This commit is contained in:
thallard
2021-08-05 22:37:22 +02:00
23 changed files with 329 additions and 291 deletions

View File

@@ -241,7 +241,7 @@ namespace FlaxEditor.GUI.Docking
/// </summary>
public void FocusOrShow()
{
FocusOrShow((DockState)Editor.Instance.Options.Options.Interface.NewWindowMethod);
FocusOrShow((DockState)Editor.Instance.Options.Options.Interface.NewWindowLocation);
}
/// <summary>

View File

@@ -2,9 +2,9 @@
using System;
using FlaxEditor.Content;
using FlaxEditor.GUI.Docking;
using FlaxEditor.Windows;
using FlaxEngine;
using DockState = FlaxEditor.GUI.Docking.DockState;
namespace FlaxEditor.Modules
{
@@ -42,7 +42,6 @@ namespace FlaxEditor.Modules
var proxy = Editor.ContentDatabase.GetProxy(item);
if (proxy == null)
{
// Error
Editor.Log("Missing content proxy object for " + item);
return null;
}
@@ -58,24 +57,31 @@ namespace FlaxEditor.Modules
}
if (window != null && !disableAutoShow)
{
// Check if there is a floating window that has the same size
Vector2 defaultSize = window.DefaultSize;
for (var i = 0; i < Editor.UI.MasterPanel.FloatingPanels.Count; i++)
var newLocation = (DockState)Editor.Options.Options.Interface.NewWindowLocation;
if (newLocation == DockState.Float)
{
var win = Editor.UI.MasterPanel.FloatingPanels[i];
// Check if size is similar
if (Vector2.Abs(win.Size - defaultSize).LengthSquared < 100)
// Check if there is a floating window that has the same size
Vector2 defaultSize = window.DefaultSize;
for (var i = 0; i < Editor.UI.MasterPanel.FloatingPanels.Count; i++)
{
// Dock
window.Show(DockState.DockFill, win);
window.Focus();
return window;
}
}
var win = Editor.UI.MasterPanel.FloatingPanels[i];
// Show floating
window.ShowFloating(defaultSize);
// Check if size is similar
if (Vector2.Abs(win.Size - defaultSize).LengthSquared < 100)
{
// Dock
window.Show(DockState.DockFill, win);
window.Focus();
return window;
}
}
window.ShowFloating(defaultSize);
}
else
{
window.Show(newLocation);
}
}
return window;
@@ -122,7 +128,7 @@ namespace FlaxEditor.Modules
if (item is NewItem ni)
{
if (!ni.Proxy.IsFileNameValid(shortName))
{
{
hint = "Name does not follow " + ni.Proxy.Name + " name restrictions !";
return false;
}
@@ -131,7 +137,7 @@ namespace FlaxEditor.Modules
{
var proxy = Editor.ContentDatabase.GetProxy(item);
if (proxy != null && !proxy.IsFileNameValid(shortName))
{
{
hint = "Name does not follow " + proxy.Name + " name restrictions !";
return false;
}

View File

@@ -110,8 +110,8 @@ namespace FlaxEditor.Options
/// Gets or sets the method window opening.
/// </summary>
[DefaultValue(DockStateProxy.Float)]
[EditorDisplay("Interface", "Define The Opening Window Method"), EditorOrder(150), Tooltip("Define the opening method for new windows, open in a new tab by default.")]
public DockStateProxy NewWindowMethod { get; set; } = DockStateProxy.Float;
[EditorDisplay("Interface", "New Window Location"), EditorOrder(150), Tooltip("Define the opening method for new windows, open in a new tab by default.")]
public DockStateProxy NewWindowLocation { get; set; } = DockStateProxy.Float;
/// <summary>
/// Gets or sets the timestamps prefix mode for debug log messages.

View File

@@ -167,7 +167,7 @@ namespace FlaxEditor.Windows
/// </summary>
/// <param name="parent">The parent control.</param>
/// <param name="location">The location (within a given control).</param>
private void ShowContextMenu(Control parent, ref Vector2 location)
private void ShowContextMenu(Control parent, Vector2 location)
{
var contextMenu = CreateContextMenu();

View File

@@ -276,7 +276,7 @@ namespace FlaxEditor.Windows
if (!Editor.StateMachine.CurrentState.CanEditScene)
return;
ShowContextMenu(node, ref location);
ShowContextMenu(node, location);
}
/// <inheritdoc />
@@ -379,7 +379,7 @@ namespace FlaxEditor.Windows
{
// Show context menu
Editor.SceneEditing.Deselect();
ShowContextMenu(this, ref location);
ShowContextMenu(Parent, location + _searchBox.BottomLeft);
}
return true;

View File

@@ -5,16 +5,6 @@
#include "ModelBase.h"
#include "Engine/Graphics/Models/ModelLOD.h"
// Note: we use the first chunk as a header, next is the highest quality lod and then lower ones
//
// Example:
// Chunk 0: Header
// Chunk 1: LOD0
// Chunk 2: LOD1
// ..
//
#define MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
class Mesh;
class StreamModelLODTask;

View File

@@ -7,6 +7,16 @@
#include "Engine/Graphics/Models/MaterialSlot.h"
#include "Engine/Streaming/StreamableResource.h"
// Note: we use the first chunk as a header, next is the highest quality lod and then lower ones
//
// Example:
// Chunk 0: Header
// Chunk 1: LOD0
// Chunk 2: LOD1
// ..
//
#define MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
class MeshBase;
/// <summary>
@@ -58,7 +68,6 @@ public:
/// <summary>
/// Gets amount of the level of details in the model.
/// </summary>
/// <returns>Amount of the level of details in the model.</returns>
virtual int32 GetLODsCount() const = 0;
/// <summary>

View File

@@ -147,13 +147,13 @@ Array<String> SkinnedModel::GetBlendShapes()
ContentLoadTask* SkinnedModel::RequestLODDataAsync(int32 lodIndex)
{
const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
const int32 chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
return RequestChunkDataAsync(chunkIndex);
}
void SkinnedModel::GetLODData(int32 lodIndex, BytesContainer& data) const
{
const int32 chunkIndex = SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
const int32 chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(lodIndex);
GetChunkData(chunkIndex, data);
}
@@ -617,7 +617,7 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
}
// Override meshes data chunk with the fetched GPU meshes memory
auto lodChunk = GET_CHUNK(SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex));
auto lodChunk = GET_CHUNK(MODEL_LOD_TO_CHUNK_INDEX(lodIndex));
if (lodChunk == nullptr)
return true;
lodChunk->Data.Copy(meshesStream.GetHandle(), meshesStream.GetPosition());
@@ -631,7 +631,7 @@ bool SkinnedModel::Save(bool withMeshDataFromGpu, const StringView& path)
// Load all chunks with a mesh data
for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
{
if (LoadChunk(SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lodIndex)))
if (LoadChunk(MODEL_LOD_TO_CHUNK_INDEX(lodIndex)))
return true;
}
}

View File

@@ -9,16 +9,6 @@
class StreamSkinnedModelLODTask;
// Note: we use the first chunk as a header, next is the highest quality lod and then lower ones
//
// Example:
// Chunk 0: Header
// Chunk 1: LOD0
// Chunk 2: LOD1
// ..
//
#define SKINNED_MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
/// <summary>
/// Skinned model asset that contains model object made of meshes that can be rendered on the GPU using skeleton bones skinning.
/// </summary>

View File

@@ -12,9 +12,8 @@ StringView StringBuilder::ToStringView() const
StringView StringView::Empty;
StringView::StringView(const String& str)
: StringViewBase<Char>(str.Get(), str.Length())
{
_data = str.Get();
_length = str.Length();
}
bool StringView::operator==(const String& other) const
@@ -74,9 +73,8 @@ bool operator!=(const String& a, const StringView& b)
StringAnsiView StringAnsiView::Empty;
StringAnsiView::StringAnsiView(const StringAnsi& str)
: StringViewBase<char>(str.Get(), str.Length())
{
_data = str.Get();
_length = str.Length();
}
bool StringAnsiView::operator==(const StringAnsi& other) const

View File

@@ -18,9 +18,15 @@ protected:
int32 _length;
constexpr StringViewBase()
: _data(nullptr)
, _length(0)
{
}
constexpr StringViewBase(const T* data, int32 length)
: _data(data)
, _length(length)
{
_data = nullptr;
_length = 0;
}
public:
@@ -35,6 +41,16 @@ public:
ASSERT(index >= 0 && index <= _length);
return _data[index];
}
FORCE_INLINE StringViewBase& operator=(const StringViewBase& other)
{
if (this != &other)
{
_data = other._data;
_length = other._length;
}
return *this;
}
/// <summary>
/// Lexicographically tests how this string compares to the other given string.
@@ -194,6 +210,7 @@ public:
/// Initializes a new instance of the <see cref="StringView"/> class.
/// </summary>
constexpr StringView()
: StringViewBase<Char>()
{
}
@@ -208,9 +225,8 @@ public:
/// </summary>
/// <param name="str">The reference to the static string.</param>
constexpr StringView(const StringView& str)
: StringViewBase<Char>(str._data, str._length)
{
_data = str._data;
_length = str._length;
}
/// <summary>
@@ -229,9 +245,8 @@ public:
/// <param name="str">The characters sequence.</param>
/// <param name="length">The characters sequence length (excluding null-terminator character).</param>
constexpr StringView(const Char* str, int32 length)
: StringViewBase<Char>(str, length)
{
_data = str;
_length = length;
}
public:
@@ -248,21 +263,6 @@ public:
return *this;
}
/// <summary>
/// Assigns the static string.
/// </summary>
/// <param name="other">The other object.</param>
/// <returns>The reference to this object.</returns>
FORCE_INLINE constexpr StringView& operator=(const StringView& other)
{
if (this != &other)
{
_data = other._data;
_length = other._length;
}
return *this;
}
/// <summary>
/// Lexicographically test whether this string is equivalent to the other given string (case sensitive).
/// </summary>
@@ -399,6 +399,7 @@ public:
/// Initializes a new instance of the <see cref="StringView"/> class.
/// </summary>
constexpr StringAnsiView()
: StringViewBase<char>()
{
}
@@ -413,9 +414,8 @@ public:
/// </summary>
/// <param name="str">The reference to the static string.</param>
constexpr StringAnsiView(const StringAnsiView& str)
: StringViewBase<char>(str._data, str._length)
{
_data = str._data;
_length = str._length;
}
/// <summary>
@@ -434,9 +434,8 @@ public:
/// <param name="str">The characters sequence.</param>
/// <param name="length">The characters sequence length (excluding null-terminator character).</param>
constexpr StringAnsiView(const char* str, int32 length)
: StringViewBase<char>(str, length)
{
_data = str;
_length = length;
}
public:
@@ -453,21 +452,6 @@ public:
return *this;
}
/// <summary>
/// Assigns the static string.
/// </summary>
/// <param name="other">The other object.</param>
/// <returns>The reference to this object.</returns>
FORCE_INLINE constexpr StringAnsiView& operator=(const StringAnsiView& other)
{
if (this != &other)
{
_data = other._data;
_length = other._length;
}
return *this;
}
/// <summary>
/// Lexicographically test whether this string is equivalent to the other given string (case sensitive).
/// </summary>

View File

@@ -78,11 +78,11 @@ void BlendShapesInstance::Update(SkinnedModel* skinnedModel)
if (!instance.IsUsed)
continue;
const SkinnedMesh* mesh = e.Key;
const int32 vertexCount = mesh->GetVertexCount();
// Get skinned mesh vertex buffer data (original, cached on CPU)
BytesContainer vertexBuffer;
if (mesh->DownloadDataCPU(MeshBufferType::Vertex0, vertexBuffer))
int32 vertexCount;
if (mesh->DownloadDataCPU(MeshBufferType::Vertex0, vertexBuffer, vertexCount))
{
// Don't use this mesh if failed to get it's vertices data
instance.IsUsed = false;

View File

@@ -7,7 +7,7 @@
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Threading/Threading.h"
@@ -293,6 +293,9 @@ bool Mesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* vb1, void* v
_triangles = triangles;
_vertices = vertices;
_use16BitIndexBuffer = use16BitIndexBuffer;
_cachedVertexBuffer[0].Clear();
_cachedVertexBuffer[1].Clear();
_cachedVertexBuffer[2].Clear();
return false;
@@ -314,6 +317,10 @@ void Mesh::Unload()
_triangles = 0;
_vertices = 0;
_use16BitIndexBuffer = false;
_cachedIndexBuffer.Resize(0);
_cachedVertexBuffer[0].Clear();
_cachedVertexBuffer[1].Clear();
_cachedVertexBuffer[2].Clear();
}
bool Mesh::Intersects(const Ray& ray, const Matrix& world, float& distance, Vector3& normal) const
@@ -506,13 +513,94 @@ Task* Mesh::DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) co
return buffer ? buffer->DownloadDataAsync(result) : nullptr;
}
bool Mesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result) const
bool Mesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const
{
#if !BUILD_RELEASE
// TODO: implement this
LOG(Error, "Mesh::DownloadDataCPU not implemented.");
#endif
return true;
if (_cachedVertexBuffer[0].IsEmpty())
{
PROFILE_CPU();
auto model = GetModel();
ScopeLock lock(model->Locker);
if (model->IsVirtual())
{
LOG(Error, "Cannot access CPU data of virtual models. Use GPU data download");
return true;
}
// Fetch chunk with data from drive/memory
const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(GetLODIndex());
if (model->LoadChunk(chunkIndex))
return true;
const auto chunk = model->GetChunk(chunkIndex);
if (!chunk)
{
LOG(Error, "Missing chunk.");
return true;
}
MemoryReadStream stream(chunk->Get(), chunk->Size());
// Seek to find mesh location
for (int32 i = 0; i <= _index; i++)
{
// #MODEL_DATA_FORMAT_USAGE
uint32 vertices;
stream.ReadUint32(&vertices);
uint32 triangles;
stream.ReadUint32(&triangles);
uint32 indicesCount = triangles * 3;
bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
if (vertices == 0 || triangles == 0)
{
LOG(Error, "Invalid mesh data.");
return true;
}
auto vb0 = stream.Read<VB0ElementType>(vertices);
auto vb1 = stream.Read<VB1ElementType>(vertices);
bool hasColors = stream.ReadBool();
VB2ElementType18* vb2 = nullptr;
if (hasColors)
{
vb2 = stream.Read<VB2ElementType18>(vertices);
}
auto ib = stream.Read<byte>(indicesCount * ibStride);
if (i != _index)
continue;
// Cache mesh data
_cachedIndexBufferCount = indicesCount;
_cachedIndexBuffer.Set(ib, indicesCount * ibStride);
_cachedVertexBuffer[0].Set((const byte*)vb0, vertices * sizeof(VB0ElementType));
_cachedVertexBuffer[1].Set((const byte*)vb1, vertices * sizeof(VB1ElementType));
if (hasColors)
_cachedVertexBuffer[2].Set((const byte*)vb2, vertices * sizeof(VB2ElementType));
break;
}
}
switch (type)
{
case MeshBufferType::Index:
result.Link(_cachedIndexBuffer);
count = _cachedIndexBufferCount;
break;
case MeshBufferType::Vertex0:
result.Link(_cachedVertexBuffer[0]);
count = _cachedVertexBuffer[0].Count() / sizeof(VB0ElementType);
break;
case MeshBufferType::Vertex1:
result.Link(_cachedVertexBuffer[1]);
count = _cachedVertexBuffer[1].Count() / sizeof(VB1ElementType);
break;
case MeshBufferType::Vertex2:
result.Link(_cachedVertexBuffer[2]);
count = _cachedVertexBuffer[2].Count() / sizeof(VB2ElementType);
break;
default:
return true;
}
return false;
}
ScriptingObject* Mesh::GetParentModel()
@@ -645,145 +733,50 @@ bool Mesh::DownloadBuffer(bool forceGpu, MonoArray* resultObj, int32 typeI)
}
}
// Check if load data from GPU
MeshBufferType bufferType;
switch (type)
{
case InternalBufferType::VB0:
bufferType = MeshBufferType::Vertex0;
break;
case InternalBufferType::VB1:
bufferType = MeshBufferType::Vertex1;
break;
case InternalBufferType::VB2:
bufferType = MeshBufferType::Vertex2;
break;
case InternalBufferType::IB16:
case InternalBufferType::IB32:
bufferType = MeshBufferType::Index;
break;
default:
return true;
}
BytesContainer data;
if (forceGpu)
{
MeshBufferType bufferType;
switch (type)
{
case InternalBufferType::VB0:
bufferType = MeshBufferType::Vertex0;
break;
case InternalBufferType::VB1:
bufferType = MeshBufferType::Vertex1;
break;
case InternalBufferType::VB2:
bufferType = MeshBufferType::Vertex2;
break;
case InternalBufferType::IB16:
case InternalBufferType::IB32:
bufferType = MeshBufferType::Index;
break;
default: CRASH;
return true;
}
// Get data from GPU
// TODO: support reusing the input memory buffer to perform a single copy from staging buffer to the input CPU buffer
BytesContainer data;
auto task = mesh->DownloadDataGPUAsync(bufferType, data);
if (task == nullptr)
return true;
model->Locker.Unlock();
task->Start();
model->Locker.Unlock();
if (task->Wait())
{
LOG(Error, "Task failed.");
return true;
}
ConvertMeshData(mesh, type, resultObj, data.Get());
model->Locker.Lock();
return false;
}
// Get data from drive/memory
else
{
// Fetch chunk with data
const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(mesh->GetLODIndex());
if (model->LoadChunk(chunkIndex))
// Get data from CPU
int32 count;
if (DownloadDataCPU(bufferType, data, count))
return true;
const auto chunk = model->GetChunk(chunkIndex);
if (!chunk)
{
LOG(Error, "Missing chunk.");
return true;
}
MemoryReadStream stream(chunk->Get(), chunk->Size());
// Seek to find mesh location
for (int32 i = 0; i < mesh->GetIndex(); i++)
{
// #MODEL_DATA_FORMAT_USAGE
uint32 vertices;
stream.ReadUint32(&vertices);
uint32 triangles;
stream.ReadUint32(&triangles);
uint32 indicesCount = triangles * 3;
bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
if (vertices == 0 || triangles == 0)
{
LOG(Error, "Invalid mesh data.");
return true;
}
auto vb0 = stream.Read<VB0ElementType>(vertices);
auto vb1 = stream.Read<VB1ElementType>(vertices);
bool hasColors = stream.ReadBool();
VB2ElementType18* vb2 = nullptr;
if (hasColors)
{
vb2 = stream.Read<VB2ElementType18>(vertices);
}
auto ib = stream.Read<byte>(indicesCount * ibStride);
}
// Get mesh data
void* data = nullptr;
{
// #MODEL_DATA_FORMAT_USAGE
uint32 vertices;
stream.ReadUint32(&vertices);
uint32 triangles;
stream.ReadUint32(&triangles);
uint32 indicesCount = triangles * 3;
bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
if (vertices == 0 || triangles == 0)
{
LOG(Error, "Invalid mesh data.");
return true;
}
auto vb0 = stream.Read<VB0ElementType>(vertices);
auto vb1 = stream.Read<VB1ElementType>(vertices);
bool hasColors = stream.ReadBool();
VB2ElementType18* vb2 = nullptr;
if (hasColors)
{
vb2 = stream.Read<VB2ElementType18>(vertices);
}
auto ib = stream.Read<byte>(indicesCount * ibStride);
if (mesh->HasVertexColors() != hasColors || mesh->Use16BitIndexBuffer() != use16BitIndexBuffer)
{
LOG(Error, "Invalid mesh data loaded from chunk.");
return true;
}
switch (type)
{
case InternalBufferType::VB0:
data = vb0;
break;
case InternalBufferType::VB1:
data = vb1;
break;
case InternalBufferType::VB2:
data = vb2;
break;
case InternalBufferType::IB16:
case InternalBufferType::IB32:
data = ib;
break;
}
}
ConvertMeshData(mesh, type, resultObj, data);
}
ConvertMeshData(mesh, type, resultObj, data.Get());
return false;
}

