffer.InitResource(RHICmdList);
});
}
virtual ~FTriangleSetSceneProxy()
{
VertexBuffers.PositionVertexBuffer.ReleaseResource();
VertexBuffers.StaticMeshVertexBuffer.ReleaseResource();
VertexBuffers.ColorVertexBuffer.ReleaseResource();
IndexBuffer.ReleaseResource();
VertexFactory.ReleaseResource();
}
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views,
const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_OverlaySceneProxy_GetDynamicMeshElements);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if (VisibilityMap & (1 << ViewIndex))
{
for (const FTriangleSetMeshBatchData& MeshBatchData : MeshBatchDatas)
{
FMeshBatch& Mesh = Collector.AllocateMesh();
FMeshBatchElement& BatchElement = Mesh.Elements[0];
BatchElement.IndexBuffer = &IndexBuffer;
Mesh.bWireframe = false;
Mesh.VertexFactory = &VertexFactory;
Mesh.MaterialRenderProxy = MeshBatchData.MaterialProxy;
FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>();
DynamicPrimitiveUniformBuffer.Set(Collector.GetRHICommandList(), GetLocalToWorld(), GetLocalToWorld(), GetBounds(), GetLocalBounds(), true, false, AlwaysHasVelocity());
BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
BatchElement.FirstIndex = MeshBatchData.StartIndex;
BatchElement.NumPrimitives = MeshBatchData.NumPrimitives;
BatchElement.MinVertexIndex = MeshBatchData.MinVertexIndex;
BatchElement.MaxVertexIndex = MeshBatchData.MaxVertexIndex;
Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative();
Mesh.Type = PT_TriangleList;
Mesh.DepthPriorityGroup = SDPG_World;
Mesh.bCanApplyViewModeOverrides = false;
Collector.AddMesh(ViewIndex, Mesh);
}
}
}
}
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
{
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = IsShown(View);
Result.bShadowRelevance = IsShadowCast(View);
Result.bDynamicRelevance = true;
Result.bRenderInMainPass = ShouldRenderInMainPass();
Result.bUsesLightingChannels = GetLightingChannelMask() != GetDefaultLightingChannelMask();
Result.bRenderCustomDepth = ShouldRenderCustomDepth();
Result.bTranslucentSelfShadow = bCastVolumetricTranslucentShadow;
MaterialRelevance.SetPrimitiveViewRelevance(Result);
Result.bVelocityRelevance = DrawsVelocity() && Result.bOpaque && Result.bRenderInMainPass;
return Result;
}
virtual bool CanBeOccluded() const override
{
return !MaterialRelevance.bDisableDepthTest;
}
virtual uint32 GetMemoryFootprint() const override { return sizeof(*this) + GetAllocatedSize(); }
uint32 GetAllocatedSize() const { return FPrimitiveSceneProxy::GetAllocatedSize(); }
virtual SIZE_T GetTypeHash() const override
{
static SIZE_T UniquePointer;
return reinterpret_cast<SIZE_T>(&UniquePointer);
}
private:
TArray<FTriangleSetMeshBatchData> MeshBatchDatas;
FMaterialRelevance MaterialRelevance;
FLocalVertexFactory VertexFactory;
FStaticMeshVertexBuffers VertexBuffers;
FDynamicMeshIndexBuffer32 IndexBuffer;
};
UTriangleSetComponent::UTriangleSetComponent()
{
CastShadow = false;
bSelectable = false;
PrimaryComponentTick.bCanEverTick = false;
bBoundsDirty = true;
UPrimitiveComponent::SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
}
int32 UTriangleSetComponent::FindOrAddMaterialIndex(UMaterialInterface* Material)
{
