Files
UnrealEngine/Engine/Source/Runtime/GeometryFramework/Private/Components/BaseDynamicMeshComponent.cpp
2025-05-18 13:04:45 +08:00

411 lines
10 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Components/BaseDynamicMeshComponent.h"
#include "Components/BaseDynamicMeshSceneProxy.h"
#include "Engine/Engine.h"
#include "Materials/Material.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(BaseDynamicMeshComponent)
using namespace UE::Geometry;
UBaseDynamicMeshComponent::UBaseDynamicMeshComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
#if WITH_EDITOR
void UBaseDynamicMeshComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropName = PropertyChangedEvent.GetPropertyName();
if ( (PropName == GET_MEMBER_NAME_CHECKED(UBaseDynamicMeshComponent, bEnableRaytracing)) ||
(PropName == GET_MEMBER_NAME_CHECKED(UBaseDynamicMeshComponent, DrawPath)) )
{
OnRenderingStateChanged(true);
}
else if ( (PropName == GET_MEMBER_NAME_CHECKED(UBaseDynamicMeshComponent, bEnableViewModeOverrides)) )
{
OnRenderingStateChanged(false);
}
}
#endif
void UBaseDynamicMeshComponent::SetShadowsEnabled(bool bEnabled)
{
FlushRenderingCommands();
SetCastShadow(bEnabled);
OnRenderingStateChanged(true);
}
void UBaseDynamicMeshComponent::SetViewModeOverridesEnabled(bool bEnabled)
{
if (bEnableViewModeOverrides != bEnabled)
{
bEnableViewModeOverrides = bEnabled;
OnRenderingStateChanged(false);
}
}
void UBaseDynamicMeshComponent::SetOverrideRenderMaterial(UMaterialInterface* Material)
{
if (OverrideRenderMaterial != Material)
{
OverrideRenderMaterial = Material;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::ClearOverrideRenderMaterial()
{
if (OverrideRenderMaterial != nullptr)
{
OverrideRenderMaterial = nullptr;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::SetSecondaryRenderMaterial(UMaterialInterface* Material)
{
if (SecondaryRenderMaterial != Material)
{
SecondaryRenderMaterial = Material;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::ClearSecondaryRenderMaterial()
{
if (SecondaryRenderMaterial != nullptr)
{
SecondaryRenderMaterial = nullptr;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::SetOverrideWireframeRenderMaterial(UMaterialInterface* Material)
{
if (WireframeMaterialOverride != Material)
{
WireframeMaterialOverride = Material;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::ClearOverrideWireframeRenderMaterial()
{
if (WireframeMaterialOverride != nullptr)
{
WireframeMaterialOverride = nullptr;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::SetOverrideSecondaryWireframeRenderMaterial(UMaterialInterface* Material)
{
if (SecondaryWireframeMaterialOverride != Material)
{
SecondaryWireframeMaterialOverride = Material;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::ClearOverrideSecondaryWireframeRenderMaterial()
{
if (SecondaryWireframeMaterialOverride != nullptr)
{
SecondaryWireframeMaterialOverride = nullptr;
NotifyMaterialSetUpdated();
}
}
void UBaseDynamicMeshComponent::SetSecondaryBuffersVisibility(bool bSecondaryVisibility)
{
bDrawSecondaryBuffers = bSecondaryVisibility;
}
bool UBaseDynamicMeshComponent::GetSecondaryBuffersVisibility() const
{
return bDrawSecondaryBuffers;
}
void UBaseDynamicMeshComponent::SetEnableRaytracing(bool bSetEnabled)
{
if (bEnableRaytracing != bSetEnabled)
{
