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."); LOG(Warning, "Cannot generate SDF for virtual models on a main thread.");
return true; return true;
} }
cacheData &= Storage != nullptr; // Cache only if has storage linked
lodIndex = Math::Clamp(lodIndex, HighestResidentLODIndex(), LODs.Count() - 1); lodIndex = Math::Clamp(lodIndex, HighestResidentLODIndex(), LODs.Count() - 1);
// Generate SDF // Generate SDF
#if USE_EDITOR
cacheData &= Storage != nullptr; // Cache only if has storage linked
MemoryWriteStream sdfStream; 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; return true;
#if USE_EDITOR
// Set asset data // Set asset data
if (cacheData) if (cacheData)
GetOrCreateChunk(15)->Data.Copy(sdfStream.GetHandle(), sdfStream.GetPosition()); GetOrCreateChunk(15)->Data.Copy(sdfStream.GetHandle(), sdfStream.GetPosition());
#endif
return false; return false;
} }

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@@ -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> /// <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="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="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> /// <returns>True if failed, otherwise false.</returns>
API_FUNCTION() bool GenerateSDF(float resolutionScale = 1.0f, int32 lodIndex = 6, bool cacheData = true); API_FUNCTION() bool GenerateSDF(float resolutionScale = 1.0f, int32 lodIndex = 6, bool cacheData = true);

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@@ -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) void MeshData::Merge(MeshData& other)
{ {
// Merge index buffer (and remap indices) // Merge index buffer (and remap indices)

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@@ -2,7 +2,6 @@
#pragma once #pragma once
#include "Engine/Core/Common.h"
#include "Engine/Core/Math/BoundingSphere.h" #include "Engine/Core/Math/BoundingSphere.h"
#include "Engine/Core/Math/BoundingBox.h" #include "Engine/Core/Math/BoundingBox.h"
#include "Engine/Core/Math/Int4.h" #include "Engine/Core/Math/Int4.h"
@@ -281,16 +280,7 @@ public:
/// <summary> /// <summary>
/// Normalizes the blend weights. Requires to have vertices with positions and blend weights setup. /// Normalizes the blend weights. Requires to have vertices with positions and blend weights setup.
/// </summary> /// </summary>
void NormalizeBlendWeights() 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;
}
}
/// <summary> /// <summary>
/// Merges this mesh data with the specified other mesh. /// Merges this mesh data with the specified other mesh.

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

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

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@@ -12,7 +12,6 @@
#include "Engine/Graphics/Models/SkeletonData.h" #include "Engine/Graphics/Models/SkeletonData.h"
#include "Engine/Animations/AnimationData.h" #include "Engine/Animations/AnimationData.h"
class MemoryWriteStream;
class JsonWriter; class JsonWriter;
/// <summary> /// <summary>
@@ -186,7 +185,7 @@ public:
// Optional: inputModel or modelData // Optional: inputModel or modelData
// Optional: outputSDF or null, outputStream or null // 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 #if USE_EDITOR
public: public: