Add support for up to 4 texture channels when importing meshes

#2667
This commit is contained in:
Wojtek Figat
2025-01-11 22:40:20 +01:00
parent 756ba0a533
commit a1c46d2e6e
31 changed files with 427 additions and 475 deletions

View File

@@ -514,7 +514,7 @@ VertexOutput VS_Model(ModelInput input, uint particleIndex : SV_InstanceID)
output.Position = mul(float4(output.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.TexCoord = input.TexCoord;
output.TexCoord = input.TexCoord0;
output.ParticleIndex = particleIndex;
#if USE_VERTEX_COLOR
output.VertexColor = input.Color;

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@@ -2,6 +2,7 @@
// Version: @0
#define MATERIAL 1
#define MATERIAL_TEXCOORDS 4
#define USE_PER_VIEW_CONSTANTS 1
#define USE_PER_DRAW_CONSTANTS 1
@3
@@ -24,17 +25,19 @@ Buffer<float4> BoneMatrices : register(t1);
Buffer<float4> PrevBoneMatrices : register(t2);
#endif
#endif
// Geometry data passed though the graphics rendering stages up to the pixel shader
struct GeometryData
{
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
float4 TexCoords01 : TEXCOORD1;
float4 TexCoords23 : TEXCOORD2;
float2 LightmapUV : TEXCOORD3;
#if USE_VERTEX_COLOR
half4 VertexColor : COLOR;
#endif
float3 WorldNormal : TEXCOORD3;
float4 WorldTangent : TEXCOORD4;
float3 WorldNormal : TEXCOORD4;
float4 WorldTangent : TEXCOORD5;
float3 PrevWorldPosition : TEXCOORD7;
nointerpolation uint ObjectIndex : TEXCOORD8;
};
@@ -68,7 +71,7 @@ struct MaterialInput
{
float3 WorldPosition;
float TwoSidedSign;
float2 TexCoord;
float2 TexCoords[MATERIAL_TEXCOORDS];
#if USE_LIGHTMAP
float2 LightmapUV;
#endif
@@ -86,12 +89,18 @@ struct MaterialInput
#endif
};
// Map access to the main texure coordinate channel as UV0
#define TexCoord TexCoords[0]
// Extracts geometry data to the material input
MaterialInput GetGeometryMaterialInput(GeometryData geometry)
{
MaterialInput output = (MaterialInput)0;
output.WorldPosition = geometry.WorldPosition;
output.TexCoord = geometry.TexCoord;
output.TexCoords[0] = geometry.TexCoords01.xy;
output.TexCoords[1] = geometry.TexCoords01.zw;
output.TexCoords[2] = geometry.TexCoords23.xy;
output.TexCoords[3] = geometry.TexCoords23.zw;
#if USE_LIGHTMAP
output.LightmapUV = geometry.LightmapUV;
#endif
@@ -126,8 +135,8 @@ MaterialInput GetGeometryMaterialInput(GeometryData geometry)
GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, float w1, GeometryData p2, float w2)
{
GeometryData output = (GeometryData)0;
output.TexCoord = p0.TexCoord * w0 + p1.TexCoord * w1 + p2.TexCoord * w2;
output.LightmapUV = p0.LightmapUV * w0 + p1.LightmapUV * w1 + p2.LightmapUV * w2;
output.TexCoords01 = p0.TexCoords01 * w0 + p1.TexCoords01 * w1 + p2.TexCoords01 * w2;
output.TexCoords23 = p0.TexCoords23 * w0 + p1.TexCoords23 * w1 + p2.TexCoords23 * w2;
#if USE_VERTEX_COLOR
output.VertexColor = p0.VertexColor * w0 + p1.VertexColor * w1 + p2.VertexColor * w2;
#endif
@@ -312,14 +321,15 @@ VertexOutput VS(ModelInput input)
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.Geometry.TexCoord = input.TexCoord;
output.Geometry.TexCoords01 = float4(input.TexCoord0, input.TexCoord1);
output.Geometry.TexCoords23 = float4(input.TexCoord2, input.TexCoord3);
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = input.Color;
#endif
#if CAN_USE_LIGHTMAP
output.Geometry.LightmapUV = input.LightmapUV * object.LightmapArea.zw + object.LightmapArea.xy;
#else
output.Geometry.LightmapUV = input.LightmapUV;
output.Geometry.LightmapUV = float2(0, 0);
#endif
// Calculate tanget space to world space transformation matrix for unit vectors
@@ -486,9 +496,10 @@ VertexOutput VS_Skinned(ModelInput_Skinned input)
output.Position = mul(float4(output.Geometry.WorldPosition, 1), ViewProjectionMatrix);
// Pass vertex attributes
output.Geometry.TexCoord = input.TexCoord;
output.Geometry.TexCoords01 = float4(input.TexCoord0, input.TexCoord1);
output.Geometry.TexCoords23 = float4(input.TexCoord2, input.TexCoord3);
#if USE_VERTEX_COLOR
output.Geometry.VertexColor = float4(0, 0, 0, 1);
output.Geometry.VertexColor = input.Color;
#endif
output.Geometry.LightmapUV = float2(0, 0);

View File

@@ -123,9 +123,15 @@ namespace FlaxEditor.Surface.Archetypes
AlternativeTitles = new string[] { "UV", "UVs" },
Description = "Texture coordinates",
Flags = NodeFlags.MaterialGraph,
Size = new Float2(110, 30),
Size = new Float2(150, 30),
DefaultValues = new object[]
{
0u
},
Elements = new[]
{
NodeElementArchetype.Factory.Text(0, 1, "Channel:"),
NodeElementArchetype.Factory.UnsignedInteger(50, 0, 0, -1, 0, 3),
NodeElementArchetype.Factory.Output(0, "UVs", typeof(Float2), 0)
}
},

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@@ -93,6 +93,118 @@ namespace FlaxEditor.Windows.Assets
}
}
protected class UVsPropertiesProxyBase : PropertiesProxyBase
{
public enum UVChannel
{
None,
TexCoord0,
TexCoord1,
TexCoord2,
TexCoord3,
LightmapUVs,
};
private UVChannel _uvChannel = UVChannel.None;
[EditorOrder(0), EditorDisplay(null, "Preview UV Channel"), EnumDisplay(EnumDisplayAttribute.FormatMode.None)]
[Tooltip("Set UV channel to preview.")]
public UVChannel Channel
{
get => _uvChannel;
set
{
if (_uvChannel == value)
return;
_uvChannel = value;
Window._meshData?.RequestMeshData(Window._asset);
}
}
[EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs), VisibleIf("ShowUVs")]
[Tooltip("Level Of Detail index to preview UVs layout.")]
public int LOD = 0;
[EditorOrder(2), EditorDisplay(null, "Mesh"), Limit(-1, 1000000), VisibleIf("ShowUVs")]
[Tooltip("Mesh index to preview UVs layout. Use -1 for all meshes")]
public int Mesh = -1;
private bool ShowUVs => _uvChannel != UVChannel.None;
/// <inheritdoc />
public override void OnClean()
{
Channel = UVChannel.None;
base.OnClean();
}
protected class ProxyEditor : ProxyEditorBase
{
private UVsLayoutPreviewControl _uvsPreview;
public override void Initialize(LayoutElementsContainer layout)
{
var proxy = (UVsPropertiesProxyBase)Values[0];
if (Utilities.Utils.OnAssetProperties(layout, proxy.Asset))
return;
base.Initialize(layout);
_uvsPreview = layout.Custom<UVsLayoutPreviewControl>().CustomControl;
_uvsPreview.Window = proxy.Window;
}
/// <inheritdoc />
public override void Refresh()
{
base.Refresh();
if (_uvsPreview != null)
{
var proxy = (UVsPropertiesProxyBase)Values[0];
switch (proxy._uvChannel)
{
case UVChannel.TexCoord0: _uvsPreview.Channel = 0; break;
case UVChannel.TexCoord1: _uvsPreview.Channel = 1; break;
case UVChannel.TexCoord2: _uvsPreview.Channel = 2; break;
case UVChannel.TexCoord3: _uvsPreview.Channel = 3; break;
case UVChannel.LightmapUVs:
{
_uvsPreview.Channel = -1;
if (proxy.Window.Asset && proxy.Window.Asset.IsLoaded)
{
// Pick UVs channel index from the first mesh
proxy.Window.Asset.GetMeshes(out var meshes);
foreach (var mesh in meshes)
{
if (mesh is Mesh m && m.HasLightmapUVs)
{
_uvsPreview.Channel = m.LightmapUVsIndex;
break;
}
}
}
break;
}
default: _uvsPreview.Channel = -1; break;
}
_uvsPreview.LOD = proxy.LOD;
_uvsPreview.Mesh = proxy.Mesh;
_uvsPreview.HighlightIndex = proxy.Window._highlightIndex;
_uvsPreview.IsolateIndex = proxy.Window._isolateIndex;
}
}
protected override void Deinitialize()
{
_uvsPreview = null;
base.Deinitialize();
}
}
}
protected sealed class UVsLayoutPreviewControl : RenderToTextureControl
{
private int _channel = -1;
@@ -168,15 +280,21 @@ namespace FlaxEditor.Windows.Assets
}
}
private void DrawMeshUVs(int meshIndex, ref MeshDataCache.MeshData meshData)
private void DrawMeshUVs(int meshIndex, ref MeshDataCache.MeshData meshData, ref Rectangle bounds)
{
var uvScale = Size;
if (meshData.IndexBuffer == null || meshData.VertexAccessor == null)
{
Render2D.DrawText(Style.Current.FontMedium, "Missing mesh data", bounds, Color.Red, TextAlignment.Center, TextAlignment.Center);
return;
}
var linesColor = _highlightIndex != -1 && _highlightIndex == meshIndex ? Style.Current.BackgroundSelected : Color.White;
var texCoordStream = meshData.VertexAccessor.TexCoord(_channel);
if (!texCoordStream.IsValid)
{
Render2D.DrawText(Style.Current.FontMedium, "Missing texcoords channel", bounds, Color.Yellow, TextAlignment.Center, TextAlignment.Center);
return;
}
var uvScale = bounds.Size;
for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
{
// Cache triangle indices
@@ -206,19 +324,19 @@ namespace FlaxEditor.Windows.Assets
{
base.DrawSelf();
var size = Size;
if (_channel < 0 || size.MaxValue < 5.0f)
var bounds = new Rectangle(Float2.Zero, Size);
if (_channel < 0 || bounds.Size.MaxValue < 5.0f)
return;
if (Window._meshData == null)
Window._meshData = new MeshDataCache();
if (!Window._meshData.RequestMeshData(Window._asset))
{
Invalidate();
Render2D.DrawText(Style.Current.FontMedium, "Loading...", new Rectangle(Float2.Zero, size), Color.White, TextAlignment.Center, TextAlignment.Center);
Render2D.DrawText(Style.Current.FontMedium, "Loading...", bounds, Color.White, TextAlignment.Center, TextAlignment.Center);
return;
}
Render2D.PushClip(new Rectangle(Float2.Zero, size));
Render2D.PushClip(bounds);
var meshDatas = Window._meshData.MeshDatas;
var lodIndex = Mathf.Clamp(_lod, 0, meshDatas.Length - 1);
@@ -230,12 +348,12 @@ namespace FlaxEditor.Windows.Assets
{
if (_isolateIndex != -1 && _isolateIndex != meshIndex)
continue;
DrawMeshUVs(meshIndex, ref lod[meshIndex]);
DrawMeshUVs(meshIndex, ref lod[meshIndex], ref bounds);
}
}
else
{
DrawMeshUVs(mesh, ref lod[mesh]);
DrawMeshUVs(mesh, ref lod[mesh], ref bounds);
}
Render2D.PopClip();

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@@ -438,93 +438,8 @@ namespace FlaxEditor.Windows.Assets
}
[CustomEditor(typeof(ProxyEditor))]
private sealed class UVsPropertiesProxy : PropertiesProxyBase
private sealed class UVsPropertiesProxy : UVsPropertiesProxyBase
{
public enum UVChannel
{
None,
TexCoord,
LightmapUVs,
};
private UVChannel _uvChannel = UVChannel.None;
[EditorOrder(0), EditorDisplay(null, "Preview UV Channel"), EnumDisplay(EnumDisplayAttribute.FormatMode.None)]
[Tooltip("Set UV channel to preview.")]
public UVChannel Channel
{
get => _uvChannel;
set
{
if (_uvChannel == value)
return;
_uvChannel = value;
Window._meshData?.RequestMeshData(Window._asset);
}
}
[EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs), VisibleIf("ShowUVs")]
[Tooltip("Level Of Detail index to preview UVs layout.")]
public int LOD = 0;
[EditorOrder(2), EditorDisplay(null, "Mesh"), Limit(-1, 1000000), VisibleIf("ShowUVs")]
[Tooltip("Mesh index to preview UVs layout. Use -1 for all meshes")]
public int Mesh = -1;
private bool ShowUVs => _uvChannel != UVChannel.None;
/// <inheritdoc />
public override void OnClean()
{
Channel = UVChannel.None;
base.OnClean();
}
private class ProxyEditor : ProxyEditorBase
{
private UVsLayoutPreviewControl _uvsPreview;
public override void Initialize(LayoutElementsContainer layout)
{
var proxy = (UVsPropertiesProxy)Values[0];
if (Utilities.Utils.OnAssetProperties(layout, proxy.Asset))
return;
base.Initialize(layout);
_uvsPreview = layout.Custom<UVsLayoutPreviewControl>().CustomControl;
_uvsPreview.Window = proxy.Window;
}
/// <inheritdoc />
public override void Refresh()
{
base.Refresh();
if (_uvsPreview != null)
{
var proxy = (UVsPropertiesProxy)Values[0];
switch (proxy._uvChannel)
{
case UVChannel.TexCoord: _uvsPreview.Channel = 0; break;
case UVChannel.LightmapUVs: _uvsPreview.Channel = 1; break;
default: _uvsPreview.Channel = -1; break;
}
_uvsPreview.LOD = proxy.LOD;
_uvsPreview.Mesh = proxy.Mesh;
_uvsPreview.HighlightIndex = proxy.Window._highlightIndex;
_uvsPreview.IsolateIndex = proxy.Window._isolateIndex;
}
}
protected override void Deinitialize()
{
_uvsPreview = null;
base.Deinitialize();
}
}
}
[CustomEditor(typeof(ProxyEditor))]

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@@ -497,87 +497,8 @@ namespace FlaxEditor.Windows.Assets
}
[CustomEditor(typeof(ProxyEditor))]
private sealed class UVsPropertiesProxy : PropertiesProxyBase
private sealed class UVsPropertiesProxy : UVsPropertiesProxyBase
{
public enum UVChannel
{
None,
TexCoord,
};
private UVChannel _uvChannel = UVChannel.None;
[EditorOrder(0), EditorDisplay(null, "Preview UV Channel"), EnumDisplay(EnumDisplayAttribute.FormatMode.None)]
[Tooltip("Set UV channel to preview.")]
public UVChannel Channel
{
get => _uvChannel;
set
{
if (_uvChannel == value)
return;
_uvChannel = value;
Window._meshData?.RequestMeshData(Window._asset);
}
}
[EditorOrder(1), EditorDisplay(null, "LOD"), Limit(0, Model.MaxLODs), VisibleIf("ShowUVs")]
[Tooltip("Level Of Detail index to preview UVs layout.")]
public int LOD = 0;
[EditorOrder(2), EditorDisplay(null, "Mesh"), Limit(-1, 1000000), VisibleIf("ShowUVs")]
[Tooltip("Mesh index to preview UVs layout. Use -1 for all meshes")]
public int Mesh = -1;
private bool ShowUVs => _uvChannel != UVChannel.None;
/// <inheritdoc />
public override void OnClean()
{
Channel = UVChannel.None;
base.OnClean();
}
private class ProxyEditor : ProxyEditorBase
{
private UVsLayoutPreviewControl _uvsPreview;
public override void Initialize(LayoutElementsContainer layout)
{
var proxy = (UVsPropertiesProxy)Values[0];
if (Utilities.Utils.OnAssetProperties(layout, proxy.Asset))
return;
base.Initialize(layout);
_uvsPreview = layout.Custom<UVsLayoutPreviewControl>().CustomControl;
_uvsPreview.Window = proxy.Window;
}
/// <inheritdoc />
public override void Refresh()
{
base.Refresh();
if (_uvsPreview != null)
{
var proxy = (UVsPropertiesProxy)Values[0];
_uvsPreview.Channel = proxy._uvChannel == UVChannel.TexCoord ? 0 : -1;
_uvsPreview.LOD = proxy.LOD;
_uvsPreview.Mesh = proxy.Mesh;
_uvsPreview.HighlightIndex = proxy.Window._highlightIndex;
_uvsPreview.IsolateIndex = proxy.Window._isolateIndex;
}
}
protected override void Deinitialize()
{
_uvsPreview = null;
base.Deinitialize();
}
}
}
[CustomEditor(typeof(ProxyEditor))]

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@@ -167,23 +167,22 @@ void RawData::ToModelData(ModelData& modelData) const
auto& surface = slot->Surfaces[i];
vertexCount += surface.Vertices.Count();
}
mesh->EnsureCapacity(vertexCount, vertexCount, false, false);
mesh->EnsureCapacity(vertexCount, vertexCount, false, false, false, 2);
// Write surfaces into vertex and index buffers
int32 index = 0;
for (int32 i = 0; i < slot->Surfaces.Count(); i++)
{
auto& surface = slot->Surfaces[i];
auto& surface = slot->Surfaces.Get()[i];
for (int32 vIndex = 0; vIndex < surface.Vertices.Count(); vIndex++)
{
auto& v = surface.Vertices[vIndex];
auto& v = surface.Vertices.Get()[vIndex];
mesh->Positions.Add(v.Position);
mesh->UVs.Add(v.TexCoord);
mesh->UVs.Get()[0].Add(v.TexCoord);
mesh->UVs.Get()[1].Add(v.LightmapUVs * surface.UVsArea.Size + surface.UVsArea.Location);
mesh->Normals.Add(v.Normal);
mesh->Tangents.Add(v.Tangent);
mesh->LightmapUVs.Add(v.LightmapUVs * surface.UVsArea.Size + surface.UVsArea.Location);
mesh->Indices.Add(index++);
}

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@@ -3,6 +3,8 @@
#pragma once
#include "Engine/Core/Config.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Level/Actors/BrushMode.h"
namespace CSG

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@@ -562,11 +562,13 @@ bool ModelBase::SaveLOD(WriteStream& stream, const ModelData& modelData, int32 l
LOG(Warning, "Cannot save model with empty meshes.");
return true;
}
bool hasUVs = mesh.UVs.HasItems();
if (hasUVs && (uint32)mesh.UVs.Count() != vertices)
for (auto& channel : mesh.UVs)
{
LOG(Error, "Invalid size of {0} stream.", TEXT("UVs"));
return true;
if ((uint32)channel.Count() != vertices)
{
LOG(Error, "Invalid size of {0} stream.", TEXT("UVs"));
return true;
}
}
bool hasNormals = mesh.Normals.HasItems();
if (hasNormals && (uint32)mesh.Normals.Count() != vertices)
@@ -586,12 +588,6 @@ bool ModelBase::SaveLOD(WriteStream& stream, const ModelData& modelData, int32 l
LOG(Error, "Invalid size of {0} stream.", TEXT("BitangentSigns"));
return true;
}
bool hasLightmapUVs = mesh.LightmapUVs.HasItems();
if (hasLightmapUVs && (uint32)mesh.LightmapUVs.Count() != vertices)
{
LOG(Error, "Invalid size of {0} stream.", TEXT("LightmapUVs"));
return true;
}
bool hasColors = mesh.Colors.HasItems();
if (hasColors && (uint32)mesh.Colors.Count() != vertices)
{
@@ -626,7 +622,6 @@ bool ModelBase::SaveLOD(WriteStream& stream, const ModelData& modelData, int32 l
byte vbIndex = 0;
// TODO: add option to quantize vertex positions (eg. 16-bit)
// TODO: add option to quantize vertex attributes (eg. 8-bit blend weights, 8-bit texcoords)
// TODO: add support for 16-bit blend indices (up to 65535 bones)
// Position
if (useSeparatePositions)
@@ -641,10 +636,14 @@ bool ModelBase::SaveLOD(WriteStream& stream, const ModelData& modelData, int32 l
auto& vb = vbElements.AddOne();
if (!useSeparatePositions)
vb.Add({ VertexElement::Types::Position, vbIndex, 0, 0, PixelFormat::R32G32B32_Float });
if (hasUVs)
vb.Add({ VertexElement::Types::TexCoord, vbIndex, 0, 0, PixelFormat::R16G16_Float });
if (hasLightmapUVs)
vb.Add({ VertexElement::Types::TexCoord1, vbIndex, 0, 0, PixelFormat::R16G16_Float });
for (int32 channelIdx = 0; channelIdx < mesh.UVs.Count(); channelIdx++)
{
auto& channel = mesh.UVs.Get()[channelIdx];
if (channel.HasItems())
{
vb.Add({ (VertexElement::Types)((int32)VertexElement::Types::TexCoord0 + channelIdx), vbIndex, 0, 0, PixelFormat::R16G16_Float });
}
}
vb.Add({ VertexElement::Types::Normal, vbIndex, 0, 0, PixelFormat::R10G10B10A2_UNorm });
vb.Add({ VertexElement::Types::Tangent, vbIndex, 0, 0, PixelFormat::R10G10B10A2_UNorm });
if (isSkinned)
@@ -745,20 +744,16 @@ bool ModelBase::SaveLOD(WriteStream& stream, const ModelData& modelData, int32 l
break;
}
case VertexElement::Types::TexCoord0:
case VertexElement::Types::TexCoord1:
case VertexElement::Types::TexCoord2:
case VertexElement::Types::TexCoord3:
{
const Float2 uv = hasUVs ? mesh.UVs.Get()[vertex] : Float2::Zero;
const int32 channelIdx = (int32)element.Type - (int32)VertexElement::Types::TexCoord0;
const Float2 uv = mesh.UVs.Get()[channelIdx].Get()[vertex];
const Half2 uvEnc(uv);
stream.Write(uvEnc);
break;
}
case VertexElement::Types::TexCoord1:
{
// TODO: refactor LightmapUVs into a generic TexCoord channel and support up to 4 UVs
const Float2 lightmapUV = hasLightmapUVs ? mesh.LightmapUVs.Get()[vertex] : Float2::Zero;
const Half2 lightmapUVEnc(lightmapUV);
stream.Write(lightmapUVEnc);
break;
}
default:
LOG(Error, "Unsupported vertex element: {}", element.ToString());
return true;

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@@ -6,17 +6,17 @@
#include "Engine/Engine/Engine.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Streaming/StreamingGroup.h"
#include "Engine/Threading/ThreadPoolTask.h"
#include "Engine/Threading/Threading.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/Models/ModelInstanceEntry.h"
#include "Engine/Graphics/Models/Config.h"
#include "Engine/Graphics/Models/MeshDeformation.h"
#include "Engine/Graphics/Models/ModelInstanceEntry.h"
#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Content/Upgraders/SkinnedModelAssetUpgrader.h"
#include "Engine/Debug/Exceptions/ArgumentOutOfRangeException.h"
#include "Engine/Graphics/Models/MeshDeformation.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/DrawCall.h"
#if USE_EDITOR

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@@ -132,7 +132,10 @@ void RepackMeshLightmapUVs(ModelData& data)
{
Float2 uvOffset(entry.Slot->X * atlasSizeInv, entry.Slot->Y * atlasSizeInv);
Float2 uvScale(entry.Slot->Width * atlasSizeInv, entry.Slot->Height * atlasSizeInv);
for (auto& uv : entry.Mesh->LightmapUVs)
if (entry.Mesh->LightmapUVsIndex == -1)
continue;
auto& lightmapUVs = entry.Mesh->UVs[entry.Mesh->LightmapUVsIndex];
for (auto& uv : lightmapUVs)
{
uv = uv * uvScale + uvOffset;
}

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@@ -10,7 +10,7 @@
/// <summary>
/// Current materials shader version.
/// </summary>
#define MATERIAL_GRAPH_VERSION 170
#define MATERIAL_GRAPH_VERSION 171
class Material;
class GPUShader;

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@@ -385,8 +385,33 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, info.Flags, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals, info.SortOrder);
}
bool Mesh::Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<3>>& vbData, const void* ibData, bool use16BitIndexBuffer, const Array<GPUVertexLayout*, FixedAllocation<3>>& vbLayout)
bool Mesh::Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<3>>& vbData, const void* ibData, bool use16BitIndexBuffer, Array<GPUVertexLayout*, FixedAllocation<3>> vbLayout)
{
// Inject lightmap uv coordinate index into the vertex layout of one of the buffers
if (LightmapUVsIndex != -1)
{
const auto vertexElementType = (VertexElement::Types)((int32)VertexElement::Types::TexCoord0 + LightmapUVsIndex);
for (int32 vbIndex = 0; vbIndex < vbLayout.Count(); vbIndex++)
{
// Check if layout contains lightmap uvs texcoords channel
GPUVertexLayout* layout = vbLayout[vbIndex];
VertexElement element = layout->FindElement(vertexElementType);
if (element.Type == vertexElementType)
{
// Ensure element doesn't exist in this layout
if (layout->FindElement(VertexElement::Types::Lightmap).Format == PixelFormat::Unknown)
{
GPUVertexLayout::Elements elements = layout->GetElements();
element.Type = VertexElement::Types::Lightmap;
elements.Add(element);
layout = GPUVertexLayout::Get(elements, true);
vbLayout[vbIndex] = layout;
}
break;
}
}
}
if (MeshBase::Init(vertices, triangles, vbData, ibData, use16BitIndexBuffer, vbLayout))
return true;

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@@ -172,7 +172,7 @@ public:
public:
// [MeshBase]
bool Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<3>>& vbData, const void* ibData, bool use16BitIndexBuffer, const Array<GPUVertexLayout*, FixedAllocation<3>>& vbLayout) override;
bool Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<3>>& vbData, const void* ibData, bool use16BitIndexBuffer, Array<GPUVertexLayout*, FixedAllocation<3>> vbLayout) override;
void Release() override;
private:

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@@ -330,7 +330,7 @@ GPUVertexLayout* MeshBase::GetVertexLayout() const
return GPUVertexLayout::Get(Span<GPUBuffer*>(_vertexBuffers, MODEL_MAX_VB));
}
bool MeshBase::Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<MODEL_MAX_VB>>& vbData, const void* ibData, bool use16BitIndexBuffer, const Array<GPUVertexLayout*, FixedAllocation<MODEL_MAX_VB>>& vbLayout)
bool MeshBase::Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<MODEL_MAX_VB>>& vbData, const void* ibData, bool use16BitIndexBuffer, Array<GPUVertexLayout*, FixedAllocation<MODEL_MAX_VB>> vbLayout)
{
CHECK_RETURN(vbData.HasItems() && vertices, true);
CHECK_RETURN(ibData, true);

View File

@@ -221,7 +221,7 @@ public:
/// <param name="use16BitIndexBuffer">True to use 16-bit indices for the index buffer (true: uint16, false: uint32).</param>
/// <param name="vbLayout">Layout descriptors for the vertex buffers attributes (one for each vertex buffer).</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION(Sealed) virtual bool Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<MODEL_MAX_VB>>& vbData, const void* ibData, bool use16BitIndexBuffer, const Array<GPUVertexLayout*, FixedAllocation<MODEL_MAX_VB>>& vbLayout);
API_FUNCTION(Sealed) virtual bool Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<MODEL_MAX_VB>>& vbData, const void* ibData, bool use16BitIndexBuffer, Array<GPUVertexLayout*, FixedAllocation<MODEL_MAX_VB>> vbLayout);
/// <summary>
/// Releases the mesh data (GPU buffers and local cache).

View File

@@ -6,7 +6,7 @@
#include "Engine/Core/Log.h"
#include "Engine/Core/Utilities.h"
#include "Engine/Core/Types/DateTime.h"
#include "Engine/Core/Types/TimeSpan.h"
#include "Engine/Core/Types/Stopwatch.h"
#include "Engine/Core/Collections/BitArray.h"
#include "Engine/Tools/ModelTool/ModelTool.h"
#include "Engine/Tools/ModelTool/VertexTriangleAdjacency.h"
@@ -77,8 +77,39 @@ void RemapArrayHelper(Array<T>& target, const std::vector<uint32_t>& remap)
}
}
void MeshData::SetLightmapUVsSource(ModelLightmapUVsSource source)
{
if (source == ModelLightmapUVsSource::Disable)
{
// No lightmap UVs
}
else if (source == ModelLightmapUVsSource::Generate)
{
// Generate lightmap UVs
if (GenerateLightmapUVs())
{
LOG(Error, "Failed to generate lightmap uvs");
}
}
else
{
// Select input channel index
const int32 inputChannelIndex = (int32)source - (int32)ModelLightmapUVsSource::Channel0;
if (inputChannelIndex >= 0 && inputChannelIndex < UVs.Count() && UVs[inputChannelIndex].HasItems())
{
LightmapUVsIndex = inputChannelIndex;
}
else
{
LOG(Warning, "Cannot import result lightmap uvs. Missing texcoords channel {0}.", inputChannelIndex);
}
}
}
bool MeshData::GenerateLightmapUVs()
{
if (Positions.IsEmpty() || Indices.IsEmpty())
return true;
PROFILE_CPU();
#if PLATFORM_WINDOWS
// Prepare
@@ -87,8 +118,7 @@ bool MeshData::GenerateLightmapUVs()
int32 facesCount = Indices.Count() / 3;
DirectX::XMFLOAT3* positions = (DirectX::XMFLOAT3*)Positions.Get();
LOG(Info, "Generating lightmaps UVs ({0} vertices, {1} triangles)...", verticesCount, facesCount);
DateTime startTime = DateTime::Now();
Stopwatch stopwatch;
// Generate adjacency data
const float adjacencyEpsilon = 0.001f;
@@ -126,27 +156,30 @@ bool MeshData::GenerateLightmapUVs()
return true;
}
const DateTime endTime = DateTime::Now();
// Log info
const int32 nTotalVerts = (int32)vb.size();
const int32 msTime = Math::CeilToInt((float)(endTime - startTime).GetTotalMilliseconds());
LOG(Info, "Lightmap UVs generated! Charts: {0}, stretching: {1}, {2} vertices. Time: {3}ms", outCharts, outStretch, nTotalVerts, msTime);
stopwatch.Stop();
LOG(Info, "Lightmap UVs generated! Charts: {0}, stretching: {1}, {2} vertices. Time: {3}ms", outCharts, outStretch, (int32)vb.size(), stopwatch.GetMilliseconds());
// Update mesh data (remap vertices due to vertex buffer and index buffer change)
RemapArrayHelper(Positions, vertexRemapArray);
RemapArrayHelper(UVs, vertexRemapArray);
LightmapUVsIndex = Math::Min(UVs.Count(), MODEL_MAX_UV - 1);
for (int32 channel = 0; channel < LightmapUVsIndex; channel++)
RemapArrayHelper(UVs[channel], vertexRemapArray);
RemapArrayHelper(Normals, vertexRemapArray);
RemapArrayHelper(Tangents, vertexRemapArray);
RemapArrayHelper(Colors, vertexRemapArray);
RemapArrayHelper(BlendIndices, vertexRemapArray);
RemapArrayHelper(BlendWeights, vertexRemapArray);
LightmapUVs.Resize(nTotalVerts, false);
for (int32 i = 0; i < nTotalVerts; i++)
LightmapUVs[i] = *(Float2*)&vb[i].uv;
uint32* ibP = (uint32*)ib.data();
for (int32 i = 0; i < Indices.Count(); i++)
Indices[i] = *ibP++;
// Add generated data
UVs.Resize(LightmapUVsIndex + 1);
auto& lightmapChannel = UVs[LightmapUVsIndex];
lightmapChannel.Resize((int32)vb.size(), false);
for (int32 i = 0; i < (int32)vb.size(); i++)
lightmapChannel.Get()[i] = *(Float2*)&vb[i].uv;
#else
LOG(Error, "Model lightmap UVs generation is not supported on this platform.");
#endif
@@ -162,6 +195,10 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3
)
{
const float uvEpsSqr = (1.0f / 250.0f) * (1.0f / 250.0f);
const Float2* uv0 = mesh.UVs.Count() > 0 && mesh.UVs[0].HasItems() ? mesh.UVs[0].Get() : nullptr;
const Float2* uv1 = mesh.UVs.Count() > 1 && mesh.UVs[1].HasItems() ? mesh.UVs[1].Get() : nullptr;
const Float2* uv2 = mesh.UVs.Count() > 2 && mesh.UVs[2].HasItems() ? mesh.UVs[2].Get() : nullptr;
const Float2* uv3 = mesh.UVs.Count() > 3 && mesh.UVs[3].HasItems() ? mesh.UVs[3].Get() : nullptr;
#if USE_SPATIAL_SORT
const Float3 vPosition = mesh.Positions[vertexIndex];
@@ -169,10 +206,12 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3
if (spatialSortCache.empty())
return INVALID_INDEX;
const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero;
const Float2 vUV0 = uv0 ? uv0[vertexIndex] : Float2::Zero;
const Float2 vUV1 = uv1 ? uv1[vertexIndex] : Float2::Zero;
const Float2 vUV2 = uv2 ? uv2[vertexIndex] : Float2::Zero;
const Float2 vUV3 = uv3 ? uv3[vertexIndex] : Float2::Zero;
const Float3 vNormal = mesh.Normals.HasItems() ? mesh.Normals[vertexIndex] : Float3::Zero;
const Float3 vTangent = mesh.Tangents.HasItems() ? mesh.Tangents[vertexIndex] : Float3::Zero;
const Float2 vLightmapUV = mesh.LightmapUVs.HasItems() ? mesh.LightmapUVs[vertexIndex] : Float2::Zero;
const Color vColor = mesh.Colors.HasItems() ? mesh.Colors[vertexIndex] : Color::Black; // Assuming Color::Black as a default color
const int32 end = startIndex + searchRange;
@@ -184,10 +223,12 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3
continue;
#else
const Float3 vPosition = mesh.Positions[vertexIndex];
const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero;
const Float2 vUV0 = uv0 ? uv0[vertexIndex] : Float2::Zero;
const Float2 vUV1 = uv1 ? uv1[vertexIndex] : Float2::Zero;
const Float2 vUV2 = uv2 ? uv2[vertexIndex] : Float2::Zero;
const Float2 vUV3 = uv3 ? uv3[vertexIndex] : Float2::Zero;
const Float3 vNormal = mesh.Normals.HasItems() ? mesh.Normals[vertexIndex] : Float3::Zero;
const Float3 vTangent = mesh.Tangents.HasItems() ? mesh.Tangents[vertexIndex] : Float3::Zero;
const Float2 vLightmapUV = mesh.LightmapUVs.HasItems() ? mesh.LightmapUVs[vertexIndex] : Float2::Zero;
const Color vColor = mesh.Colors.HasItems() ? mesh.Colors[vertexIndex] : Color::Black; // Assuming Color::Black as a default color
const int32 end = startIndex + searchRange;
@@ -199,17 +240,20 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3
#endif
if (mapping[v] == INVALID_INDEX)
continue;
if (mesh.UVs.HasItems() && (vUV - mesh.UVs[v]).LengthSquared() > uvEpsSqr)
if (uv0 && (vUV0 - uv0[v]).LengthSquared() > uvEpsSqr)
continue;
if (uv1 && (vUV1 - uv1[v]).LengthSquared() > uvEpsSqr)
continue;
if (uv2 && (vUV2 - uv2[v]).LengthSquared() > uvEpsSqr)
continue;
if (uv3 && (vUV3 - uv3[v]).LengthSquared() > uvEpsSqr)
continue;
if (mesh.Normals.HasItems() && Float3::Dot(vNormal, mesh.Normals[v]) < 0.98f)
continue;
if (mesh.Tangents.HasItems() && Float3::Dot(vTangent, mesh.Tangents[v]) < 0.98f)
continue;
if (mesh.LightmapUVs.HasItems() && (vLightmapUV - mesh.LightmapUVs[v]).LengthSquared() > uvEpsSqr)
continue;
if (mesh.Colors.HasItems() && vColor != mesh.Colors[v])
continue;
// TODO: check more components?
return v;
}
@@ -238,7 +282,7 @@ void RemapBuffer(Array<T>& src, Array<T>& dst, const Array<int32>& mapping, int3
void MeshData::BuildIndexBuffer()
{
PROFILE_CPU();
const auto startTime = Platform::GetTimeSeconds();
Stopwatch stopwatch;
const int32 vertexCount = Positions.Count();
MeshData newMesh;
@@ -287,14 +331,15 @@ void MeshData::BuildIndexBuffer()
newMesh.SwapBuffers(*this);
#define REMAP_BUFFER(name) RemapBuffer(newMesh.name, name, mapping, newVertexCounter)
REMAP_BUFFER(Positions);
REMAP_BUFFER(UVs);
REMAP_BUFFER(Normals);
REMAP_BUFFER(Tangents);
REMAP_BUFFER(BitangentSigns);
REMAP_BUFFER(LightmapUVs);
REMAP_BUFFER(Colors);
REMAP_BUFFER(BlendIndices);
REMAP_BUFFER(BlendWeights);
UVs.Resize(newMesh.UVs.Count());
for (int32 channelIdx = 0; channelIdx < UVs.Count(); channelIdx++)
REMAP_BUFFER(UVs[channelIdx]);
#undef REMAP_BUFFER
BlendShapes.Resize(newMesh.BlendShapes.Count());
for (int32 blendShapeIndex = 0; blendShapeIndex < newMesh.BlendShapes.Count(); blendShapeIndex++)
@@ -317,8 +362,8 @@ void MeshData::BuildIndexBuffer()
}
}
const auto endTime = Platform::GetTimeSeconds();
const double time = Utilities::RoundTo2DecimalPlaces(endTime - startTime);
stopwatch.Stop();
const double time = Utilities::RoundTo2DecimalPlaces(stopwatch.GetTotalSeconds());
if (time > 0.5f) // Don't log if generation was fast enough
LOG(Info, "Generated {3} for mesh in {0}s ({1} vertices, {2} indices)", time, vertexCount, Indices.Count(), TEXT("indices"));
}
@@ -494,7 +539,7 @@ namespace
void GetTexCoord(const SMikkTSpaceContext* pContext, float fvTexcOut[], const int iFace, const int iVert)
{
const auto meshData = (MeshData*)pContext->m_pUserData;
const auto e = meshData->UVs[meshData->Indices[iFace * 3 + iVert]];
const auto e = meshData->UVs[0][meshData->Indices[iFace * 3 + iVert]];
fvTexcOut[0] = e.X;
fvTexcOut[1] = e.Y;
}
@@ -518,7 +563,7 @@ bool MeshData::GenerateTangents(float smoothingAngle)
}
if (Normals.IsEmpty() || UVs.IsEmpty())
{
LOG(Warning, "Missing normals or texcoors data to generate tangents.");
LOG(Warning, "Missing normals or texcoords data to generate tangents.");
return true;
}
PROFILE_CPU();
@@ -549,7 +594,7 @@ bool MeshData::GenerateTangents(float smoothingAngle)
vertexDone.SetAll(false);
const Float3* meshNorm = Normals.Get();
const Float2* meshTex = UVs.Get();
const Float2* meshTex = UVs[0].Get();
Float3* meshTang = Tangents.Get();
// Calculate the tangent per-triangle

