Remove deprecated asset data upgrades and old model vertex structures

This commit is contained in:
Wojtek Figat
2024-12-20 00:48:01 +01:00
parent 1bf29c042b
commit 9f648caac8
14 changed files with 18 additions and 3168 deletions

View File

@@ -97,55 +97,6 @@ void MeshData::InitFromModelVertices(ModelVertex19* vertices, uint32 verticesCou
}
}
void MeshData::InitFromModelVertices(ModelVertex18* vertices, uint32 verticesCount)
{
Positions.Resize(verticesCount, false);
UVs.Resize(verticesCount, false);
Normals.Resize(verticesCount, false);
Tangents.Resize(verticesCount, false);
BitangentSigns.Resize(0);
LightmapUVs.Resize(verticesCount, false);
Colors.Resize(0);
BlendIndices.Resize(0);
BlendWeights.Resize(0);
BlendShapes.Resize(0);
for (uint32 i = 0; i < verticesCount; i++)
{
Positions[i] = vertices->Position;
UVs[i] = vertices->TexCoord.ToFloat2();
Normals[i] = vertices->Normal.ToFloat3() * 2.0f - 1.0f;
Tangents[i] = vertices->Tangent.ToFloat3() * 2.0f - 1.0f;
LightmapUVs[i] = vertices->LightmapUVs.ToFloat2();
vertices++;
}
}
void MeshData::InitFromModelVertices(ModelVertex15* vertices, uint32 verticesCount)
{
Positions.Resize(verticesCount, false);
UVs.Resize(verticesCount, false);
Normals.Resize(verticesCount, false);
Tangents.Resize(verticesCount, false);
BitangentSigns.Resize(0);
LightmapUVs.Resize(0);
Colors.Resize(0);
BlendIndices.Resize(0);
BlendWeights.Resize(0);
BlendShapes.Resize(0);
for (uint32 i = 0; i < verticesCount; i++)
{
Positions[i] = vertices->Position;
UVs[i] = vertices->TexCoord.ToFloat2();
Normals[i] = vertices->Normal.ToFloat3() * 2.0f - 1.0f;
Tangents[i] = vertices->Tangent.ToFloat3() * 2.0f - 1.0f;
vertices++;
}
}
void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb1, uint32 verticesCount)
{
Positions.Resize(verticesCount, false);
@@ -210,31 +161,6 @@ void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb
}
}
void MeshData::InitFromModelVertices(VB0ElementType15* vb0, VB1ElementType15* vb1, uint32 verticesCount)
{
Positions.Resize(verticesCount, false);
UVs.Resize(verticesCount, false);
Normals.Resize(verticesCount, false);
Tangents.Resize(verticesCount, false);
BitangentSigns.Resize(0);
LightmapUVs.Resize(0, false);
Colors.Resize(0);
BlendIndices.Resize(0);
BlendWeights.Resize(0);
BlendShapes.Resize(0);
for (uint32 i = 0; i < verticesCount; i++)
{
Positions[i] = vb0->Position;
UVs[i] = vb1->TexCoord.ToFloat2();
Normals[i] = vb1->Normal.ToFloat3() * 2.0f - 1.0f;
Tangents[i] = vb1->Tangent.ToFloat3() * 2.0f - 1.0f;
vb0++;
vb1++;
}
}
void MeshData::SetIndexBuffer(void* data, uint32 indicesCount)
{
bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
@@ -339,19 +265,6 @@ bool MeshData::Pack2Model(WriteStream* stream) const
vb1.Tangent = Float1010102(tangent * 0.5f + 0.5f, static_cast<byte>(bitangentSign < 0 ? 1 : 0));
vb1.LightmapUVs = Half2(lightmapUV);
stream->WriteBytes(&vb1, sizeof(vb1));
// Pack TBN matrix into a quaternion
/*Quaternion quaternionTBN;
bool invertedHandednessTBN;
CalculateQuaternionFromTBN(tangent, bitangent, normal, &quaternionTBN, &invertedHandednessTBN);
quaternionTBN.Normalize();
uint32 packedQuaternionTBN = QuantizeNormalizedQuaternionWithHandedness(quaternionTBN, invertedHandednessTBN);
Float4 unpackedQuaternionTBN = Float4(quaternionTBN.X, quaternionTBN.Y, quaternionTBN.Z, ((invertedHandednessTBN ? 0.0f : 128.0f) + (127.0f * (quaternionTBN.W * 0.5f + 0.5f))) / 255.0f);
//lods.WriteUint32(packedQuaternionTBN);
//lods.WriteFloat4(unpackedQuaternionTBN);
*/
}
// Vertex Buffer 2