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| #include "Components/LoyCustomMeshComponent.h" #include "PrimitiveViewRelevance.h" #include "PrimitiveSceneProxy.h" #include "RenderResource.h" #include "RenderingThread.h" #include "LocalVertexFactory.h"
//---Index Buffer--- class FLoyCustomMeshIndexBuffer : public FIndexBuffer { public: virtual void InitRHI() override { FRHIResourceCreateInfo CreateInfo(TEXT("FLoyCustomMeshIndexBuffer")); IndexBufferRHI = RHICreateIndexBuffer(sizeof(int32), NumIndices * sizeof(int32), BUF_Dynamic, CreateInfo); }
int32 NumIndices; };
struct FLoyCustomMeshDynamicData { TArray<FVector> Points; TArray<FVector> Triangles; };
//---SceneProxy--- class ENGINE_API FLoyCustomMeshSceneProxy final : public FPrimitiveSceneProxy {
private: UMaterialInterface* Material; FStaticMeshVertexBuffers VertexBuffers; FLoyCustomMeshIndexBuffer IndexBuffer; FLocalVertexFactory VertexFactory;
FLoyCustomMeshDynamicData* DynamicData;
FMaterialRelevance MaterialRelevance;
int32 PointNums; int32 IndexNums; public: SIZE_T GetTypeHash() const override { static size_t UniquePointer; return reinterpret_cast<size_t>(&UniquePointer); }
FLoyCustomMeshSceneProxy(ULoyCustomMeshComponent* Component) : FPrimitiveSceneProxy(Component) , Material(NULL) , VertexFactory(GetScene().GetFeatureLevel(), "FLoyCustomMeshSceneProxy") , DynamicData(NULL) , MaterialRelevance(Component->GetMaterialRelevance(GetScene().GetFeatureLevel())) , PointNums(Component->Points.Num()) , IndexNums(Component->Triangles.Num() * 3) { //三角形和索引初始化 VertexBuffers.InitWithDummyData(&VertexFactory, GetVertexCount()); IndexBuffer.NumIndices = GetIndexCount(); BeginInitResource(&IndexBuffer); Material = Component->GetMaterial(0); if(Material == NULL) { Material = UMaterial::GetDefaultMaterial(MD_Surface); } }
virtual ~FLoyCustomMeshSceneProxy() { VertexBuffers.PositionVertexBuffer.ReleaseResource(); VertexBuffers.ColorVertexBuffer.ReleaseResource(); VertexBuffers.StaticMeshVertexBuffer.ReleaseResource(); IndexBuffer.ReleaseResource(); VertexFactory.ReleaseResource(); if(DynamicData != NULL) { delete DynamicData; } }
int32 GetVertexCount() const { return PointNums; }
int32 GetIndexCount() const { return IndexNums; }
void BuildCustomMesh(const TArray<FVector>& InPoints, const TArray<FVector>& InTriangeles, TArray<FDynamicMeshVertex>& OutVertices, TArray<int32>& OutIndices) { const FColor VertexColor(255, 255, 255); const int32 NumPoints = InPoints.Num();
//顶点 for(int32 VertexID = 0; VertexID < NumPoints; VertexID++) { FDynamicMeshVertex Vert; Vert.Position = (FVector3f)InPoints[VertexID]; Vert.Color = VertexColor; Vert.SetTangents(FVector3f(1, 0, 0), FVector3f(0, 1, 0), FVector3f(0, 0, 1));
OutVertices.Add(Vert); } //三角形 for (int32 i = 0; i< InTriangeles.Num(); i++) { OutIndices.Add((int32)InTriangeles[i].X); OutIndices.Add((int32)InTriangeles[i].Y); OutIndices.Add((int32)InTriangeles[i].Z); } }
void SetDynamicData_RenderThread(FLoyCustomMeshDynamicData* NewDynamicData) { check(IsInRenderingThread());
// Free existing data if present if(DynamicData) { delete DynamicData; DynamicData = NULL; } DynamicData = NewDynamicData;
TArray<FDynamicMeshVertex> Vertices; TArray<int32> Indices; BuildCustomMesh(NewDynamicData->Points, NewDynamicData->Triangles, Vertices, Indices);
//check(Vertices.Num() == GetVertexCount()); //check(Indices.Num() == GetIndexCount());
//顶点传到VertexBuffer for (int i = 0; i < Vertices.Num(); i++) { const FDynamicMeshVertex& Vertex = Vertices[i];
VertexBuffers.PositionVertexBuffer.VertexPosition(i) = Vertex.Position; VertexBuffers.StaticMeshVertexBuffer.SetVertexTangents(i, Vertex.TangentX.ToFVector3f(), Vertex.GetTangentY(), Vertex.TangentZ.ToFVector3f()); VertexBuffers.StaticMeshVertexBuffer.SetVertexUV(i, 0, Vertex.TextureCoordinate[0]); VertexBuffers.ColorVertexBuffer.VertexColor(i) = Vertex.Color; } { auto& VertexBuffer = VertexBuffers.PositionVertexBuffer; void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly); FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride()); RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI); }