View File

@@ -17,21 +17,21 @@ void MeshData::Clear()
Normals.Clear();
Tangents.Clear();
BitangentSigns.Clear();
LightmapUVs.Clear();
Colors.Clear();
BlendIndices.Clear();
BlendWeights.Clear();
BlendShapes.Clear();
}
void MeshData::EnsureCapacity(int32 vertices, int32 indices, bool preserveContents, bool withColors, bool withSkin)
void MeshData::EnsureCapacity(int32 vertices, int32 indices, bool preserveContents, bool withColors, bool withSkin, int32 texcoords)
{
Positions.EnsureCapacity(vertices, preserveContents);
Indices.EnsureCapacity(indices, preserveContents);
UVs.EnsureCapacity(vertices, preserveContents);
UVs.Resize(texcoords);
for (auto& channel : UVs)
channel.EnsureCapacity(vertices, preserveContents);
Normals.EnsureCapacity(vertices, preserveContents);
Tangents.EnsureCapacity(vertices, preserveContents);
LightmapUVs.EnsureCapacity(vertices, preserveContents);
Colors.EnsureCapacity(withColors ? vertices : 0, preserveContents);
BlendIndices.EnsureCapacity(withSkin ? vertices : 0, preserveContents);
BlendWeights.EnsureCapacity(withSkin ? vertices : 0, preserveContents);
@@ -45,7 +45,6 @@ void MeshData::SwapBuffers(MeshData& other)
Normals.Swap(other.Normals);
Tangents.Swap(other.Tangents);
BitangentSigns.Swap(other.BitangentSigns);
LightmapUVs.Swap(other.LightmapUVs);
Colors.Swap(other.Colors);
BlendIndices.Swap(other.BlendIndices);
BlendWeights.Swap(other.BlendWeights);
@@ -61,7 +60,6 @@ void MeshData::Release()
Normals.Resize(0);
Tangents.Resize(0);
BitangentSigns.Resize(0);
LightmapUVs.Resize(0);
Colors.Resize(0);
BlendIndices.Resize(0);
BlendWeights.Resize(0);
@@ -72,11 +70,12 @@ PRAGMA_DISABLE_DEPRECATION_WARNINGS
void MeshData::InitFromModelVertices(ModelVertex19* vertices, uint32 verticesCount)
{
Positions.Resize(verticesCount, false);
UVs.Resize(verticesCount, false);
UVs.Resize(2);
UVs[0].Resize(verticesCount, false);
UVs[1].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);
@@ -85,10 +84,10 @@ void MeshData::InitFromModelVertices(ModelVertex19* vertices, uint32 verticesCou
for (uint32 i = 0; i < verticesCount; i++)
{
Positions[i] = vertices->Position;
UVs[i] = vertices->TexCoord.ToFloat2();
UVs[0][i] = vertices->TexCoord.ToFloat2();
UVs[1][i] = vertices->LightmapUVs.ToFloat2();
Normals[i] = vertices->Normal.ToFloat3() * 2.0f - 1.0f;
Tangents[i] = vertices->Tangent.ToFloat3() * 2.0f - 1.0f;
LightmapUVs[i] = vertices->LightmapUVs.ToFloat2();
Colors[i] = Color(vertices->Color);
vertices++;
@@ -98,11 +97,12 @@ void MeshData::InitFromModelVertices(ModelVertex19* vertices, uint32 verticesCou
void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb1, uint32 verticesCount)
{
Positions.Resize(verticesCount, false);
UVs.Resize(verticesCount, false);
UVs.Resize(2);
UVs[0].Resize(verticesCount, false);
UVs[1].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);
@@ -111,10 +111,10 @@ void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb
for (uint32 i = 0; i < verticesCount; i++)
{
Positions[i] = vb0->Position;
UVs[i] = vb1->TexCoord.ToFloat2();
UVs[0][i] = vb1->TexCoord.ToFloat2();
UVs[1][i] = vb1->LightmapUVs.ToFloat2();
Normals[i] = vb1->Normal.ToFloat3() * 2.0f - 1.0f;
Tangents[i] = vb1->Tangent.ToFloat3() * 2.0f - 1.0f;
LightmapUVs[i] = vb1->LightmapUVs.ToFloat2();
vb0++;
vb1++;
@@ -124,19 +124,16 @@ void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb
void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb1, VB2ElementType18* vb2, uint32 verticesCount)
{
Positions.Resize(verticesCount, false);
UVs.Resize(verticesCount, false);
UVs.Resize(2);
UVs[0].Resize(verticesCount, false);
UVs[1].Resize(verticesCount, false);
Normals.Resize(verticesCount, false);
Tangents.Resize(verticesCount, false);
BitangentSigns.Resize(0);
LightmapUVs.Resize(verticesCount, false);
if (vb2)
{
Colors.Resize(verticesCount, false);
}
else
{
Colors.Resize(0);
}
BlendIndices.Resize(0);
BlendWeights.Resize(0);
BlendShapes.Resize(0);
@@ -144,10 +141,10 @@ void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb
for (uint32 i = 0; i < verticesCount; i++)
{
Positions[i] = vb0->Position;
UVs[i] = vb1->TexCoord.ToFloat2();
UVs[0][i] = vb1->TexCoord.ToFloat2();
UVs[1][i] = vb1->LightmapUVs.ToFloat2();
Normals[i] = vb1->Normal.ToFloat3() * 2.0f - 1.0f;
Tangents[i] = vb1->Tangent.ToFloat3() * 2.0f - 1.0f;
LightmapUVs[i] = vb1->LightmapUVs.ToFloat2();
if (vb2)
{
Colors[i] = Color(vb2->Color);
@@ -310,22 +307,32 @@ void MeshData::Merge(MeshData& other)
}
// Merge vertex buffer
#define MERGE(item, defautValue) \
#define MERGE(item, defaultValue) \
if (item.HasItems() && other.item.HasItems()) \
item.Add(other.item); \
else if (item.HasItems() && !other.item.HasItems()) \
for (int32 i = 0; i < other.Positions.Count(); i++) item.Add(defautValue); \
for (int32 i = 0; i < other.Positions.Count(); i++) item.Add(defaultValue); \
else if (!item.HasItems() && other.item.HasItems()) \
for (int32 i = 0; i < Positions.Count(); i++) item.Add(defautValue)
for (int32 i = 0; i < Positions.Count(); i++) item.Add(defaultValue)
MERGE(Positions, Float3::Zero);
MERGE(UVs, Float2::Zero);
MERGE(Normals, Float3::Forward);
MERGE(Tangents, Float3::Right);
MERGE(BitangentSigns, 1.0f);
MERGE(LightmapUVs, Float2::Zero);
MERGE(Colors, Color::Black);
MERGE(BlendIndices, Int4::Zero);
MERGE(BlendWeights, Float4::Zero);
if (other.UVs.Count() > UVs.Count())
UVs.Resize(other.UVs.Count());
for (int32 channelIdx = 0; channelIdx < UVs.Count(); channelIdx++)
{
if (other.UVs.Count() <= channelIdx)
{
for (int32 i = 0; i < other.Positions.Count(); i++)
UVs[channelIdx].Add(Float2::Zero);
continue;
}
MERGE(UVs[channelIdx], Float2::Zero);
}
#undef MERGE
// Merge blend shapes

View File

@@ -41,9 +41,7 @@ public:
/// <summary>
/// Texture coordinates (list of channels)
/// </summary>
// TODO: multiple UVs
Array<Float2> UVs;
Array<Float2> LightmapUVs; // TODO: remove this and move to UVs
Array<Array<Float2>, FixedAllocation<MODEL_MAX_UV>> UVs;
/// <summary>
/// Normals vector
@@ -121,7 +119,8 @@ public:
/// <param name="preserveContents">Failed if clear data otherwise will try to preserve the buffers contents.</param>
/// <param name="withColors">True if use vertex colors buffer.</param>
/// <param name="withSkin">True if use vertex blend indices and weights buffer.</param>
void EnsureCapacity(int32 vertices, int32 indices, bool preserveContents = false, bool withColors = true, bool withSkin = true);
/// <param name="texcoords">Amount of texture coordinate channels to use.</param>
void EnsureCapacity(int32 vertices, int32 indices, bool preserveContents = false, bool withColors = true, bool withSkin = true, int32 texcoords = 1);
/// <summary>
/// Swaps the vertex and index buffers contents (without a data copy) with the other mesh.
@@ -189,6 +188,11 @@ public:
void CalculateBounds(BoundingBox& box, BoundingSphere& sphere) const;
#if COMPILE_WITH_MODEL_TOOL
/// <summary>
/// Setups Lightmap UVs based on the option.
/// </summary>
void SetLightmapUVsSource(ModelLightmapUVsSource source);
/// <summary>
/// Generate lightmap uvs for the mesh entry
/// </summary>

View File

@@ -55,6 +55,8 @@ PACK_BEGIN() struct FLAXENGINE_API VertexElement
Attribute2 = 17,
// General purpose attribute (at index 3). Maps to 'ATTRIBUTE3' semantic in the shader.
Attribute3 = 18,
// Lightmap UVs that usually map one of the texture coordinate channels. Maps to 'LIGHTMAP' semantic in the shader.
Lightmap = 30,
// Texture coordinate. Maps to 'TEXCOORD' semantic in the shader.
TexCoord = TexCoord0,
// General purpose attribute. Maps to 'ATTRIBUTE0' semantic in the shader.