const int32* MaterialIndexPtr = MaterialToIndex.Find(Material);
if (MaterialIndexPtr == nullptr)
{
const int32 MaterialIndex = TrianglesByMaterial.Add(TSparseArray<FRenderableTriangle>());
MaterialToIndex.Add(Material, MaterialIndex);
SetMaterial(MaterialIndex, Material);
return MaterialIndex;
}
return *MaterialIndexPtr;
}
void UTriangleSetComponent::Clear()
{
Triangles.Reset();
for (int32 Index = 0; Index < TrianglesByMaterial.Num(); Index++)
{
SetMaterial(Index, nullptr);
}
TrianglesByMaterial.Reset();
MaterialToIndex.Reset();
MarkRenderStateDirty();
bBoundsDirty = true;
}
void UTriangleSetComponent::ReserveTriangles(const int32 MaxID)
{
Triangles.Reserve(MaxID);
}
int32 UTriangleSetComponent::AddTriangle(const FRenderableTriangle& OverlayTriangle)
{
MarkRenderStateDirty();
return AddTriangleInternal(OverlayTriangle);
}
int32 UTriangleSetComponent::AddTriangleInternal(const FRenderableTriangle& Triangle)
{
const int32 MaterialIndex = FindOrAddMaterialIndex(Triangle.Material);
const int32 IndexByMaterial = TrianglesByMaterial[MaterialIndex].Add(Triangle);
const int32 ID = Triangles.Add(MakeTuple(MaterialIndex, IndexByMaterial));
MarkRenderStateDirty();
bBoundsDirty = true;
return ID;
}
void UTriangleSetComponent::AddTriangles(
int32 NumIndices,
TFunctionRef<void(int32 Index, TArray<FRenderableTriangle>& TrianglesOut)> TriangleGenFunc,
int32 TrianglesPerIndexHint,
bool bDeferRenderStateDirty)
{
TArray<FRenderableTriangle> Temp;
if (TrianglesPerIndexHint > 0)
{
ReserveTriangles(Triangles.Num() + NumIndices*TrianglesPerIndexHint);
Temp.Reserve(TrianglesPerIndexHint);
}
for (int32 k = 0; k < NumIndices; ++k)
{
Temp.Reset();
TriangleGenFunc(k, Temp);
for (const FRenderableTriangle& Triangle : Temp)
{
AddTriangleInternal(Triangle);
}
}
if (!bDeferRenderStateDirty)
{
MarkRenderStateDirty();
}
}
void UTriangleSetComponent::InsertTriangle(const int32 ID, const FRenderableTriangle& OverlayTriangle)
{
const int32 MaterialIndex = FindOrAddMaterialIndex(OverlayTriangle.Material);
const int32 IndexByMaterial = TrianglesByMaterial[MaterialIndex].Add(OverlayTriangle);
Triangles.Insert(ID, MakeTuple(MaterialIndex, IndexByMaterial));
MarkRenderStateDirty();
bBoundsDirty = true;
}
void UTriangleSetComponent::RemoveTriangle(const int32 ID)
{
const TTuple<int32, int32> MaterialAndTriangleIndex = Triangles[ID];
const int32 MaterialIndex = MaterialAndTriangleIndex.Get<0>();
const int32 IndexByMaterial = MaterialAndTriangleIndex.Get<1>();
TSparseArray<FRenderableTriangle>& Container = TrianglesByMaterial[MaterialIndex];
Container.RemoveAt(IndexByMaterial);
if (Container.Num() == 0)
{
TrianglesByMaterial.RemoveAt(MaterialIndex);
// Find the MaterialInterface* for the given MaterialIndex. TMaps doesn't support finding values matching a
// given key so we just visit all the pairs
UMaterialInterface* MaterialToRemove = nullptr;
for (TPair<UMaterialInterface*, int32> MaterialAndMaterialIndex : MaterialToIndex)
{
if (MaterialAndMaterialIndex.Get<1>() == MaterialIndex)
{
MaterialToRemove = MaterialAndMaterialIndex.Get<0>();
break;
}
}
if (ensure(MaterialToRemove))
{
int32 NumRemoved = MaterialToIndex.Remove(MaterialToRemove);
ensure(NumRemoved == 1);
}
