vault backup: 2024-11-14 16:24:53
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@ -7,85 +7,14 @@ rating: ⭐
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---
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# 前言
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探索思路:
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- [ ] SceneProxy收集机制的改变。
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- [ ] GetDynamicMeshElements的调用方式。
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- [ ] 在SendRenderDynamicData_Concurrent中添加(模仿USkeletalMeshComponent::SendRenderDynamicData_Concurrent()与FDebugSkelMeshSceneProxy)
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# GetDynamicMeshElements
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看得出主要在FDynamicMeshElementContext::GatherDynamicMeshElementsForPrimitive()中调用Primitive->Proxy->GetDynamicMeshElements()。
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# 问题解决方法
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添加相关性overrider,将bDynamicRelevance设置成true。
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```c++
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UE::Tasks::FTask FDynamicMeshElementContext::LaunchAsyncTask(FDynamicPrimitiveIndexQueue* PrimitiveIndexQueue, UE::Tasks::ETaskPriority TaskPriority)
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FPrimitiveViewRelevance FOutlineSkeletalMeshSceneProxy::GetViewRelevance(const FSceneView* View) const
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{
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return Pipe.Launch(UE_SOURCE_LOCATION, [this, PrimitiveIndexQueue]
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{
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FOptionalTaskTagScope Scope(ETaskTag::EParallelRenderingThread);
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FDynamicPrimitiveIndex PrimitiveIndex;
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while (PrimitiveIndexQueue->Pop(PrimitiveIndex))
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{
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GatherDynamicMeshElementsForPrimitive(Primitives[PrimitiveIndex.Index], PrimitiveIndex.ViewMask);
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}
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#if WITH_EDITOR
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while (PrimitiveIndexQueue->PopEditor(PrimitiveIndex))
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{
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GatherDynamicMeshElementsForEditorPrimitive(Primitives[PrimitiveIndex.Index], PrimitiveIndex.ViewMask);
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}
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#endif
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}, TaskPriority);
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}
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void FDynamicMeshElementContext::GatherDynamicMeshElementsForPrimitive(FPrimitiveSceneInfo* Primitive, uint8 ViewMask)
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{
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SCOPED_NAMED_EVENT(DynamicPrimitive, FColor::Magenta);
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TArray<int32, TInlineAllocator<4>> MeshBatchCountBefore;
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MeshBatchCountBefore.SetNumUninitialized(Views.Num());
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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MeshBatchCountBefore[ViewIndex] = MeshCollector.GetMeshBatchCount(ViewIndex);
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}
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MeshCollector.SetPrimitive(Primitive->Proxy, Primitive->DefaultDynamicHitProxyId);
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// If Custom Render Passes aren't in use, there will be only one group, which is the common case.
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if (ViewFamilyGroups.Num() == 1 || Primitive->Proxy->SinglePassGDME())
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{
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Primitive->Proxy->GetDynamicMeshElements(FirstViewFamily.AllViews, FirstViewFamily, ViewMask, MeshCollector);
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}
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else
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{
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for (FViewFamilyGroup& Group : ViewFamilyGroups)
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{
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if (uint8 MaskedViewMask = ViewMask & Group.ViewSubsetMask)
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{
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Primitive->Proxy->GetDynamicMeshElements(FirstViewFamily.AllViews, *Group.Family, MaskedViewMask, MeshCollector);
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}
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}
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}
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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FViewInfo& View = *Views[ViewIndex];
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if (ViewMask & (1 << ViewIndex))
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{
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FDynamicPrimitive& DynamicPrimitive = DynamicPrimitives.Emplace_GetRef();
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DynamicPrimitive.PrimitiveIndex = Primitive->GetIndex();
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DynamicPrimitive.ViewIndex = ViewIndex;
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DynamicPrimitive.StartElementIndex = MeshBatchCountBefore[ViewIndex];
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DynamicPrimitive.EndElementIndex = MeshCollector.GetMeshBatchCount(ViewIndex);
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}
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}
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FPrimitiveViewRelevance Result = FSkeletalMeshSceneProxy::GetViewRelevance(View);
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Result.bDynamicRelevance = true;
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return Result;
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}
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```
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# SendRenderDynamicData_Concurrent
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## FDebugSkelMeshSceneProxy::GetDynamicMeshElements
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# 其他?
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MeshBuilderSurface.GetMesh(GetLocalToWorld(), MatProxySurface, SDPG_Foreground, false, false, ViewIndex, Collector);
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