Add Spline Model

This commit is contained in:
Wojtek Figat
2021-02-09 16:04:47 +01:00
parent 2b962e4389
commit 311dad7b82
6 changed files with 639 additions and 26 deletions

View File

@@ -19,7 +19,7 @@ float3 ViewDir;
float TimeParam; float TimeParam;
float4 ViewInfo; float4 ViewInfo;
float4 ScreenSize; float4 ScreenSize;
float3 WorldInvScale; float3 Dummy0;
float WorldDeterminantSign; float WorldDeterminantSign;
float MeshMinZ; float MeshMinZ;
float Segment; float Segment;
@@ -148,9 +148,17 @@ MaterialInput GetMaterialInput(PixelInput input)
// Removes the scale vector from the local to world transformation matrix // Removes the scale vector from the local to world transformation matrix
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld) float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{ {
localToWorld[0] *= WorldInvScale.x; // Extract per axis scales from localToWorld transform
localToWorld[1] *= WorldInvScale.y; float scaleX = length(localToWorld[0]);
localToWorld[2] *= WorldInvScale.z; float scaleY = length(localToWorld[1]);
float scaleZ = length(localToWorld[2]);
float3 invScale = float3(
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
localToWorld[0] *= invScale.x;
localToWorld[1] *= invScale.y;
localToWorld[2] *= invScale.z;
return localToWorld; return localToWorld;
} }
@@ -278,6 +286,7 @@ VertexOutput VS_SplineModel(ModelInput input)
// Apply local transformation of the geometry before deformation // Apply local transformation of the geometry before deformation
float3 position = mul(float4(input.Position, 1), LocalMatrix).xyz; float3 position = mul(float4(input.Position, 1), LocalMatrix).xyz;
float4x4 world = LocalMatrix;
// Apply spline curve deformation // Apply spline curve deformation
float splineAlpha = saturate((position.z - MeshMinZ) / (MeshMaxZ - MeshMinZ)); float splineAlpha = saturate((position.z - MeshMinZ) / (MeshMaxZ - MeshMinZ));
@@ -285,9 +294,12 @@ VertexOutput VS_SplineModel(ModelInput input)
position.z = splineAlpha; position.z = splineAlpha;
float3x4 splineMatrix = float3x4(SplineDeformation[splineIndex * 3], SplineDeformation[splineIndex * 3 + 1], SplineDeformation[splineIndex * 3 + 2]); float3x4 splineMatrix = float3x4(SplineDeformation[splineIndex * 3], SplineDeformation[splineIndex * 3 + 1], SplineDeformation[splineIndex * 3 + 2]);
position = mul(splineMatrix, float4(position, 1)); position = mul(splineMatrix, float4(position, 1));
float4x3 splineMatrixT = transpose(splineMatrix);
world = mul(world, float4x4(float4(splineMatrixT[0], 0), float4(splineMatrixT[1], 0), float4(splineMatrixT[2], 0), float4(splineMatrixT[3], 1)));
// Compute world space vertex position // Compute world space vertex position
output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz; output.Geometry.WorldPosition = mul(float4(position, 1), WorldMatrix).xyz;
world = mul(world, WorldMatrix);
// Compute clip space position // Compute clip space position
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix); output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
@@ -300,7 +312,7 @@ VertexOutput VS_SplineModel(ModelInput input)
// Calculate tanget space to world space transformation matrix for unit vectors // Calculate tanget space to world space transformation matrix for unit vectors
float3x3 tangentToLocal = CalcTangentToLocal(input); float3x3 tangentToLocal = CalcTangentToLocal(input);
float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)WorldMatrix); float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
float3x3 tangentToWorld = mul(tangentToLocal, localToWorld); float3x3 tangentToWorld = mul(tangentToLocal, localToWorld);
output.Geometry.WorldNormal = tangentToWorld[2]; output.Geometry.WorldNormal = tangentToWorld[2];
output.Geometry.WorldTangent.xyz = tangentToWorld[0]; output.Geometry.WorldTangent.xyz = tangentToWorld[0];
@@ -335,16 +347,6 @@ VertexOutput VS_SplineModel(ModelInput input)
return output; return output;
} }
// Vertex Shader function for Depth Pass
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
float4 VS_Depth(ModelInput_PosOnly input) : SV_Position
{
float3 worldPosition = mul(float4(input.Position.xyz, 1), WorldMatrix).xyz;
float4 position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
return position;
}
#if USE_DITHERED_LOD_TRANSITION #if USE_DITHERED_LOD_TRANSITION
void ClipLODTransition(PixelInput input) void ClipLODTransition(PixelInput input)

View File

@@ -1,6 +1,7 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. // Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
using System; using System;
using FlaxEditor.GUI.ContextMenu;
using FlaxEditor.Modules; using FlaxEditor.Modules;
using FlaxEngine; using FlaxEngine;
using FlaxEngine.Json; using FlaxEngine.Json;
@@ -178,6 +179,11 @@ namespace FlaxEditor.SceneGraph.Actors
} }
} }
public override void OnContextMenu(ContextMenu contextMenu)
{
ParentNode.OnContextMenu(contextMenu);
}
public static SceneGraphNode Create(StateData state) public static SceneGraphNode Create(StateData state)
{ {
var data = JsonSerializer.Deserialize<Data>(state.State); var data = JsonSerializer.Deserialize<Data>(state.State);
@@ -239,6 +245,11 @@ namespace FlaxEditor.SceneGraph.Actors
DebugDraw.DrawSphere(new BoundingSphere(pos, 5.0f), Color.YellowGreen, 0, false); DebugDraw.DrawSphere(new BoundingSphere(pos, 5.0f), Color.YellowGreen, 0, false);
} }
public override void OnContextMenu(ContextMenu contextMenu)
{
ParentNode.OnContextMenu(contextMenu);
}
public override void OnDispose() public override void OnDispose()
{ {
_node = null; _node = null;
@@ -292,6 +303,24 @@ namespace FlaxEditor.SceneGraph.Actors
spline.AddSplineLocalPoint(new Vector3(0, 0, 100.0f)); spline.AddSplineLocalPoint(new Vector3(0, 0, 100.0f));
} }
/// <inheritdoc />
public override void OnContextMenu(ContextMenu contextMenu)
{
base.OnContextMenu(contextMenu);
contextMenu.AddButton("Add spline model", OnAddSplineMode);
}
private void OnAddSplineMode()
{
var actor = new SplineModel
{
StaticFlags = Actor.StaticFlags,
Transform = Actor.Transform,
};
Editor.Instance.SceneEditing.Spawn(actor, Actor);
}
/// <inheritdoc /> /// <inheritdoc />
public override void OnDispose() public override void OnDispose()
{ {

View File

@@ -390,12 +390,12 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
// Prepare // Prepare
auto& info = _shaderHeader.Material.Info; auto& info = _shaderHeader.Material.Info;
const bool isSurfaceOrTerrain = info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Terrain; const bool isSurfaceOrTerrainOrDeformable = info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Terrain || info.Domain == MaterialDomain::Deformable;
const bool useCustomData = info.ShadingModel == MaterialShadingModel::Subsurface || info.ShadingModel == MaterialShadingModel::Foliage; const bool useCustomData = info.ShadingModel == MaterialShadingModel::Subsurface || info.ShadingModel == MaterialShadingModel::Foliage;
const bool useForward = ((info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable) && info.BlendMode != MaterialBlendMode::Opaque) || info.Domain == MaterialDomain::Particle; const bool useForward = ((info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable) && info.BlendMode != MaterialBlendMode::Opaque) || info.Domain == MaterialDomain::Particle;
const bool useTess = const bool useTess =
info.TessellationMode != TessellationMethod::None && info.TessellationMode != TessellationMethod::None &&