SetMaterial(MaterialIndex, nullptr);
}
Triangles.RemoveAt(ID);
MarkRenderStateDirty();
bBoundsDirty = true;
}
int32 UTriangleSetComponent::AddTriangle(const FVector& A, const FVector& B, const FVector& C, const FVector& Normal, const FColor& Color, UMaterialInterface* Material)
{
FRenderableTriangle NewTriangle;
NewTriangle.Material = Material;
NewTriangle.Vertex0 = { A, FVector2D(0,0), Normal, Color };
NewTriangle.Vertex1 = { B, FVector2D(1,0), Normal, Color };
NewTriangle.Vertex2 = { C, FVector2D(1,1), Normal, Color };
return AddTriangle(NewTriangle);
}
UE::Geometry::FIndex2i UTriangleSetComponent::AddQuad(const FVector& A, const FVector& B, const FVector& C, const FVector& D, const FVector& Normal, const FColor& Color, UMaterialInterface* Material)
{
FRenderableTriangle NewTriangle0;
NewTriangle0.Material = Material;
NewTriangle0.Vertex0 = { A, FVector2D(0,0), Normal, Color };
NewTriangle0.Vertex1 = { B, FVector2D(1,0), Normal, Color };
NewTriangle0.Vertex2 = { C, FVector2D(1,1), Normal, Color };
FRenderableTriangle NewTriangle1 = NewTriangle0;
NewTriangle1.Vertex1 = NewTriangle1.Vertex2;
NewTriangle1.Vertex2 = { D, FVector2D(0,1), Normal, Color };
int32 Index0 = AddTriangle(NewTriangle0);
int32 Index1 = AddTriangle(NewTriangle1);
return UE::Geometry::FIndex2i(Index0, Index1);
}
bool UTriangleSetComponent::IsTriangleValid(const int32 ID) const
{
return Triangles.IsValidIndex(ID);
}
void UTriangleSetComponent::SetAllTrianglesColor(const FColor& NewColor)
{
for (TSparseArray<FRenderableTriangle>& TriangleArray : TrianglesByMaterial)
{
for (FRenderableTriangle& Triangle : TriangleArray)
{
Triangle.Vertex0.Color = NewColor;
Triangle.Vertex1.Color = NewColor;
Triangle.Vertex2.Color = NewColor;
}
}
}
void UTriangleSetComponent::SetAllTrianglesMaterial(UMaterialInterface* Material)
{
int32 MaterialIndex = FindOrAddMaterialIndex(Material);
for (TSparseArray<TTuple<int32, int32>>::TIterator It = Triangles.CreateIterator(); It; ++It)
{
const int32 OldMaterialIndex = It->Get<0>();
if (OldMaterialIndex != MaterialIndex)
{
const int32 OldIndexByMaterial = It->Get<1>();
FRenderableTriangle Triangle = TrianglesByMaterial[OldMaterialIndex][OldIndexByMaterial];
Triangle.Material = Material;
int32 TrianglesIndex = It.GetIndex();
RemoveTriangle(TrianglesIndex);
InsertTriangle(TrianglesIndex, Triangle);
}
}
// TODO RemoveTriangle and InsertTriangle also do this... for every triangle! we should fix that
MarkRenderStateDirty();
}
FPrimitiveSceneProxy* UTriangleSetComponent::CreateSceneProxy()
{
if (Triangles.Num() > 0)
{
return new FTriangleSetSceneProxy(this);
}
return nullptr;
}
int32 UTriangleSetComponent::GetNumMaterials() const
{
return TrianglesByMaterial.GetMaxIndex();
}
FBoxSphereBounds UTriangleSetComponent::CalcBounds(const FTransform& LocalToWorld) const
{
if (bBoundsDirty)
{
FBox Box(ForceInit);
for (const TSparseArray<FRenderableTriangle>& TriangleArray : TrianglesByMaterial)
{
for (const FRenderableTriangle& Triangle : TriangleArray)
{
Box += Triangle.Vertex0.Position;
Box += Triangle.Vertex1.Position;
Box += Triangle.Vertex2.Position;
}
}
Bounds = FBoxSphereBounds(Box);
bBoundsDirty = false;
}
return Bounds.TransformBy(LocalToWorld);
}