bEnableRaytracing = bSetEnabled;
OnRenderingStateChanged(true);
}
}
bool UBaseDynamicMeshComponent::GetEnableRaytracing() const
{
return bEnableRaytracing;
}
void UBaseDynamicMeshComponent::SetMeshDrawPath(EDynamicMeshDrawPath NewDrawPath)
{
if (DrawPath != NewDrawPath)
{
DrawPath = NewDrawPath;
OnRenderingStateChanged(true);
}
}
EDynamicMeshDrawPath UBaseDynamicMeshComponent::GetMeshDrawPath() const
{
return DrawPath;
}
void UBaseDynamicMeshComponent::SetColorOverrideMode(EDynamicMeshComponentColorOverrideMode NewMode)
{
if (ColorMode != NewMode)
{
ColorMode = NewMode;
OnRenderingStateChanged(false);
}
}
void UBaseDynamicMeshComponent::SetConstantOverrideColor(FColor NewColor)
{
if (ConstantColor != NewColor)
{
ConstantColor = NewColor;
OnRenderingStateChanged(false);
}
}
void UBaseDynamicMeshComponent::SetVertexColorSpaceTransformMode(EDynamicMeshVertexColorTransformMode NewMode)
{
if (ColorSpaceMode != NewMode)
{
ColorSpaceMode = NewMode;
OnRenderingStateChanged(false);
}
}
void UBaseDynamicMeshComponent::SetEnableFlatShading(bool bEnable)
{
if (bEnableFlatShading != bEnable)
{
bEnableFlatShading = bEnable;
OnRenderingStateChanged(false);
}
}
void UBaseDynamicMeshComponent::OnRenderingStateChanged(bool bForceImmedateRebuild)
{
if (bForceImmedateRebuild)
{
// finish any drawing so that we can be certain our SceneProxy is no longer in use before we rebuild it below
FlushRenderingCommands();
// force immediate rebuild of the SceneProxy
if (IsRegistered())
{
ReregisterComponent();
}
}
else
{
MarkRenderStateDirty();
}
}
int32 UBaseDynamicMeshComponent::GetNumMaterials() const
{
return BaseMaterials.Num();
}
UMaterialInterface* UBaseDynamicMeshComponent::GetMaterial(int32 ElementIndex) const
{
return (ElementIndex >= 0 && ElementIndex < BaseMaterials.Num()) ? BaseMaterials[ElementIndex] : nullptr;
}
FMaterialRelevance UBaseDynamicMeshComponent::GetMaterialRelevance(ERHIFeatureLevel::Type InFeatureLevel) const
{
FMaterialRelevance Result = UMeshComponent::GetMaterialRelevance(InFeatureLevel);
if (OverrideRenderMaterial)
{
Result |= OverrideRenderMaterial->GetRelevance_Concurrent(InFeatureLevel);
}
if (SecondaryRenderMaterial)
{
Result |= SecondaryRenderMaterial->GetRelevance_Concurrent(InFeatureLevel);
}
return Result;
}
// Note Dynamic Meshes don't really have named material slots, so we generate slot names from material + index
namespace UE::Private::DynamicMeshMaterialSlotNameHelper
{
static FName GetMaterialSlotName(const UMaterialInterface* Mat, int32 MaterialIndex)
{
return FName(FString::Printf(TEXT("%s_%d"), *((Mat) ? Mat->GetName() : TEXT("Material")), MaterialIndex));
}
}
TArray<FName> UBaseDynamicMeshComponent::GetMaterialSlotNames() const
{
using namespace UE::Private::DynamicMeshMaterialSlotNameHelper;
TArray<FName> ToRet;
const int32 NumMaterials = GetNumMaterials();
ToRet.Reserve(NumMaterials);
for (int32 Idx = 0; Idx < NumMaterials; ++Idx)
{
ToRet.Add(GetMaterialSlotName(GetMaterial(Idx), Idx));
}
return ToRet;
}
bool UBaseDynamicMeshComponent::IsMaterialSlotNameValid(FName MaterialSlotName) const
{
using namespace UE::Private::DynamicMeshMaterialSlotNameHelper;
const int32 NumMaterials = GetNumMaterials();
for (int32 Idx = 0; Idx < NumMaterials; ++Idx)
{
if (MaterialSlotName == GetMaterialSlotName(GetMaterial(Idx), Idx))
{
return true;
}
}
return false;
}
UMaterialInterface* UBaseDynamicMeshComponent::GetMaterialByName(FName MaterialSlotName) const
{
using namespace UE::Private::DynamicMeshMaterialSlotNameHelper;
const int32 NumMaterials = GetNumMaterials();
for (int32 Idx = 0; Idx < BaseMaterials.Num(); ++Idx)
{
if (MaterialSlotName == GetMaterialSlotName(GetMaterial(Idx), Idx))
{
return GetMaterial(Idx);
}
}
return nullptr;
}
void UBaseDynamicMeshComponent::SetMaterial(int32 ElementIndex, UMaterialInterface* Material)
{
check(ElementIndex >= 0);
if (ElementIndex >= BaseMaterials.Num())
{
BaseMaterials.SetNum(ElementIndex + 1, EAllowShrinking::No);
}
BaseMaterials[ElementIndex] = Material;
// @todo allow for precache of pipeline state objects for rendering
// PrecachePSOs(); // indirectly calls GetUsedMaterials, requires CollectPSOPrecacheData to be implemented, see UStaticMeshComponent for example
MarkRenderStateDirty();
// update the body instance in case this material has an associated physics material
FBodyInstance* BodyInst = GetBodyInstance();
if (BodyInst && BodyInst->IsValidBodyInstance())
{
BodyInst->UpdatePhysicalMaterials();
}
}
void UBaseDynamicMeshComponent::SetNumMaterials(int32 NumMaterials)
{
if (BaseMaterials.Num() > NumMaterials)
{
// discard extra materials
BaseMaterials.SetNum(NumMaterials);
}
else
{
while (NumMaterials < BaseMaterials.Num())
{
SetMaterial(NumMaterials, nullptr);
NumMaterials++;
}
}
}
void UBaseDynamicMeshComponent::GetUsedMaterials(TArray<UMaterialInterface*>& OutMaterials, bool bGetDebugMaterials) const
{
UMeshComponent::GetUsedMaterials(OutMaterials, bGetDebugMaterials);
if (OverrideRenderMaterial != nullptr)
{
OutMaterials.Add(OverrideRenderMaterial);
}
if (SecondaryRenderMaterial != nullptr)
{
OutMaterials.Add(SecondaryRenderMaterial);
}
if (ColorMode != EDynamicMeshComponentColorOverrideMode::None && UBaseDynamicMeshComponent::DefaultVertexColorMaterial != nullptr)
{
OutMaterials.Add(UBaseDynamicMeshComponent::DefaultVertexColorMaterial);
}
}
UMaterialInterface* UBaseDynamicMeshComponent::DefaultWireframeMaterial = nullptr;
UMaterialInterface* UBaseDynamicMeshComponent::DefaultVertexColorMaterial = nullptr;
void UBaseDynamicMeshComponent::InitializeDefaultMaterials()
{
if (GEngine->WireframeMaterial != nullptr)
{
DefaultWireframeMaterial = GEngine->WireframeMaterial;
}
if (GEngine->VertexColorViewModeMaterial_ColorOnly != nullptr)
{
DefaultVertexColorMaterial = GEngine->VertexColorViewModeMaterial_ColorOnly;
}
}
UMaterialInterface* UBaseDynamicMeshComponent::GetDefaultWireframeMaterial_RenderThread()
{
return DefaultWireframeMaterial;
}
void UBaseDynamicMeshComponent::SetDefaultWireframeMaterial(UMaterialInterface* Material)
{
ENQUEUE_RENDER_COMMAND(BaseDynamicMeshComponent_SetWireframeMaterial)(
[Material](FRHICommandListImmediate& RHICmdList)
{
UBaseDynamicMeshComponent::DefaultWireframeMaterial = Material;
});
}
UMaterialInterface* UBaseDynamicMeshComponent::GetDefaultVertexColorMaterial_RenderThread()
{
return DefaultVertexColorMaterial;
}
void UBaseDynamicMeshComponent::SetDefaultVertexColorMaterial(UMaterialInterface* Material)
{
ENQUEUE_RENDER_COMMAND(BaseDynamicMeshComponent_SetVertexColorMaterial)(
[Material](FRHICommandListImmediate& RHICmdList)
{
UBaseDynamicMeshComponent::DefaultVertexColorMaterial = Material;
});
}