View File

@@ -325,6 +325,8 @@ LPCSTR RenderToolsDX::GetVertexInputSemantic(VertexElement::Types type, UINT& se
case VertexElement::Types::Attribute3:
semanticIndex = 3;
return "ATTRIBUTE";
case VertexElement::Types::Lightmap:
return "LIGHTMAP";
default:
LOG(Fatal, "Invalid vertex shader element semantic type");
return "";

View File

@@ -488,6 +488,8 @@ VertexElement::Types ShaderCompiler::ParseVertexElementType(StringAnsiView seman
return VertexElement::Types::Tangent;
if (semantic == "BLENDINDICES")
return VertexElement::Types::BlendIndices;
if (semantic == "LIGHTMAP")
return VertexElement::Types::Lightmap;
if (semantic == "BLENDWEIGHTS" ||
semantic == "BLENDWEIGHT") // [Deprecated in v1.10]
return VertexElement::Types::BlendWeights;

View File

@@ -189,8 +189,20 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
}
// TexCoord
case 2:
value = getUVs;
{
const auto layer = GetRootLayer();
if (layer && layer->Domain == MaterialDomain::Surface)
{
const uint32 channel = node->Values.HasItems() ? Math::Min((uint32)node->Values[0], 3u) : 0u;
value = Value(VariantType::Float2, String::Format(TEXT("input.TexCoords[{}]"), channel));
}
else
{
// TODO: migrate all material domain templates to TexCoords array (of size MATERIAL_TEXCOORDS=1)
value = getUVs;
}
break;
}
// Cube Texture
case 3:
{

View File

@@ -15,7 +15,6 @@ MaterialLayer::MaterialLayer(const Guid& id)
, ShadingModel(MaterialShadingModel::Lit)
, MaskThreshold(0.3f)
, OpacityThreshold(0.12f)
, ParamIdsMappings(8)
{
ASSERT(ID.IsValid());
}

View File

@@ -246,13 +246,15 @@ bool ProcessMesh(ModelData& result, AssimpImporterData& data, const aiMesh* aMes
mesh.Positions.Set((const Float3*)aMesh->mVertices, aMesh->mNumVertices);
// Texture coordinates
if (aMesh->mTextureCoords[0])
for (int32 channelIndex = 0; channelIndex < MODEL_MAX_UV && aMesh->mTextureCoords[channelIndex]; channelIndex++)
{
mesh.UVs.Resize(aMesh->mNumVertices, false);
aiVector3D* a = aMesh->mTextureCoords[0];
mesh.UVs.Resize(channelIndex + 1);
auto& channel = mesh.UVs[channelIndex];
channel.Resize(aMesh->mNumVertices, false);
aiVector3D* a = aMesh->mTextureCoords[channelIndex];
for (uint32 v = 0; v < aMesh->mNumVertices; v++)
{
mesh.UVs[v] = *(Float2*)a;
channel.Get()[v] = *(Float2*)a;
a++;
}
}
@@ -265,7 +267,7 @@ bool ProcessMesh(ModelData& result, AssimpImporterData& data, const aiMesh* aMes
const auto face = &aMesh->mFaces[faceIndex];
if (face->mNumIndices != 3)
{
errorMsg = TEXT("All faces in a mesh must be trangles!");
errorMsg = TEXT("All faces in a mesh must be triangles!");
return true;
}
@@ -296,57 +298,7 @@ bool ProcessMesh(ModelData& result, AssimpImporterData& data, const aiMesh* aMes
}
// Lightmap UVs
if (data.Options.LightmapUVsSource == ModelLightmapUVsSource::Disable)
{
// No lightmap UVs
}
else if (data.Options.LightmapUVsSource == ModelLightmapUVsSource::Generate)
{
// Generate lightmap UVs
if (mesh.GenerateLightmapUVs())
{
LOG(Error, "Failed to generate lightmap uvs");
}
}
else
{
// Select input channel index
int32 inputChannelIndex;
switch (data.Options.LightmapUVsSource)
{
case ModelLightmapUVsSource::Channel0:
inputChannelIndex = 0;
break;
case ModelLightmapUVsSource::Channel1:
inputChannelIndex = 1;
break;
case ModelLightmapUVsSource::Channel2:
inputChannelIndex = 2;
break;
case ModelLightmapUVsSource::Channel3:
inputChannelIndex = 3;
break;
default:
inputChannelIndex = INVALID_INDEX;
break;
}
// Check if has that channel texcoords
if (inputChannelIndex >= 0 && inputChannelIndex < AI_MAX_NUMBER_OF_TEXTURECOORDS && aMesh->mTextureCoords[inputChannelIndex])
{
mesh.LightmapUVs.Resize(aMesh->mNumVertices, false);
aiVector3D* a = aMesh->mTextureCoords[inputChannelIndex];
for (uint32 v = 0; v < aMesh->mNumVertices; v++)
{
mesh.LightmapUVs[v] = *(Float2*)a;
a++;
}
}
else
{
LOG(Warning, "Cannot import result lightmap uvs. Missing texcoords channel {0}.", inputChannelIndex);
}
}
mesh.SetLightmapUVsSource(data.Options.LightmapUVsSource);
// Vertex Colors
if (data.Options.ImportVertexColors && aMesh->mColors[0])

View File

@@ -386,10 +386,12 @@ bool ProcessMesh(ImporterData& data, FbxMesh* fbxMesh, MeshData& mesh, String& e
}
// Texture coordinates
FbxGeometryElementUV* texcoords = fbxMesh->GetElementUV(0);
if (texcoords)
for (int32 channelIndex = 0; channelIndex < MODEL_MAX_UV && fbxMesh->GetElementUV(channelIndex); channelIndex++)
{
ReadLayerData(fbxMesh, *texcoords, mesh.UVs);
FbxGeometryElementUV* texcoords = fbxMesh->GetElementUV(0);
mesh.UVs.Resize(channelIndex + 1);
auto& channel = mesh.UVs[channelIndex];
ReadLayerData(fbxMesh, *texcoords, channel);
}
// Normals
@@ -405,53 +407,7 @@ bool ProcessMesh(ImporterData& data, FbxMesh* fbxMesh, MeshData& mesh, String& e
}
// Lightmap UVs
if (data.Options.LightmapUVsSource == ModelLightmapUVsSource::Disable)
{
// No lightmap UVs
}
else if (data.Options.LightmapUVsSource == ModelLightmapUVsSource::Generate)
{
// Generate lightmap UVs
if (mesh.GenerateLightmapUVs())
{
// TODO: we could propagate this message to Debug Console in editor? or create interface to gather some msgs from importing service
LOG(Warning, "Failed to generate lightmap uvs");
}
}
else
{
// Select input channel index
int32 inputChannelIndex;
switch (data.Options.LightmapUVsSource)
{
case ModelLightmapUVsSource::Channel0:
inputChannelIndex = 0;
break;
case ModelLightmapUVsSource::Channel1:
inputChannelIndex = 1;
break;
case ModelLightmapUVsSource::Channel2:
inputChannelIndex = 2;
break;
case ModelLightmapUVsSource::Channel3:
inputChannelIndex = 3;
break;
default:
inputChannelIndex = INVALID_INDEX;
break;
}
// Check if has that channel texcoords
if (inputChannelIndex >= 0 && inputChannelIndex < fbxMesh->GetElementUVCount() && fbxMesh->GetElementUV(inputChannelIndex))
{
ReadLayerData(fbxMesh, *fbxMesh->GetElementUV(inputChannelIndex), mesh.LightmapUVs);
}
else
{
// TODO: we could propagate this message to Debug Console in editor? or create interface to gather some msgs from importing service
LOG(Warning, "Cannot import model lightmap uvs. Missing texcoords channel {0}.", inputChannelIndex);
}
}
mesh.SetLightmapUVsSource(data.Options.LightmapUVsSource);
// Vertex Colors
if (data.Options.ImportVertexColors && fbxMesh->GetElementVertexColorCount() > 0)
@@ -609,10 +565,11 @@ bool ProcessMesh(ImporterData& data, FbxMesh* fbxMesh, MeshData& mesh, String& e
}
// Flip the Y in texcoords
for (int32 i = 0; i < mesh.UVs.Count(); i++)
mesh.UVs[i].Y = 1.0f - mesh.UVs[i].Y;
for (int32 i = 0; i < mesh.LightmapUVs.Count(); i++)
mesh.LightmapUVs[i].Y = 1.0f - mesh.LightmapUVs[i].Y;
for (auto& channel : mesh.UVs)
{
for (int32 i = 0; i < channel.Count(); i++)
channel[i].Y = 1.0f - channel[i].Y;
}
// Handle missing material case (could never happen but it's better to be sure it will work)
if (mesh.MaterialSlotIndex == -1)