View File

@@ -22,6 +22,7 @@ API_CLASS(NoSpawn) class FLAXENGINE_API Mesh : public MeshBase
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(Mesh, MeshBase);
protected:
int32 _index;
int32 _lodIndex;
bool _hasLightmapUVs;
@@ -30,8 +31,12 @@ protected:
#if USE_PRECISE_MESH_INTERSECTS
CollisionProxy _collisionProxy;
#endif
mutable Array<byte> _cachedVertexBuffer[3];
mutable Array<byte> _cachedIndexBuffer;
mutable int32 _cachedIndexBufferCount;
public:
Mesh(const Mesh& other)
: Mesh()
{
@@ -46,6 +51,7 @@ public:
~Mesh();
public:
/// <summary>
/// Gets the model owning this mesh.
/// </summary>
@@ -92,7 +98,6 @@ public:
/// <summary>
/// Determines whether this mesh is initialized (has vertex and index buffers initialized).
/// </summary>
/// <returns>True if this instance is initialized, otherwise false.</returns>
FORCE_INLINE bool IsInitialized() const
{
return _vertexBuffers[0] != nullptr;
@@ -101,13 +106,11 @@ public:
/// <summary>
/// Determines whether this mesh has a vertex colors buffer.
/// </summary>
/// <returns>True if this mesh has a vertex colors buffers.</returns>
API_PROPERTY() bool HasVertexColors() const;
/// <summary>
/// Determines whether this mesh contains valid lightmap texture coordinates data.
/// </summary>
/// <returns>True if this mesh has a vertex colors buffers.</returns>
API_PROPERTY() FORCE_INLINE bool HasLightmapUVs() const
{
return _hasLightmapUVs;
@@ -118,7 +121,6 @@ public:
/// <summary>
/// Gets the collision proxy used by the mesh.
/// </summary>
/// <returns>The collisions proxy container object reference.</returns>
FORCE_INLINE const CollisionProxy& GetCollisionProxy() const
{
return _collisionProxy;
@@ -127,6 +129,7 @@ public:
#endif
public:
/// <summary>
/// Updates the model mesh (used by the virtual models created with Init rather than Load).
/// </summary>
@@ -205,6 +208,7 @@ public:
bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, Vector3* vertices, uint32* triangles, Vector3* normals = nullptr, Vector3* tangents = nullptr, Vector2* uvs = nullptr, Color32* colors = nullptr);
public:
/// <summary>
/// Updates the model mesh index buffer (used by the virtual models created with Init rather than Load).
/// </summary>
@@ -237,6 +241,7 @@ public:
bool UpdateTriangles(uint32 triangleCount, void* ib, bool use16BitIndices);
public:
/// <summary>
/// Initializes instance of the <see cref="Mesh"/> class.
/// </summary>
@@ -268,6 +273,7 @@ public:
void Unload();
public:
/// <summary>
/// Determines if there is an intersection between the mesh and a ray in given world
/// </summary>
@@ -288,6 +294,7 @@ public:
}
public:
/// <summary>
/// Gets the draw call geometry for this mesh. Sets the index and vertex buffers.
/// </summary>
@@ -387,12 +394,14 @@ public:
void Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const;
public:
// [MeshBase]
bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override;
Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const override;
bool DownloadDataCPU(MeshBufferType type, BytesContainer& result) const override;
bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const override;
private:
// Internal bindings
API_FUNCTION(NoProxy) ScriptingObject* GetParentModel();
API_FUNCTION(NoProxy) bool UpdateMeshInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj);

View File

@@ -45,7 +45,6 @@ public:
/// <summary>
/// Gets the triangle count.
/// </summary>
/// <returns>The triangles</returns>
API_PROPERTY() FORCE_INLINE int32 GetTriangleCount() const
{
return _triangles;
@@ -54,7 +53,6 @@ public:
/// <summary>
/// Gets the vertex count.
/// </summary>
/// <returns>The vertices</returns>
API_PROPERTY() FORCE_INLINE int32 GetVertexCount() const
{
return _vertices;
@@ -63,7 +61,6 @@ public:
/// <summary>
/// Gets the box.
/// </summary>
/// <returns>The bounding box.</returns>
API_PROPERTY() FORCE_INLINE const BoundingBox& GetBox() const
{
return _box;
@@ -72,7 +69,6 @@ public:
/// <summary>
/// Gets the sphere.
/// </summary>
/// <returns>The bounding sphere.</returns>
API_PROPERTY() FORCE_INLINE const BoundingSphere& GetSphere() const
{
return _sphere;
@@ -129,6 +125,7 @@ public:
/// </summary>
/// <param name="type">Buffer type</param>
/// <param name="result">The result data</param>
/// <param name="count">The amount of items inside the result buffer.</param>
/// <returns>True if failed, otherwise false</returns>
virtual bool DownloadDataCPU(MeshBufferType type, BytesContainer& result) const = 0;
virtual bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const = 0;
};

View File

@@ -227,16 +227,21 @@ Task* SkinnedMesh::DownloadDataGPUAsync(MeshBufferType type, BytesContainer& res
return buffer ? buffer->DownloadDataAsync(result) : nullptr;
}
bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result) const
bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const
{
if (_cachedVertexBuffer.IsEmpty())
{
PROFILE_CPU();
auto model = GetSkinnedModel();
ScopeLock lock(model->Locker);
if (model->IsVirtual())
{
LOG(Error, "Cannot access CPU data of virtual models. Use GPU data download");
return true;
}
// Fetch chunk with data from drive/memory
const auto chunkIndex = _lodIndex + 1;
const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(_lodIndex);
if (model->LoadChunk(chunkIndex))
return true;
const auto chunk = model->GetChunk(chunkIndex);
@@ -283,6 +288,7 @@ bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result) c
continue;
// Cache mesh data
_cachedIndexBufferCount = indicesCount;
_cachedIndexBuffer.Set(ib, indicesCount * ibStride);
_cachedVertexBuffer.Set((const byte*)vb0, vertices * sizeof(VB0SkinnedElementType));
break;
@@ -293,9 +299,11 @@ bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result) c
{
case MeshBufferType::Index:
result.Link(_cachedIndexBuffer);
count = _cachedIndexBufferCount;
break;
case MeshBufferType::Vertex0:
result.Link(_cachedVertexBuffer);
count = _cachedVertexBuffer.Count() / sizeof(VB0SkinnedElementType);
break;
default:
return true;
@@ -533,16 +541,19 @@ bool SkinnedMesh::DownloadBuffer(bool forceGpu, MonoArray* resultObj, int32 type
if (task == nullptr)
return true;
task->Start();
model->Locker.Unlock();
if (task->Wait())
{
LOG(Error, "Task failed.");
return true;
}
model->Locker.Lock();
}
else
{
// Get data from CPU
if (DownloadDataCPU(bufferType, data))
int32 count;
if (DownloadDataCPU(bufferType, data, count))
return true;
}

View File

@@ -25,6 +25,7 @@ protected:
GPUBuffer* _indexBuffer;
mutable Array<byte> _cachedIndexBuffer;
mutable Array<byte> _cachedVertexBuffer;
mutable int32 _cachedIndexBufferCount;
public:
@@ -46,7 +47,6 @@ public:
/// <summary>
/// Gets the skinned model owning this mesh.
/// </summary>
/// <returns>The skinned model</returns>
FORCE_INLINE SkinnedModel* GetSkinnedModel() const
{
return (SkinnedModel*)_model;
@@ -55,7 +55,6 @@ public:
/// <summary>
/// Gets the mesh index.
/// </summary>
/// <returns>The index</returns>
FORCE_INLINE int32 GetIndex() const
{
return _index;
@@ -64,7 +63,6 @@ public:
/// <summary>
/// Determines whether this mesh is initialized (has vertex and index buffers initialized).
/// </summary>
/// <returns>True if this instance is initialized, otherwise false.</returns>
FORCE_INLINE bool IsInitialized() const
{
return _vertexBuffer != nullptr;
@@ -241,7 +239,7 @@ public:
// [MeshBase]
bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override;
Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const override;
bool DownloadDataCPU(MeshBufferType type, BytesContainer& result) const override;
bool DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const override;
private:

View File

@@ -425,16 +425,19 @@ class UnloadSceneAction : public SceneAction
{
public:
Scene* TargetScene;
Guid TargetScene;
UnloadSceneAction(Scene* scene)
{
TargetScene = scene;
TargetScene = scene->GetID();
}
bool Do() const override
{
return unloadScene(TargetScene);
auto scene = Scripting::FindObject<Scene>(TargetScene);
if (!scene)
return true;
return unloadScene(scene);
}
};
@@ -1344,6 +1347,7 @@ bool Level::UnloadScene(Scene* scene)
void Level::UnloadSceneAsync(Scene* scene)
{
CHECK(scene);
ScopeLock lock(_sceneActionsLocker);
_sceneActions.Enqueue(New<UnloadSceneAction>(scene));
}

View File

@@ -168,14 +168,6 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
}
else
{
// Model data gather requires to use async tasks (main thread cannot stall)
// TODO: if asset is not virtual then maybe use the asset container and read raw bytes from file??
if (IsInMainThread())
{
LOG(Warning, "Cannot generate collision data on a main thread.");
return true;
}
// Ensure model is loaded
if (arg.Model == nullptr)
{
@@ -193,51 +185,100 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
Array<MeshBase*> meshes;
arg.Model->GetMeshes(meshes, lodIndex);
// Download model LOD data from the GPU.
// It's easier than reading internal, versioned mesh storage format.
// Also it works with virtual assets that have no dedicated storage.
// Note: request all meshes data at once and wait for the tasks to be done.
// Get mesh data
const int32 meshesCount = meshes.Count();
Array<BytesContainer> vertexBuffers;
Array<BytesContainer> indexBuffers;
Array<int32> vertexCounts;
Array<int32> indexCounts;
vertexBuffers.Resize(meshesCount);
vertexCounts.Resize(meshesCount);
indexBuffers.Resize(needIndexBuffer ? meshesCount : 0);
// Start tasks
int32 vCount = 0;
int32 iCount = 0;
Array<Task*> tasks(meshesCount + meshesCount);
for (int32 i = 0; i < meshesCount; i++)
indexCounts.Resize(needIndexBuffer ? meshesCount : 0);
bool useCpuData = IsInMainThread() && !arg.Model->IsVirtual();
if (!useCpuData)
{
const auto& mesh = *meshes[i];
if ((arg.MaterialSlotsMask & (1 << mesh.GetMaterialSlotIndex())) == 0)
continue;
auto task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex0, vertexBuffers[i]);
if (task == nullptr)
return true;
task->Start();
tasks.Add(task);
vCount += mesh.GetVertexCount();
if (needIndexBuffer)
// If mesh data is already cached in memory then we could use it instead of GPU
useCpuData |= arg.Model->HasChunkLoaded(MODEL_LOD_TO_CHUNK_INDEX(lodIndex));
}
if (useCpuData)
{
// Read directly from the asset storage
for (int32 i = 0; i < meshesCount; i++)
{
task = mesh.DownloadDataGPUAsync(MeshBufferType::Index, indexBuffers[i]);
if (task == nullptr)
const auto& mesh = *meshes[i];
if ((arg.MaterialSlotsMask & (1 << mesh.GetMaterialSlotIndex())) == 0)
continue;
int32 count;
if (mesh.DownloadDataCPU(MeshBufferType::Vertex0, vertexBuffers[i], count))
{
LOG(Error, "Failed to download mesh {0} data from model {1} LOD{2}", i, arg.Model.ToString(), lodIndex);
return true;
task->Start();
tasks.Add(task);
iCount += mesh.GetTriangleCount() * 3;
}
vertexCounts[i] = count;
if (needIndexBuffer)
{
if (mesh.DownloadDataCPU(MeshBufferType::Index, indexBuffers[i], count))
{
LOG(Error, "Failed to download mesh {0} data from model {1} LOD{2}", i, arg.Model.ToString(), lodIndex);
return true;
}
indexCounts[i] = count;
}
}
}
else
{
// Download model LOD data from the GPU.
// It's easier than reading internal, versioned mesh storage format.
// Also it works with virtual assets that have no dedicated storage.
// Note: request all meshes data at once and wait for the tasks to be done.
Array<Task*> tasks(meshesCount + meshesCount);
for (int32 i = 0; i < meshesCount; i++)
{
const auto& mesh = *meshes[i];
if ((arg.MaterialSlotsMask & (1 << mesh.GetMaterialSlotIndex())) == 0)
continue;
// Wait for tasks
if (Task::WaitAll(tasks))
return true;
tasks.Resize(0);
auto task = mesh.DownloadDataGPUAsync(MeshBufferType::Vertex0, vertexBuffers[i]);
if (task == nullptr)
{
LOG(Error, "Failed to download mesh {0} data from model {1} LOD{2}", i, arg.Model.ToString(), lodIndex);
return true;
}
int32 count = mesh.GetVertexCount();
task->Start();
tasks.Add(task);
vertexCounts[i] = count;
if (needIndexBuffer)
{
task = mesh.DownloadDataGPUAsync(MeshBufferType::Index, indexBuffers[i]);
if (task == nullptr)
{
LOG(Error, "Failed to download mesh {0} data from model {1} LOD{2}", i, arg.Model.ToString(), lodIndex);
return true;
}
count = mesh.GetTriangleCount() * 3;
task->Start();
tasks.Add(task);
indexCounts[i] = count;
}
}
if (Task::WaitAll(tasks))
return true;
}
// Combine meshes into one
int32 vCount = 0;
for (int32 i = 0; i < vertexCounts.Count(); i++)
vCount += vertexCounts[0];
finalVertexData.Allocate(vCount);
int32 iCount = 0;
for (int32 i = 0; i < indexCounts.Count(); i++)
iCount += indexCounts[0];
finalIndexData.Allocate(iCount);
int32 vertexCounter = 0, indexCounter = 0;
for (int32 i = 0; i < meshesCount; i++)
@@ -248,15 +289,15 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
const auto& vData = vertexBuffers[i];
const int32 firstVertexIndex = vertexCounter;
const int32 vertexCount = mesh.GetVertexCount();
const int32 vertexCount = vertexCounts[i];
Platform::MemoryCopy(finalVertexData.Get() + firstVertexIndex, vData.Get(), vertexCount * sizeof(Vector3));
vertexCounter += vertexCount;
if (needIndexBuffer)
{
const auto& iData = indexBuffers[i];
const int32 indexCount = mesh.GetTriangleCount() * 3;
if (mesh.Use16BitIndexBuffer())
const int32 indexCount = indexCounts[i];
if (iData.Length() / indexCount == sizeof(uint16))
{
auto dst = finalIndexData.Get() + indexCounter;
auto src = iData.Get<uint16>();

View File

@@ -197,13 +197,13 @@ public:
#if COMPILE_WITH_PHYSICS_COOKING
/// <summary>
/// Cooks the mesh collision data and updates the virtual asset. action cannot be performed on a main thread.
/// Cooks the mesh collision data and updates the virtual asset.
/// </summary>
/// <remarks>
/// Can be used only for virtual assets (see <see cref="Asset.IsVirtual"/> and <see cref="Content.CreateVirtualAsset{T}"/>).
/// </remarks>
/// <param name="type">The collision data type.</param>
/// <param name="model">The source model.</param>
/// <param name="model">The source model. If model is virtual then this method cannot be called from the main thread.</param>
/// <param name="modelLodIndex">The source model LOD index.</param>
/// <param name="materialSlotsMask">The source model material slots mask. One bit per-slot. Can be used to exclude particular material slots from collision cooking.</param>
/// <param name="convexFlags">The convex mesh generation flags.</param>

View File

@@ -206,7 +206,7 @@ void LightPass::RenderLight(RenderContext& renderContext, GPUTextureView* lightB
// Bind output
GPUTexture* depthBuffer = renderContext.Buffers->DepthBuffer;
const bool depthBufferReadOnly = depthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView;
const bool depthBufferReadOnly = (depthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView) != 0;
GPUTextureView* depthBufferRTV = depthBufferReadOnly ? depthBuffer->ViewReadOnlyDepth() : nullptr;
GPUTextureView* depthBufferSRV = depthBufferReadOnly ? depthBuffer->ViewReadOnlyDepth() : depthBuffer->View();
context->SetRenderTarget(depthBufferRTV, lightBuffer);

View File

@@ -18,7 +18,11 @@
#include "../rapidjson.h"
#if defined(_MSC_VER) && defined(_M_AMD64)
#include <intrin0.h> // for _umul128
#if _MSC_VER <= 1900
#include <intrin.h>
#else
#include <intrin0.h>
#endif
#pragma intrinsic(_umul128)
#endif

View File

@@ -22,7 +22,11 @@
#include "../rapidjson.h"
#if defined(_MSC_VER) && defined(_M_AMD64)
#if _MSC_VER <= 1900
#include <intrin.h>
#else
#include <intrin0.h>
#endif
#pragma intrinsic(_BitScanReverse64)
#pragma intrinsic(_umul128)
#endif