RenderTools::CanSupportTessellation(options.Profile) && isSurfaceOrTerrain; RenderTools::CanSupportTessellation(options.Profile) && isSurfaceOrTerrainOrDeformable;
const bool useDistortion = const bool useDistortion =
(info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable || info.Domain == MaterialDomain::Particle) && (info.Domain == MaterialDomain::Surface || info.Domain == MaterialDomain::Deformable || info.Domain == MaterialDomain::Particle) &&
info.BlendMode != MaterialBlendMode::Opaque && info.BlendMode != MaterialBlendMode::Opaque &&
@@ -457,7 +457,7 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
options.Macros.Add({ "IS_PARTICLE", Numbers[info.Domain == MaterialDomain::Particle ? 1 : 0] }); options.Macros.Add({ "IS_PARTICLE", Numbers[info.Domain == MaterialDomain::Particle ? 1 : 0] });
options.Macros.Add({ "IS_DEFORMABLE", Numbers[info.Domain == MaterialDomain::Deformable ? 1 : 0] }); options.Macros.Add({ "IS_DEFORMABLE", Numbers[info.Domain == MaterialDomain::Deformable ? 1 : 0] });
options.Macros.Add({ "USE_FORWARD", Numbers[useForward ? 1 : 0] }); options.Macros.Add({ "USE_FORWARD", Numbers[useForward ? 1 : 0] });
options.Macros.Add({ "USE_DEFERRED", Numbers[isSurfaceOrTerrain && info.BlendMode == MaterialBlendMode::Opaque ? 1 : 0] }); options.Macros.Add({ "USE_DEFERRED", Numbers[isSurfaceOrTerrainOrDeformable && info.BlendMode == MaterialBlendMode::Opaque ? 1 : 0] });
options.Macros.Add({ "USE_DISTORTION", Numbers[useDistortion ? 1 : 0] }); options.Macros.Add({ "USE_DISTORTION", Numbers[useDistortion ? 1 : 0] });
#endif #endif
} }

View File

@@ -26,7 +26,7 @@ PACK_STRUCT(struct DeformableMaterialShaderData {
float TimeParam; float TimeParam;
Vector4 ViewInfo; Vector4 ViewInfo;
Vector4 ScreenSize; Vector4 ScreenSize;
Vector3 WorldInvScale; Vector3 Dummy0;
float WorldDeterminantSign; float WorldDeterminantSign;
float MeshMinZ; float MeshMinZ;
float Segment; float Segment;
@@ -79,13 +79,6 @@ void DeformableMaterialShader::Bind(BindParameters& params)
materialData->TimeParam = Time::Draw.UnscaledTime.GetTotalSeconds(); materialData->TimeParam = Time::Draw.UnscaledTime.GetTotalSeconds();
materialData->ViewInfo = view.ViewInfo; materialData->ViewInfo = view.ViewInfo;
materialData->ScreenSize = view.ScreenSize; materialData->ScreenSize = view.ScreenSize;
const float scaleX = Vector3(drawCall.World.M11, drawCall.World.M12, drawCall.World.M13).Length();
const float scaleY = Vector3(drawCall.World.M21, drawCall.World.M22, drawCall.World.M23).Length();
const float scaleZ = Vector3(drawCall.World.M31, drawCall.World.M32, drawCall.World.M33).Length();
materialData->WorldInvScale = Vector3(
scaleX > 0.00001f ? 1.0f / scaleX : 0.0f,
scaleY > 0.00001f ? 1.0f / scaleY : 0.0f,
scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign; materialData->WorldDeterminantSign = drawCall.WorldDeterminantSign;
materialData->Segment = drawCall.Deformable.Segment; materialData->Segment = drawCall.Deformable.Segment;
materialData->ChunksPerSegment = drawCall.Deformable.ChunksPerSegment; materialData->ChunksPerSegment = drawCall.Deformable.ChunksPerSegment;

View File

@@ -0,0 +1,473 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "SplineModel.h"
#include "Spline.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Core/Math/Matrix3x4.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Profiler/ProfilerCPU.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#endif
#define SPLINE_RESOLUTION 32.0f
SplineModel::SplineModel(const SpawnParams& params)
: ModelInstanceActor(params)
{
Model.Changed.Bind<SplineModel, &SplineModel::OnModelChanged>(this);
Model.Loaded.Bind<SplineModel, &SplineModel::OnModelLoaded>(this);
}
SplineModel::~SplineModel()
{
SAFE_DELETE_GPU_RESOURCE(_deformationBuffer);
if (_deformationBufferData)
Allocator::Free(_deformationBufferData);
}
float SplineModel::GetQuality() const
{
return _quality;
}
void SplineModel::SetQuality(float value)
{
value = Math::Clamp(value, 0.0f, 100.0f);
if (Math::NearEqual(value, _quality))
return;
_quality = value;
OnSplineUpdated();
}
float SplineModel::GetBoundsScale() const
{
return _boundsScale;
}
void SplineModel::SetBoundsScale(float value)
{
if (Math::NearEqual(_boundsScale, value))
return;
_boundsScale = value;
OnSplineUpdated();
}
int32 SplineModel::GetLODBias() const
{
return static_cast<int32>(_lodBias);
}
void SplineModel::SetLODBias(int32 value)
{
_lodBias = static_cast<char>(Math::Clamp(value, -100, 100));
}
int32 SplineModel::GetForcedLOD() const
{
return static_cast<int32>(_forcedLod);
}
void SplineModel::SetForcedLOD(int32 value)
{
_forcedLod = static_cast<char>(Math::Clamp(value, -1, 100));
}
void SplineModel::OnModelChanged()
{
Entries.Release();
if (Model && !Model->IsLoaded())
{
OnSplineUpdated();
}
}
void SplineModel::OnModelLoaded()
{
Entries.SetupIfInvalid(Model);
OnSplineUpdated();
}
void SplineModel::OnSplineUpdated()
{
// Skip updates when actor is disabled or something is missing
if (!_spline || !Model || !Model->IsLoaded() || !IsActiveInHierarchy() || !IsDuringPlay() || _spline->GetSplinePointsCount() < 2)
{
_box = BoundingBox(_transform.Translation, _transform.Translation);
BoundingSphere::FromBox(_box, _sphere);
return;
}
PROFILE_CPU();
// Setup model instances over the spline segments
const auto& keyframes = _spline->Curve.GetKeyframes();
const int32 segments = keyframes.Count() - 1;
const int32 chunksPerSegment = Math::Clamp(Math::CeilToInt(SPLINE_RESOLUTION * _quality), 2, 1024);
const float chunksPerSegmentInv = 1.0f / (float)chunksPerSegment;
const Transform splineTransform = _spline->GetTransform();
_instances.Resize(segments, false);
BoundingBox localModelBounds;
{
auto& meshes = Model->LODs[0].Meshes;
Vector3 tmp, min = Vector3::Maximum, max = Vector3::Minimum;
Vector3 corners[8];
for (int32 j = 0; j < meshes.Count(); j++)
{
const auto& mesh = meshes[j];
mesh.GetCorners(corners);
for (int32 i = 0; i < 8; i++)
{
//Vector3::Transform(corners[i], localTransform, tmp);
//_localTransform.LocalToWorld(corners[i], tmp);
// Transform mesh corner using local spline model transformation but use double-precision to prevent issues when rotating model
tmp = corners[i] * _localTransform.Scale;
double rotation[4] = { (double)_localTransform.Orientation.X, (double)_localTransform.Orientation.Y, (double)_localTransform.Orientation.Z, (double)_localTransform.Orientation.W };
const double length = sqrt(rotation[0] * rotation[0] + rotation[1] * rotation[1] + rotation[2] * rotation[2] + rotation[3] * rotation[3]);
const double inv = 1.0 / length;
rotation[0] *= inv;
rotation[1] *= inv;
rotation[2] *= inv;
rotation[3] *= inv;
double pos[3] = { (double)tmp.X, (double)tmp.Y, (double)tmp.Z };
const double x = rotation[0] + rotation[0];
const double y = rotation[1] + rotation[1];
const double z = rotation[2] + rotation[2];
const double wx = rotation[3] * x;
const double wy = rotation[3] * y;
const double wz = rotation[3] * z;
const double xx = rotation[0] * x;
const double xy = rotation[0] * y;
const double xz = rotation[0] * z;
const double yy = rotation[1] * y;
const double yz = rotation[1] * z;
const double zz = rotation[2] * z;
tmp = Vector3(
(float)(pos[0] * (1.0 - yy - zz) + pos[1] * (xy - wz) + pos[2] * (xz + wy)),
(float)(pos[0] * (xy + wz) + pos[1] * (1.0 - xx - zz) + pos[2] * (yz - wx)),
(float)(pos[0] * (xz - wy) + pos[1] * (yz + wx) + pos[2] * (1.0 - xx - yy)));
Vector3::Add(tmp, _localTransform.Translation, tmp);
min = Vector3::Min(min, tmp);
max = Vector3::Max(max, tmp);
}
}
localModelBounds = BoundingBox(min, max);
}
_meshMinZ = localModelBounds.Minimum.Z;
_meshMaxZ = localModelBounds.Maximum.Z;
Transform chunkLocal, chunkWorld, leftTangent, rightTangent;
Array<Vector3> segmentPoints;
segmentPoints.Resize(chunksPerSegment);
for (int32 segment = 0; segment < segments; segment++)
{
auto& instance = _instances[segment];
const auto& start = keyframes[segment];
const auto& end = keyframes[segment + 1];
const float length = end.Time - start.Time;
AnimationUtils::GetTangent(start.Value, start.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(end.Value, end.TangentIn, length, rightTangent);
// Find maximum scale over the segment spline and collect the segment positions for bounds
segmentPoints.Clear();
segmentPoints.Add(end.Value.Translation);
float maxScale = end.Value.Scale.GetAbsolute().MaxValue();
for (int32 chunk = 0; chunk < chunksPerSegment; chunk++)
{
const float alpha = (float)chunk * chunksPerSegmentInv;
AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, chunkLocal);
splineTransform.LocalToWorld(chunkLocal, chunkWorld);
segmentPoints.Add(chunkWorld.Translation);
maxScale = Math::Max(maxScale, chunkWorld.Scale.GetAbsolute().MaxValue());
}
maxScale = Math::Max(maxScale, _localTransform.Scale.GetAbsolute().MaxValue());
BoundingSphere::FromPoints(segmentPoints.Get(), segmentPoints.Count(), instance.Sphere);
instance.Sphere.Center += _localTransform.Translation;
instance.Sphere.Radius *= maxScale * _boundsScale;
}
// Update deformation buffer during next drawing
_deformationDirty = true;
// Update bounds
_sphere = _instances.First().Sphere;
for (int32 i = 1; i < _instances.Count(); i++)
BoundingSphere::Merge(_sphere, _instances[i].Sphere, _sphere);
BoundingBox::FromSphere(_sphere, _box);
}
void SplineModel::UpdateDeformationBuffer()
{
PROFILE_CPU();
// Deformation buffer contains precomputed matrices for each chunk of the spline segment (packed with transposed float3x4 matrix)
_deformationDirty = false;
if (!_deformationBuffer)
_deformationBuffer = GPUDevice::Instance->CreateBuffer(GetName());
const auto& keyframes = _spline->Curve.GetKeyframes();
const int32 segments = keyframes.Count() - 1;
const int32 chunksPerSegment = Math::Clamp(Math::CeilToInt(SPLINE_RESOLUTION * _quality), 2, 1024);
const int32 count = (chunksPerSegment * segments + 1) * 3;
const uint32 size = count * sizeof(Vector4);
if (_deformationBuffer->GetSize() != size)
{
if (_deformationBufferData)
{
Allocator::Free(_deformationBufferData);
_deformationBufferData = nullptr;
}
if (_deformationBuffer->Init(GPUBufferDescription::Typed(count, PixelFormat::R32G32B32A32_Float, false, IsTransformStatic() ? GPUResourceUsage::Default : GPUResourceUsage::Dynamic)))
{
LOG(Error, "Failed to initialize the spline model {0} deformation buffer.", ToString());
return;
}
}
if (!_deformationBufferData)
_deformationBufferData = Allocator::Allocate(size);
_chunksPerSegment = (float)chunksPerSegment;
// Update pre-calculated matrices for spline chunks
auto ptr = (Matrix3x4*)_deformationBufferData;
const float chunksPerSegmentInv = 1.0f / (float)chunksPerSegment;
Matrix m;
Transform transform, leftTangent, rightTangent;
for (int32 segment = 0; segment < segments; segment++)
{
auto& instance = _instances[segment];
const auto& start = keyframes[segment];
const auto& end = keyframes[segment + 1];
const float length = end.Time - start.Time;
AnimationUtils::GetTangent(start.Value, start.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(end.Value, end.TangentIn, length, rightTangent);
for (int32 chunk = 0; chunk < chunksPerSegment; chunk++)
{
const float alpha = (float)chunk * chunksPerSegmentInv;
// Evaluate transformation at the curve
AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, transform);
// Apply spline direction (from position 1st derivative)
Vector3 direction;
AnimationUtils::BezierFirstDerivative(start.Value.Translation, leftTangent.Translation, rightTangent.Translation, end.Value.Translation, alpha, direction);
direction.Normalize();
Quaternion orientation;
if (direction.IsZero())
orientation = Quaternion::Identity;
else if (Vector3::Dot(direction, Vector3::Up) >= 0.999f)
Quaternion::RotationAxis(Vector3::Left, PI_HALF, orientation);
else
Quaternion::LookRotation(direction, Vector3::Cross(Vector3::Cross(direction, Vector3::Up), direction), orientation);
transform.Orientation = orientation * transform.Orientation;
// Write transform into deformation buffer
transform.GetWorld(m);
ptr->SetMatrixTranspose(m);
ptr++;
}
instance.RotDeterminant = m.RotDeterminant();
}
// Add last transformation to prevent issues when sampling spline deformation buffer with alpha=1
{
const auto& start = keyframes[segments - 1];
const auto& end = keyframes[segments];
const float length = end.Time - start.Time;
const float alpha = 1.0f - ZeroTolerance; // Offset to prevent zero derivative at the end of the curve
AnimationUtils::GetTangent(start.Value, start.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(end.Value, end.TangentIn, length, rightTangent);
AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, transform);
Vector3 direction;
AnimationUtils::BezierFirstDerivative(start.Value.Translation, leftTangent.Translation, rightTangent.Translation, end.Value.Translation, alpha, direction);
direction.Normalize();
Quaternion orientation;
if (direction.IsZero())
orientation = Quaternion::Identity;
else if (Vector3::Dot(direction, Vector3::Up) >= 0.999f)
Quaternion::RotationAxis(Vector3::Left, PI_HALF, orientation);
else
Quaternion::LookRotation(direction, Vector3::Cross(Vector3::Cross(direction, Vector3::Up), direction), orientation);
transform.Orientation = orientation * transform.Orientation;
transform.GetWorld(m);
ptr->SetMatrixTranspose(m);
}
// Flush data with GPU
auto context = GPUDevice::Instance->GetMainContext();
context->UpdateBuffer(_deformationBuffer, _deformationBufferData, size);
// Static splines are rarely updated so release scratch memory
if (IsTransformStatic())
{
Allocator::Free(_deformationBufferData);
_deformationBufferData = nullptr;
}
}
void SplineModel::OnParentChanged()
{
if (_spline)
{
_spline->SplineUpdated.Unbind<SplineModel, &SplineModel::OnSplineUpdated>(this);
}
// Base
Actor::OnParentChanged();
_spline = Cast<Spline>(_parent);
if (_spline)
{
_spline->SplineUpdated.Bind<SplineModel, &SplineModel::OnSplineUpdated>(this);
}
OnSplineUpdated();
}
bool SplineModel::HasContentLoaded() const
{
return (Model == nullptr || Model->IsLoaded()) && Entries.HasContentLoaded();
}
void SplineModel::Draw(RenderContext& renderContext)
{
const DrawPass actorDrawModes = (DrawPass)(DrawModes & renderContext.View.Pass);
if (!_spline || !Model || !Model->IsLoaded() || !Model->CanBeRendered() || actorDrawModes == DrawPass::None)
return;
auto model = Model.Get();
if (!Entries.IsValidFor(model))
Entries.Setup(model);
// Build mesh deformation buffer for the whole spline
if (_deformationDirty)
UpdateDeformationBuffer();
// Draw all segments
DrawCall drawCall;
drawCall.InstanceCount = 1;
drawCall.IndirectArgsBuffer = nullptr;
drawCall.IndirectArgsOffset = 0;
drawCall.Deformable.SplineDeformation = _deformationBuffer;
drawCall.Deformable.ChunksPerSegment = _chunksPerSegment;
drawCall.Deformable.MeshMinZ = _meshMinZ;
