Files
o3de/Gems/Blast/Code/Source/Family/ActorRenderManager.cpp
T
Tommy Walton be0fbaaddc LYN-2227 : Improve mesh initialization performance by not creating draw packet more than once (#1476)
* Move SetUseForwardPassIblSpecular to happen when acquiring a mesh, instead of immediately after so that we don't build the drawpacket twice for every mesh

* Update the MeshFeatureProcessor to use the booleans from the descriptor directly instead of having loose booleans in the MeshDataInstance

* m_excludeFromReflectionCubeMaps is not (and does not need to be) part of the descriptor, since setting is cheap and doesn't duplicate work that is done when acquiring the mesh
2021-06-22 12:59:27 -07:00

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3.1 KiB
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/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include "StdAfx.h"
#include <Atom/RPI.Public/Scene.h>
#include <AtomLyIntegration/CommonFeatures/Material/MaterialComponentBus.h>
#include <AzCore/Component/TransformBus.h>
#include <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
#include <Blast/BlastActor.h>
#include <Components/BlastMeshDataComponent.h>
#include <Family/ActorRenderManager.h>
namespace Blast
{
ActorRenderManager::ActorRenderManager(
AZ::Render::MeshFeatureProcessorInterface* meshFeatureProcessor, BlastMeshData* meshData, AZ::EntityId entityId,
uint32_t chunkCount, const AZ::Vector3& scale)
: m_meshData(meshData)
, m_meshFeatureProcessor(meshFeatureProcessor)
, m_chunkMeshHandles(chunkCount)
, m_chunkActors(chunkCount, nullptr)
, m_chunkCount(chunkCount)
, m_scale(scale)
{
AZ::Render::MaterialComponentRequestBus::EventResult(
m_materialMap, entityId, &AZ::Render::MaterialComponentRequests::GetMaterialOverrides);
}
void ActorRenderManager::OnActorCreated(const BlastActor& actor)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
const AZStd::vector<uint32_t>& chunkIndices = actor.GetChunkIndices();
for (uint32_t chunkId : chunkIndices)
{
m_chunkActors[chunkId] = &actor;
m_chunkMeshHandles[chunkId] =
m_meshFeatureProcessor->AcquireMesh(AZ::Render::MeshHandleDescriptor{ m_meshData->GetMeshAsset(chunkId) }, m_materialMap);
}
}
void ActorRenderManager::OnActorDestroyed(const BlastActor& actor)
{
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
const AZStd::vector<uint32_t>& chunkIndices = actor.GetChunkIndices();
for (uint32_t chunkId : chunkIndices)
{
m_meshFeatureProcessor->ReleaseMesh(m_chunkMeshHandles[chunkId]);
m_chunkActors[chunkId] = nullptr;
}
}
void ActorRenderManager::SyncMeshes()
{
// It is more natural to have chunk entities be transform children of rigid body entity,
// however having them separate and manually synchronizing transform is more efficient.
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
for (auto chunkId = 0u; chunkId < m_chunkCount; ++chunkId)
{
if (m_chunkActors[chunkId])
{
m_meshFeatureProcessor->SetTransform(m_chunkMeshHandles[chunkId], m_chunkActors[chunkId]->GetSimulatedBody()->GetTransform(), m_scale);
}
}
}
} // namespace Blast