{ auto& VertexBuffer = VertexBuffers.ColorVertexBuffer; void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetNumVertices() * VertexBuffer.GetStride(), RLM_WriteOnly); FMemory::Memcpy(VertexBufferData, VertexBuffer.GetVertexData(), VertexBuffer.GetNumVertices() * VertexBuffer.GetStride()); RHIUnlockVertexBuffer(VertexBuffer.VertexBufferRHI); }
{ auto& VertexBuffer = VertexBuffers.StaticMeshVertexBuffer; void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.TangentsVertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetTangentSize(), RLM_WriteOnly); FMemory::Memcpy(VertexBufferData, VertexBuffer.GetTangentData(), VertexBuffer.GetTangentSize()); RHIUnlockVertexBuffer(VertexBuffer.TangentsVertexBuffer.VertexBufferRHI); } { auto& VertexBuffer = VertexBuffers.StaticMeshVertexBuffer; void* VertexBufferData = RHILockVertexBuffer(VertexBuffer.TexCoordVertexBuffer.VertexBufferRHI, 0, VertexBuffer.GetTexCoordSize(), RLM_WriteOnly); FMemory::Memcpy(VertexBufferData, VertexBuffer.GetTexCoordData(), VertexBuffer.GetTexCoordSize()); RHIUnlockVertexBuffer(VertexBuffer.TexCoordVertexBuffer.VertexBufferRHI); }
//拷贝IndexBuffer void* IndexBufferData = RHILockIndexBuffer(IndexBuffer.IndexBufferRHI, 0, Indices.Num() * sizeof(int32), RLM_WriteOnly); FMemory::Memcpy(IndexBufferData, &Indices[0], Indices.Num() * sizeof(int32)); RHIUnlockIndexBuffer(IndexBuffer.IndexBufferRHI); }
//收集MeshBatch和MeshElements virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override { QUICK_SCOPE_CYCLE_COUNTER( STAT_LoyCustomMeshSceneProxy_GetDynamicMeshElements );
const bool bWireframe = AllowDebugViewmodes() && ViewFamily.EngineShowFlags.Wireframe;
auto WireframeMaterialInstance = new FColoredMaterialRenderProxy( GEngine->WireframeMaterial ? GEngine->WireframeMaterial->GetRenderProxy() : NULL, FLinearColor(0, 0.5f, 1.f) );
Collector.RegisterOneFrameMaterialProxy(WireframeMaterialInstance);
FMaterialRenderProxy* MaterialProxy = NULL; if(bWireframe) { MaterialProxy = WireframeMaterialInstance; } else { MaterialProxy = Material->GetRenderProxy(); }
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) { if (VisibilityMap & (1 << ViewIndex)) { const FSceneView* View = Views[ViewIndex];
FMeshBatch& Mesh = Collector.AllocateMesh(); FMeshBatchElement& BatchElement = Mesh.Elements[0]; BatchElement.IndexBuffer = &IndexBuffer; Mesh.bWireframe = bWireframe; Mesh.VertexFactory = &VertexFactory; Mesh.MaterialRenderProxy = MaterialProxy;
bool bHasPrecomputedVolumetricLightmap; FMatrix PreviousLocalToWorld; int32 SingleCaptureIndex; bool bOutputVelocity; GetScene().GetPrimitiveUniformShaderParameters_RenderThread(GetPrimitiveSceneInfo(), bHasPrecomputedVolumetricLightmap, PreviousLocalToWorld, SingleCaptureIndex, bOutputVelocity);
FDynamicPrimitiveUniformBuffer& DynamicPrimitiveUniformBuffer = Collector.AllocateOneFrameResource<FDynamicPrimitiveUniformBuffer>(); DynamicPrimitiveUniformBuffer.Set(GetLocalToWorld(), PreviousLocalToWorld, GetBounds(), GetLocalBounds(), true, bHasPrecomputedVolumetricLightmap, DrawsVelocity(), bOutputVelocity); BatchElement.PrimitiveUniformBufferResource = &DynamicPrimitiveUniformBuffer.UniformBuffer;
BatchElement.FirstIndex = 0; BatchElement.NumPrimitives = GetIndexCount()/3; BatchElement.MinVertexIndex = 0; BatchElement.MaxVertexIndex = GetVertexCount(); Mesh.ReverseCulling = IsLocalToWorldDeterminantNegative(); Mesh.Type = PT_TriangleList; Mesh.DepthPriorityGroup = SDPG_World; Mesh.bCanApplyViewModeOverrides = false; Collector.AddMesh(ViewIndex, Mesh);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) // Render bounds RenderBounds(Collector.GetPDI(ViewIndex), ViewFamily.EngineShowFlags, GetBounds(), IsSelected()); #endif } } } virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override { FPrimitiveViewRelevance Result; Result.bDrawRelevance = IsShown(View); Result.bShadowRelevance = IsShadowCast(View); Result.bDynamicRelevance = true; MaterialRelevance.SetPrimitiveViewRelevance(Result); return Result; }