drawCall.Deformable.MeshMaxZ = _meshMaxZ;
drawCall.Deformable.GeometrySize = _box.GetSize();
drawCall.PerInstanceRandom = GetPerInstanceRandom();
_localTransform.GetWorld(drawCall.Deformable.LocalMatrix);
const Transform splineTransform = _spline->GetTransform();
splineTransform.GetWorld(drawCall.World);
drawCall.ObjectPosition = drawCall.World.GetTranslation() + drawCall.Deformable.LocalMatrix.GetTranslation();
const float worldDeterminantSign = drawCall.World.RotDeterminant() * drawCall.Deformable.LocalMatrix.RotDeterminant();
for (int32 segment = 0; segment < _instances.Count(); segment++)
{
auto& instance = _instances[segment];
if (!renderContext.View.CullingFrustum.Intersects(instance.Sphere))
continue;
drawCall.Deformable.Segment = (float)segment;
// Select a proper LOD index (model may be culled)
int32 lodIndex;
if (_forcedLod != -1)
{
lodIndex = _forcedLod;
}
else
{
lodIndex = RenderTools::ComputeModelLOD(model, instance.Sphere.Center, instance.Sphere.Radius, renderContext);
if (lodIndex == -1)
continue;
}
lodIndex += _lodBias + renderContext.View.ModelLODBias;
lodIndex = model->ClampLODIndex(lodIndex);
// Draw
const auto& lod = model->LODs[lodIndex];
for (int32 i = 0; i < lod.Meshes.Count(); i++)
{
const auto mesh = &lod.Meshes[i];
// Cache data
const auto& entry = Entries[mesh->GetMaterialSlotIndex()];
if (!entry.Visible || !mesh->IsInitialized())
continue;
const MaterialSlot& slot = model->MaterialSlots[mesh->GetMaterialSlotIndex()];
// Check if skip rendering
const auto shadowsMode = static_cast<ShadowsCastingMode>(entry.ShadowsMode & slot.ShadowsMode);
const auto drawModes = static_cast<DrawPass>(actorDrawModes & renderContext.View.GetShadowsDrawPassMask(shadowsMode));
if (drawModes == DrawPass::None)
continue;
// Select material
MaterialBase* material;
if (entry.Material && entry.Material->IsLoaded())
material = entry.Material;
else if (slot.Material && slot.Material->IsLoaded())
material = slot.Material;
else
material = nullptr;
if (!material || !material->IsDeformable())
continue;
// Submit draw call
mesh->GetDrawCallGeometry(drawCall);
drawCall.Material = material;
drawCall.WorldDeterminantSign = Math::FloatSelect(worldDeterminantSign * instance.RotDeterminant, 1, -1);
renderContext.List->AddDrawCall(drawModes, _staticFlags, drawCall, entry.ReceiveDecals);
}
}
}
void SplineModel::DrawGeneric(RenderContext& renderContext)
{
Draw(renderContext);
}
bool SplineModel::IntersectsItself(const Ray& ray, float& distance, Vector3& normal)
{
return false;
}
void SplineModel::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
ModelInstanceActor::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(SplineModel);
SERIALIZE_MEMBER(Quality, _quality);
SERIALIZE_MEMBER(BoundsScale, _boundsScale);
SERIALIZE_MEMBER(LODBias, _lodBias);
SERIALIZE_MEMBER(ForcedLOD, _forcedLod);
SERIALIZE(Model);
SERIALIZE(DrawModes);
stream.JKEY("Buffer");
stream.Object(&Entries, other ? &other->Entries : nullptr);
}
void SplineModel::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
ModelInstanceActor::Deserialize(stream, modifier);
DESERIALIZE_MEMBER(Quality, _quality);
DESERIALIZE_MEMBER(BoundsScale, _boundsScale);
DESERIALIZE_MEMBER(LODBias, _lodBias);
DESERIALIZE_MEMBER(ForcedLOD, _forcedLod);
DESERIALIZE(Model);
DESERIALIZE(DrawModes);
Entries.DeserializeIfExists(stream, "Buffer", modifier);
}
void SplineModel::OnTransformChanged()
{
// Base
ModelInstanceActor::OnTransformChanged();
OnSplineUpdated();
}

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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "ModelInstanceActor.h"
#include "Engine/Content/Assets/Model.h"
class Spline;
/// <summary>
/// Renders model over the spline segments.
/// </summary>
API_CLASS() class FLAXENGINE_API SplineModel : public ModelInstanceActor
{
DECLARE_SCENE_OBJECT(SplineModel);
private:
struct Instance
{
BoundingSphere Sphere;
float RotDeterminant;
};
float _boundsScale = 1.0f, _quality = 1.0f;
char _lodBias = 0;
char _forcedLod = -1;
bool _deformationDirty = false;
Array<Instance> _instances;
Spline* _spline = nullptr;
GPUBuffer* _deformationBuffer = nullptr;
void* _deformationBufferData = nullptr;
float _chunksPerSegment, _meshMinZ, _meshMaxZ;
public:
~SplineModel();
/// <summary>
/// The model asset to draw.
/// </summary>
API_FIELD(Attributes="EditorOrder(20), DefaultValue(null), EditorDisplay(\"Model\")")
AssetReference<Model> Model;
/// <summary>
/// The draw passes to use for rendering this object.
/// </summary>
API_FIELD(Attributes="EditorOrder(15), DefaultValue(DrawPass.Default), EditorDisplay(\"Model\")")
DrawPass DrawModes = DrawPass::Default;
/// <summary>
/// Gets the spline model quality scale. Higher values improve the spline representation (better tessellation) but reduce performance.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(11), DefaultValue(1.0f), EditorDisplay(\"Model\"), Limit(0.1f, 100.0f, 0.1f)")
float GetQuality() const;
/// <summary>
/// Sets the spline model quality scale. Higher values improve the spline representation (better tessellation) but reduce performance.
/// </summary>
API_PROPERTY() void SetQuality(float value);
/// <summary>
/// Gets the model bounds scale. It is useful when using Position Offset to animate the vertices of the object outside of its bounds.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(12), DefaultValue(1.0f), EditorDisplay(\"Model\"), Limit(0, 10.0f, 0.1f)")
float GetBoundsScale() const;
/// <summary>
/// Sets the model bounds scale. It is useful when using Position Offset to animate the vertices of the object outside of its bounds.
/// </summary>
API_PROPERTY() void SetBoundsScale(float value);
/// <summary>
/// Gets the model Level Of Detail bias value. Allows to increase or decrease rendered model quality.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(40), DefaultValue(0), Limit(-100, 100, 0.1f), EditorDisplay(\"Model\", \"LOD Bias\")")
int32 GetLODBias() const;
/// <summary>
/// Sets the model Level Of Detail bias value. Allows to increase or decrease rendered model quality.
/// </summary>
API_PROPERTY() void SetLODBias(int32 value);
/// <summary>
/// Gets the model forced Level Of Detail index. Allows to bind the given model LOD to show. Value -1 disables this feature.
/// </summary>
API_PROPERTY(Attributes="EditorOrder(50), DefaultValue(-1), Limit(-1, 100, 0.1f), EditorDisplay(\"Model\", \"Forced LOD\")")
int32 GetForcedLOD() const;
/// <summary>
/// Sets the model forced Level Of Detail index. Allows to bind the given model LOD to show. Value -1 disables this feature.
/// </summary>
API_PROPERTY() void SetForcedLOD(int32 value);
private:
void OnModelChanged();
void OnModelLoaded();
void OnSplineUpdated();
void UpdateDeformationBuffer();
public:
// [ModelInstanceActor]
bool HasContentLoaded() const override;
void Draw(RenderContext& renderContext) override;
void DrawGeneric(RenderContext& renderContext) override;
bool IntersectsItself(const Ray& ray, float& distance, Vector3& normal) override;
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
void OnParentChanged() override;
protected:
// [ModelInstanceActor]
void OnTransformChanged() override;
};