View File

@@ -690,7 +690,6 @@ bool ProcessMesh(ModelData& result, OpenFbxImporterData& data, const ofbx::Mesh*
const ofbx::GeometryPartition& partition = geometryData.getPartition(partitionIndex);
const int vertexCount = partition.triangles_count * 3;
const ofbx::Vec3Attributes& positions = geometryData.getPositions();
const ofbx::Vec2Attributes& uvs = geometryData.getUVs();
const ofbx::Vec3Attributes& normals = geometryData.getNormals();
const ofbx::Vec3Attributes& tangents = geometryData.getTangents();
const ofbx::Vec4Attributes& colors = geometryData.getColors();
@@ -723,15 +722,18 @@ bool ProcessMesh(ModelData& result, OpenFbxImporterData& data, const ofbx::Mesh*
mesh.Indices.Get()[i] = i;
// Texture coordinates
if (uvs.values)
for (int32 channelIndex = 0; channelIndex < MODEL_MAX_UV && geometryData.getUVs(channelIndex).values; channelIndex++)
{
mesh.UVs.Resize(vertexCount, false);
const ofbx::Vec2Attributes& uvs = geometryData.getUVs(channelIndex);
mesh.UVs.Resize(channelIndex + 1);
auto& channel = mesh.UVs[channelIndex];
channel.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++)
mesh.UVs.Get()[i] = ToFloat2(uvs.get(triangulatedIndices[i]));
channel.Get()[i] = ToFloat2(uvs.get(triangulatedIndices[i]));
if (data.ConvertRH)
{
for (int32 v = 0; v < vertexCount; v++)
mesh.UVs[v].Y = 1.0f - mesh.UVs[v].Y;
for (int v = 0; v < vertexCount; v++)
channel.Get()[v].Y = 1.0f - channel.Get()[v].Y;
}
}
@@ -776,59 +778,7 @@ bool ProcessMesh(ModelData& result, OpenFbxImporterData& data, const ofbx::Mesh*
}
// Lightmap UVs
if (data.Options.LightmapUVsSource == ModelLightmapUVsSource::Disable)
{
// No lightmap UVs
}
else if (data.Options.LightmapUVsSource == ModelLightmapUVsSource::Generate)
{
// Generate lightmap UVs
if (mesh.GenerateLightmapUVs())
{
LOG(Error, "Failed to generate lightmap uvs");
}
}
else
{
// Select input channel index
int32 inputChannelIndex;
switch (data.Options.LightmapUVsSource)
{
case ModelLightmapUVsSource::Channel0:
inputChannelIndex = 0;
break;
case ModelLightmapUVsSource::Channel1:
inputChannelIndex = 1;
break;
case ModelLightmapUVsSource::Channel2:
inputChannelIndex = 2;
break;
case ModelLightmapUVsSource::Channel3:
inputChannelIndex = 3;
break;
default:
inputChannelIndex = INVALID_INDEX;
break;
}
// Check if has that channel texcoords
const auto lightmapUVs = geometryData.getUVs(inputChannelIndex);
if (lightmapUVs.values)
{
mesh.LightmapUVs.Resize(vertexCount, false);
for (int i = 0; i < vertexCount; i++)
mesh.LightmapUVs.Get()[i] = ToFloat2(lightmapUVs.get(triangulatedIndices[i]));
if (data.ConvertRH)
{
for (int32 v = 0; v < vertexCount; v++)
mesh.LightmapUVs[v].Y = 1.0f - mesh.LightmapUVs[v].Y;
}
}
else
{
LOG(Warning, "Cannot import model lightmap uvs. Missing texcoords channel {0}.", inputChannelIndex);
}
}
mesh.SetLightmapUVsSource(data.Options.LightmapUVsSource);
// Vertex Colors
if (data.Options.ImportVertexColors && colors.values)

View File

@@ -2027,11 +2027,14 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
meshopt_remapVertexBuffer(dstMesh->name.Get(), srcMesh->name.Get(), srcMeshVertexCount, sizeof(type), remap.Get()); \
}
REMAP_VERTEX_BUFFER(Positions, Float3);
REMAP_VERTEX_BUFFER(UVs, Float2);
dstMesh->UVs.Resize(srcMesh->UVs.Count());
for (int32 channelIdx = 0; channelIdx < srcMesh->UVs.Count(); channelIdx++)
{
REMAP_VERTEX_BUFFER(UVs[channelIdx], Float2);
}
REMAP_VERTEX_BUFFER(Normals, Float3);
REMAP_VERTEX_BUFFER(Tangents, Float3);
REMAP_VERTEX_BUFFER(Tangents, Float3);
REMAP_VERTEX_BUFFER(LightmapUVs, Float2);
REMAP_VERTEX_BUFFER(Colors, Color);
REMAP_VERTEX_BUFFER(BlendIndices, Int4);
REMAP_VERTEX_BUFFER(BlendWeights, Float4);

View File

@@ -126,8 +126,7 @@ RenderCacheVSOutput VS_RenderCacheTerrain(TerrainVertexInput input)
output.WorldNormal = tangentToWorld[2];
// Transform lightmap UV to clip-space
float2 texCoord = input.TexCoord;
float2 lightmapUV = texCoord * LightmapArea.zw + LightmapArea.xy;
float2 lightmapUV = input.TexCoord * LightmapArea.zw + LightmapArea.xy;
lightmapUV.y = 1.0 - lightmapUV.y;
lightmapUV.xy = lightmapUV.xy * 2.0 - 1.0;
output.Position = float4(lightmapUV, 0, 1);

View File

@@ -1,6 +1,7 @@
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#define MATERIAL 1
#define MATERIAL_TEXCOORDS 4
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
@@ -19,20 +20,18 @@ Texture2D GridTexture : register(t0);
struct VertexOutput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
float3 WorldNormal : TEXCOORD3;
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 LightmapUV : TEXCOORD1;
float3 WorldNormal : TEXCOORD2;
};
struct PixelInput
{
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 TexCoord : TEXCOORD1;
float2 LightmapUV : TEXCOORD2;
float3 WorldNormal : TEXCOORD3;
float4 Position : SV_Position;
float3 WorldPosition : TEXCOORD0;
float2 LightmapUV : TEXCOORD1;
float3 WorldNormal : TEXCOORD2;
};
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
@@ -67,7 +66,6 @@ VertexOutput VS(ModelInput input)
VertexOutput output;
output.WorldPosition = mul(float4(input.Position.xyz, 1), WorldMatrix).xyz;
output.Position = mul(float4(output.WorldPosition.xyz, 1), ViewProjectionMatrix);
output.TexCoord = input.TexCoord;
output.LightmapUV = input.LightmapUV * LightmapArea.zw + LightmapArea.xy;
output.WorldNormal = tangentToWorld[2];
return output;

View File

@@ -31,6 +31,9 @@
#ifndef MATERIAL_SHADING_MODEL
#define MATERIAL_SHADING_MODEL SHADING_MODEL_LIT
#endif
#ifndef MATERIAL_TEXCOORDS
#define MATERIAL_TEXCOORDS 1
#endif
#ifndef USE_INSTANCING
#define USE_INSTANCING 0
#endif
@@ -186,10 +189,21 @@ cbuffer DrawData : register(b2)
struct ModelInput
{
float3 Position : POSITION;
float2 TexCoord : TEXCOORD0;
#if MATERIAL_TEXCOORDS > 0
float2 TexCoord0 : TEXCOORD0;
#endif
#if MATERIAL_TEXCOORDS > 1
float2 TexCoord1 : TEXCOORD1;
#endif
#if MATERIAL_TEXCOORDS > 2
float2 TexCoord2 : TEXCOORD2;
#endif
#if MATERIAL_TEXCOORDS > 3
float2 TexCoord3 : TEXCOORD3;
#endif
float2 LightmapUV : LIGHTMAP;
float4 Normal : NORMAL;
float4 Tangent : TANGENT;
float2 LightmapUV : TEXCOORD1;
#if USE_VERTEX_COLOR
half4 Color : COLOR;
#endif
@@ -209,7 +223,18 @@ struct ModelInput_PosOnly
struct ModelInput_Skinned
{
float3 Position : POSITION;
float2 TexCoord : TEXCOORD0;
#if MATERIAL_TEXCOORDS > 0
float2 TexCoord0 : TEXCOORD0;
#endif
#if MATERIAL_TEXCOORDS > 1
float2 TexCoord1 : TEXCOORD1;
#endif
#if MATERIAL_TEXCOORDS > 2
float2 TexCoord2 : TEXCOORD2;
#endif
#if MATERIAL_TEXCOORDS > 3
float2 TexCoord3 : TEXCOORD3;
#endif
float4 Normal : NORMAL;
float4 Tangent : TANGENT;
uint4 BlendIndices : BLENDINDICES;