virtual uint32 GetMemoryFootprint( void ) const override { return( sizeof( *this ) + GetAllocatedSize() ); }
uint32 GetAllocatedSize( void ) const { return( FPrimitiveSceneProxy::GetAllocatedSize() ); } };
//-----------------------------------------------------------// ULoyCustomMeshComponent::ULoyCustomMeshComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { UE_LOG(LogTemp, Warning, TEXT("Loy Ctor")); PrimaryComponentTick.bCanEverTick = true; bTickInEditor = true; bAutoActivate = true;
PointVectors.AddUninitialized(3); Triangles.AddUninitialized(1);
SetCollisionProfileName(UCollisionProfile::PhysicsActor_ProfileName); } FPrimitiveSceneProxy* ULoyCustomMeshComponent::CreateSceneProxy() { UE_LOG(LogTemp, Warning, TEXT("Loy CreateSceneProxy")); return new FLoyCustomMeshSceneProxy(this); }
int32 ULoyCustomMeshComponent::GetNumMaterials() const { return 1; }
void ULoyCustomMeshComponent::OnRegister() { Super::OnRegister(); UE_LOG(LogTemp, Warning, TEXT("Loy OnRegister")); Points.Reset(); Points.Append(PointVectors); }
void ULoyCustomMeshComponent::OnUnregister() { Super::OnUnregister();
UE_LOG(LogTemp, Warning, TEXT("Loy OnUnRegister")); }
void ULoyCustomMeshComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
MarkRenderDynamicDataDirty(); }
void ULoyCustomMeshComponent::CreateRenderState_Concurrent(FRegisterComponentContext* Context) { Super::CreateRenderState_Concurrent(Context);
UE_LOG(LogTemp, Warning, TEXT("Loy CreateRenderState_Concurrent"));
SendRenderDynamicData_Concurrent(); }
void ULoyCustomMeshComponent::ApplyWorldOffset(const FVector& InOffset, bool bWorldShift) { Super::ApplyWorldOffset(InOffset, bWorldShift);
UE_LOG(LogTemp, Warning, TEXT("Loy ApplyWorldOffset"));
for (FVector& P : Points) { P += InOffset; } }
void ULoyCustomMeshComponent::SendRenderDynamicData_Concurrent() { if(SceneProxy) {
UE_LOG(LogTemp, Warning, TEXT("Loy SendRenderDynamicData_Concurrent")); FLoyCustomMeshDynamicData* DynamicData = new FLoyCustomMeshDynamicData;
//world to local const FTransform& ComponentTransform = GetComponentTransform();
int32 NumPoints = Points.Num(); DynamicData->Points.AddUninitialized(NumPoints); for (int32 PointId = 0; PointId < Points.Num(); PointId++) { //这里传模型坐标 DynamicData->Points[PointId] = Points[PointId]; }
int32 NumIndexs = Triangles.Num(); DynamicData->Triangles.AddUninitialized(NumIndexs); for (int32 i = 0; i < Triangles.Num(); i++) { DynamicData->Triangles[i] = Triangles[i]; }
//send to render thread FLoyCustomMeshSceneProxy* Proxy = (FLoyCustomMeshSceneProxy*)SceneProxy; ENQUEUE_RENDER_COMMAND(FSendCableDynamicData)( [Proxy, DynamicData](FRHICommandListImmediate& RHICmdList) { Proxy->SetDynamicData_RenderThread(DynamicData); }); } }
FBoxSphereBounds ULoyCustomMeshComponent::CalcBounds(const FTransform& LocalToWorld) const { UE_LOG(LogTemp, Warning, TEXT("Loy CalcBounds")); //构建包围盒 FBox MeshBox(ForceInit); float MinX = 0, MinY = 0, MinZ = 0; float MaxX = 0, MaxY = 0, MaxZ = 0; for (int32 i = 0; i < Points.Num(); i++) { FVector p = LocalToWorld.TransformPosition(Points[i]); if(i == 0) { MinX = p.X; MaxX = p.X; MinY = p.Y; MaxY = p.Y; MinZ = p.Z; MaxZ = p.Z; continue; } MinX = FMath::Min(MinX, p.X); MinY = FMath::Min(MinY, p.Y); MinZ = FMath::Min(MinZ, p.Z); MaxX = FMath::Max(MaxX, p.X); MaxY = FMath::Max(MaxY, p.Y); MaxZ = FMath::Max(MaxZ, p.Z); } MeshBox.Min = FVector(MinX, MinY, MinZ); MeshBox.Max = FVector(MaxX, MaxY, MaxZ); return FBoxSphereBounds(MeshBox); }
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