Add Sort Order to animated models too

This commit is contained in:
Wojtek Figat
2023-01-28 17:03:18 +01:00
parent 87549a3e6c
commit a214c14a4d
6 changed files with 120 additions and 152 deletions

View File

@@ -6,14 +6,11 @@
#include "ModelInstanceEntry.h"
#include "Config.h"
#include "Types.h"
#include "Engine/Level/Types.h"
#if USE_PRECISE_MESH_INTERSECTS
#include "CollisionProxy.h"
#endif
struct GeometryDrawStateData;
class Lightmap;
class GPUBuffer;
/// <summary>
/// Represents part of the model that is made of vertices and can be rendered using custom material and transformation.
@@ -275,77 +272,6 @@ public:
/// <param name="drawCall">The draw call.</param>
void GetDrawCallGeometry(DrawCall& drawCall) const;
/// <summary>
/// Model instance drawing packed data.
/// </summary>
struct DrawInfo
{
/// <summary>
/// The instance buffer to use during model rendering.
/// </summary>
ModelInstanceEntries* Buffer;
/// <summary>
/// The world transformation of the model.
/// </summary>
Matrix* World;
/// <summary>
/// The instance drawing state data container. Used for LOD transition handling and previous world transformation matrix updating.
/// </summary>
GeometryDrawStateData* DrawState;
/// <summary>
/// The lightmap.
/// </summary>
const Lightmap* Lightmap;
/// <summary>
/// The lightmap UVs.
/// </summary>
const Rectangle* LightmapUVs;
/// <summary>
/// The model instance vertex colors buffers (per-lod all meshes packed in a single allocation, array length equal to model lods count).
/// </summary>
GPUBuffer** VertexColors;
/// <summary>
/// The object static flags.
/// </summary>
StaticFlags Flags;
/// <summary>
/// The object draw modes.
/// </summary>
DrawPass DrawModes;
/// <summary>
/// The bounds of the model (used to select a proper LOD during rendering).
/// </summary>
BoundingSphere Bounds;
/// <summary>
/// The per-instance random value.
/// </summary>
float PerInstanceRandom;
/// <summary>
/// The LOD bias value.
/// </summary>
char LODBias;
/// <summary>
/// The forced LOD to use. Value -1 disables this feature.
/// </summary>
char ForcedLOD;
/// <summary>
/// The object sorting key.
/// </summary>
int16 SortOrder;
};
/// <summary>
/// Draws the mesh. Binds vertex and index buffers and invokes the draw call.
/// </summary>

View File

@@ -5,12 +5,20 @@
#include "Engine/Core/Math/BoundingBox.h"
#include "Engine/Core/Math/BoundingSphere.h"
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/Graphics/Enums.h"
#include "Engine/Graphics/Models/Types.h"
#include "Engine/Level/Types.h"
#include "Engine/Scripting/ScriptingObject.h"
struct GeometryDrawStateData;
struct RenderContext;
struct RenderContextBatch;
class Task;
class ModelBase;
struct RenderContextBatch;
class Lightmap;
class GPUBuffer;
class SkinnedMeshDrawData;
class BlendShapesInstance;
/// <summary>
/// Base class for model resources meshes.
@@ -143,4 +151,95 @@ public:
/// <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, int32& count) const = 0;
public:
/// <summary>
/// Model instance drawing packed data.
/// </summary>
struct DrawInfo
{
/// <summary>
/// The instance buffer to use during model rendering
/// </summary>
ModelInstanceEntries* Buffer;
/// <summary>
/// The world transformation of the model.
/// </summary>
Matrix* World;
/// <summary>
/// The instance drawing state data container. Used for LOD transition handling and previous world transformation matrix updating.
/// </summary>
GeometryDrawStateData* DrawState;
union
{
struct
{
/// <summary>
/// The skinning.
/// </summary>
SkinnedMeshDrawData* Skinning;
/// <summary>
/// The blend shapes.
/// </summary>
BlendShapesInstance* BlendShapes;
};
struct
{
/// <summary>
/// The lightmap.
/// </summary>
const Lightmap* Lightmap;
/// <summary>
/// The lightmap UVs.
/// </summary>
const Rectangle* LightmapUVs;
};
};
/// <summary>
/// The model instance vertex colors buffers (per-lod all meshes packed in a single allocation, array length equal to model lods count).
/// </summary>
GPUBuffer** VertexColors;
/// <summary>
/// The object static flags.
/// </summary>
StaticFlags Flags;
/// <summary>
/// The object draw modes.
/// </summary>
DrawPass DrawModes;
/// <summary>
/// The bounds of the model (used to select a proper LOD during rendering).
/// </summary>
BoundingSphere Bounds;
/// <summary>
/// The per-instance random value.
/// </summary>
float PerInstanceRandom;
/// <summary>
/// The LOD bias value.
/// </summary>
char LODBias;
/// <summary>
/// The forced LOD to use. Value -1 disables this feature.
/// </summary>
char ForcedLOD;
/// <summary>
/// The object sorting key.
/// </summary>
int16 SortOrder;
};
};

View File

@@ -119,28 +119,22 @@ bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0Skinne
bool SkinnedMesh::Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal) const
{
// Transform points
Vector3 min, max;
Vector3::Transform(_box.Minimum, world, min);
Vector3::Transform(_box.Maximum, world, max);
BoundingBox transformedBox;
Vector3::Transform(_box.Minimum, world, transformedBox.Minimum);
Vector3::Transform(_box.Maximum, world, transformedBox.Maximum);
// Get transformed box
BoundingBox transformedBox(min, max);
// Test ray on a box
// Test ray on a transformed box
return transformedBox.Intersects(ray, distance, normal);
}
bool SkinnedMesh::Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal) const
{
// Transform points
Vector3 min, max;
transform.LocalToWorld(_box.Minimum, min);
transform.LocalToWorld(_box.Maximum, max);
BoundingBox transformedBox;
transform.LocalToWorld(_box.Minimum, transformedBox.Minimum);
transform.LocalToWorld(_box.Maximum, transformedBox.Maximum);
// Get transformed box
BoundingBox transformedBox(min, max);
// Test ray on a box
// Test ray on a transformed box
return transformedBox.Intersects(ray, distance, normal);
}
@@ -216,7 +210,7 @@ void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info,
drawCall.PerInstanceRandom = info.PerInstanceRandom;
// Push draw call to the render list
renderContext.List->AddDrawCall(renderContext, drawModes, StaticFlags::None, drawCall, entry.ReceiveDecals);
renderContext.List->AddDrawCall(renderContext, drawModes, StaticFlags::None, drawCall, entry.ReceiveDecals, info.SortOrder);
}
void SkinnedMesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& info, float lodDitherFactor) const
@@ -279,7 +273,7 @@ void SkinnedMesh::Draw(const RenderContextBatch& renderContextBatch, const DrawI
const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
const auto drawModes = info.DrawModes & material->GetDrawModes();
if (drawModes != DrawPass::None)
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, StaticFlags::None, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals);
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, StaticFlags::None, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals, info.SortOrder);
}
bool SkinnedMesh::DownloadDataGPU(MeshBufferType type, BytesContainer& result) const

View File

@@ -6,11 +6,6 @@
#include "Types.h"
#include "BlendShape.h"
struct GeometryDrawStateData;
struct RenderContext;
class GPUBuffer;
class SkinnedMeshDrawData;
/// <summary>
/// Represents part of the skinned model that is made of vertices and can be rendered using custom material, transformation and skeleton bones hierarchy.
/// </summary>
@@ -170,62 +165,6 @@ public:
}
public:
/// <summary>
/// Model instance drawing packed data.
/// </summary>
struct DrawInfo
{
/// <summary>
/// The instance buffer to use during model rendering
/// </summary>
ModelInstanceEntries* Buffer;
/// <summary>
/// The skinning.
/// </summary>
SkinnedMeshDrawData* Skinning;
/// <summary>
/// The blend shapes.
/// </summary>
BlendShapesInstance* BlendShapes;
/// <summary>
/// The world transformation of the model.
/// </summary>
Matrix* World;
/// <summary>
/// The instance drawing state data container. Used for LOD transition handling and previous world transformation matrix updating.
/// </summary>
GeometryDrawStateData* DrawState;
/// <summary>
/// The object draw modes.
/// </summary>
DrawPass DrawModes;
/// <summary>
/// The bounds of the model (used to select a proper LOD during rendering).
/// </summary>
BoundingSphere Bounds;
/// <summary>
/// The per-instance random value.
/// </summary>
float PerInstanceRandom;
/// <summary>
/// The LOD bias value.
/// </summary>
char LODBias;
/// <summary>
/// The forced LOD to use. Value -1 disables this feature.
/// </summary>
char ForcedLOD;
};
/// <summary>
/// Draws the mesh. Binds vertex and index buffers and invokes the draw call.
/// </summary>