Fix game build

This commit is contained in:
Wojciech Figat
2022-03-25 11:42:09 +01:00
parent 4a18185e81
commit a5af0a1c81
7 changed files with 26 additions and 17 deletions

View File

@@ -617,17 +617,24 @@ bool Model::GenerateSDF(float resolutionScale, int32 lodIndex, bool cacheData)
LOG(Warning, "Cannot generate SDF for virtual models on a main thread.");
return true;
}
cacheData &= Storage != nullptr; // Cache only if has storage linked
lodIndex = Math::Clamp(lodIndex, HighestResidentLODIndex(), LODs.Count() - 1);
// Generate SDF
#if USE_EDITOR
cacheData &= Storage != nullptr; // Cache only if has storage linked
MemoryWriteStream sdfStream;
if (ModelTool::GenerateModelSDF(this, nullptr, resolutionScale, lodIndex, &SDF, cacheData ? &sdfStream : nullptr, GetPath()))
MemoryWriteStream* outputStream = cacheData ? &sdfStream : nullptr;
#else
class MemoryWriteStream* outputStream = nullptr;
#endif
if (ModelTool::GenerateModelSDF(this, nullptr, resolutionScale, lodIndex, &SDF, outputStream, GetPath()))
return true;
#if USE_EDITOR
// Set asset data
if (cacheData)
GetOrCreateChunk(15)->Data.Copy(sdfStream.GetHandle(), sdfStream.GetPosition());
#endif
return false;
}

View File

@@ -212,7 +212,7 @@ public:
/// <remarks>Can be called in async in case of SDF generation on a CPU (assuming model is not during rendering).</remarks>
/// <param name="resolutionScale">The SDF texture resolution scale. Use higher values for more precise data but with significant performance and memory overhead.</param>
/// <param name="lodIndex">The index of the LOD to use for the SDF building.</param>
/// <param name="cacheData">If true, the generated SDF texture data will be cached on CPU (in asset chunk storage) to allow saving it later, otherwise it will be runtime for GPU-only. Ignored for virtual assets.</param>
/// <param name="cacheData">If true, the generated SDF texture data will be cached on CPU (in asset chunk storage) to allow saving it later, otherwise it will be runtime for GPU-only. Ignored for virtual assets or in build.</param>
/// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool GenerateSDF(float resolutionScale = 1.0f, int32 lodIndex = 6, bool cacheData = true);

View File

@@ -531,6 +531,17 @@ void MeshData::TransformBuffer(const Matrix& matrix)
}
}
void MeshData::NormalizeBlendWeights()
{
ASSERT(Positions.Count() == BlendWeights.Count());
for (int32 i = 0; i < Positions.Count(); i++)
{
const float sum = BlendWeights[i].SumValues();
const float invSum = sum > ZeroTolerance ? 1.0f / sum : 0.0f;
BlendWeights[i] *= invSum;
}
}
void MeshData::Merge(MeshData& other)
{
// Merge index buffer (and remap indices)

View File

@@ -2,7 +2,6 @@
#pragma once
#include "Engine/Core/Common.h"
#include "Engine/Core/Math/BoundingSphere.h"
#include "Engine/Core/Math/BoundingBox.h"
#include "Engine/Core/Math/Int4.h"
@@ -281,16 +280,7 @@ public:
/// <summary>
/// Normalizes the blend weights. Requires to have vertices with positions and blend weights setup.
/// </summary>
void NormalizeBlendWeights()
{
ASSERT(Positions.Count() == BlendWeights.Count());
for (int32 i = 0; i < Positions.Count(); i++)
{
const float sum = BlendWeights[i].SumValues();
const float invSum = sum > ZeroTolerance ? 1.0f / sum : 0.0f;
BlendWeights[i] *= invSum;
}
}
void NormalizeBlendWeights();
/// <summary>
/// Merges this mesh data with the specified other mesh.

View File

@@ -183,7 +183,7 @@ bool GlobalSignDistanceFieldPass::setupResources()
return false;
}
#if USE_EDITOR
#if COMPILE_WITH_DEV_ENV
void GlobalSignDistanceFieldPass::OnShaderReloading(Asset* obj)
{

View File

@@ -12,7 +12,9 @@
#include "Engine/Threading/JobSystem.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/Async/GPUTask.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Graphics/Models/ModelData.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Serialization/MemoryWriteStream.h"
#if USE_EDITOR

View File

@@ -12,7 +12,6 @@
#include "Engine/Graphics/Models/SkeletonData.h"
#include "Engine/Animations/AnimationData.h"
class MemoryWriteStream;
class JsonWriter;
/// <summary>
@@ -186,7 +185,7 @@ public:
// Optional: inputModel or modelData
// Optional: outputSDF or null, outputStream or null
static bool GenerateModelSDF(Model* inputModel, ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, MemoryWriteStream* outputStream, const StringView& assetName);
static bool GenerateModelSDF(class Model* inputModel, class ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, class MemoryWriteStream* outputStream, const StringView& assetName);
#if USE_EDITOR
public: