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);