Add Model SDF generation utilities
This commit is contained in:
@@ -291,6 +291,18 @@ namespace FlaxEditor.Content.Import
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[EditorOrder(420), DefaultValue(true), EditorDisplay("Materials", "Restore Materials On Reimport"), Tooltip("If checked, the importer will try to restore the assigned materials to the model slots.")]
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public bool RestoreMaterialsOnReimport { get; set; } = true;
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/// <summary>
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/// If checked, enables generation of Signed Distance Field (SDF).
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/// </summary>
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[EditorOrder(1500), DefaultValue(false), EditorDisplay("SDF"), VisibleIf(nameof(Type_Model))]
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public bool GenerateSDF { get; set; } = false;
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/// <summary>
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/// Resolution scale for generated Signed Distance Field (SDF) texture. Higher values improve accuracy but increase memory usage and reduce performance.
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/// </summary>
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[EditorOrder(1510), DefaultValue(1.0f), Limit(0.0001f, 100.0f), EditorDisplay("SDF"), VisibleIf(nameof(Type_Model))]
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public float SDFResolution { get; set; } = 1.0f;
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/// <summary>
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/// If checked, the imported mesh/animations are splitted into separate assets. Used if ObjectIndex is set to -1.
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/// </summary>
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@@ -303,6 +315,8 @@ namespace FlaxEditor.Content.Import
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[EditorOrder(2010), DefaultValue(-1), EditorDisplay("Splitting"), Tooltip("The zero-based index for the mesh/animation clip to import. If the source file has more than one mesh/animation it can be used to pick a desire object. Default -1 imports all objects.")]
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public int ObjectIndex { get; set; } = -1;
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private bool Type_Model => Type == ModelType.Model;
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[StructLayout(LayoutKind.Sequential)]
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internal struct InternalOptions
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{
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@@ -350,6 +364,10 @@ namespace FlaxEditor.Content.Import
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public byte ImportTextures;
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public byte RestoreMaterialsOnReimport;
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// SDF
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public byte GenerateSDF;
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public float SDFResolution;
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// Splitting
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public byte SplitObjects;
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public int ObjectIndex;
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@@ -392,6 +410,8 @@ namespace FlaxEditor.Content.Import
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ImportMaterials = (byte)(ImportMaterials ? 1 : 0),
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ImportTextures = (byte)(ImportTextures ? 1 : 0),
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RestoreMaterialsOnReimport = (byte)(RestoreMaterialsOnReimport ? 1 : 0),
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GenerateSDF = (byte)(GenerateSDF ? 1 : 0),
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SDFResolution = SDFResolution,
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SplitObjects = (byte)(SplitObjects ? 1 : 0),
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ObjectIndex = ObjectIndex,
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};
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@@ -431,25 +451,22 @@ namespace FlaxEditor.Content.Import
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ImportMaterials = options.ImportMaterials != 0;
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ImportTextures = options.ImportTextures != 0;
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RestoreMaterialsOnReimport = options.RestoreMaterialsOnReimport != 0;
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GenerateSDF = options.GenerateSDF != 0;
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SDFResolution = options.SDFResolution;
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SplitObjects = options.SplitObjects != 0;
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ObjectIndex = options.ObjectIndex;
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}
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/// <summary>
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/// Tries the restore the asset import options from the target resource file.
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/// Tries the restore the asset import options from the target resource file. Applies the project default options too.
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/// </summary>
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/// <param name="options">The options.</param>
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/// <param name="assetPath">The asset path.</param>
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/// <returns>True settings has been restored, otherwise false.</returns>
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public static bool TryRestore(ref ModelImportSettings options, string assetPath)
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public static void TryRestore(ref ModelImportSettings options, string assetPath)
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{
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if (ModelImportEntry.Internal_GetModelImportOptions(assetPath, out var internalOptions))
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{
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// Restore settings
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options.FromInternal(ref internalOptions);
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return true;
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}
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return false;
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ModelImportEntry.Internal_GetModelImportOptions(assetPath, out var internalOptions);
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options.FromInternal(ref internalOptions);
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}
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}
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@@ -495,7 +512,7 @@ namespace FlaxEditor.Content.Import
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#region Internal Calls
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[MethodImpl(MethodImplOptions.InternalCall)]
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internal static extern bool Internal_GetModelImportOptions(string path, out ModelImportSettings.InternalOptions result);
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internal static extern void Internal_GetModelImportOptions(string path, out ModelImportSettings.InternalOptions result);
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#endregion
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}
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@@ -16,26 +16,6 @@ namespace FlaxEditor.CustomEditors.Elements
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/// </summary>
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public readonly Button Button = new Button();
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/// <summary>
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/// Initializes the element.
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/// </summary>
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/// <param name="text">The text.</param>
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public void Init(string text)
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{
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Button.Text = text;
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}
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/// <summary>
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/// Initializes the element.
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/// </summary>
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/// <param name="text">The text.</param>
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/// <param name="color">The color.</param>
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public void Init(string text, Color color)
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{
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Button.Text = text;
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Button.SetColors(color);
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}
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/// <inheritdoc />
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public override Control Control => Button;
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}
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@@ -133,11 +133,13 @@ namespace FlaxEditor.CustomEditors
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/// Adds new button element.
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/// </summary>
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/// <param name="text">The text.</param>
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/// <param name="tooltip">The tooltip text.</param>
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/// <returns>The created element.</returns>
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public ButtonElement Button(string text)
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public ButtonElement Button(string text, string tooltip = null)
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{
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var element = new ButtonElement();
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element.Init(text);
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element.Button.Text = text;
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element.Button.TooltipText = tooltip;
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OnAddElement(element);
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return element;
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}
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@@ -147,11 +149,14 @@ namespace FlaxEditor.CustomEditors
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/// </summary>
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/// <param name="text">The text.</param>
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/// <param name="color">The color.</param>
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/// <param name="tooltip">The tooltip text.</param>
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/// <returns>The created element.</returns>
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public ButtonElement Button(string text, Color color)
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public ButtonElement Button(string text, Color color, string tooltip = null)
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{
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ButtonElement element = new ButtonElement();
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element.Init(text, color);
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element.Button.Text = text;
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element.Button.TooltipText = tooltip;
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element.Button.SetColors(color);
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OnAddElement(element);
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return element;
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}
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@@ -29,6 +29,7 @@
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#include "Engine/Level/Actor.h"
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#include "Engine/Level/Prefabs/Prefab.h"
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#include "Engine/Core/Config/GameSettings.h"
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#include "Engine/Core/Config/GraphicsSettings.h"
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#include "Engine/Core/Cache.h"
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#include "Engine/CSG/CSGBuilder.h"
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#include "Engine/Debug/DebugLog.h"
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@@ -196,6 +197,10 @@ struct InternalModelOptions
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byte ImportTextures;
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byte RestoreMaterialsOnReimport;
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// SDF
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byte GenerateSDF;
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float SDFResolution;
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// Splitting
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byte SplitObjects;
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int32 ObjectIndex;
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@@ -235,6 +240,8 @@ struct InternalModelOptions
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to->ImportMaterials = from->ImportMaterials;
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to->ImportTextures = from->ImportTextures;
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to->RestoreMaterialsOnReimport = from->RestoreMaterialsOnReimport;
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to->GenerateSDF = from->GenerateSDF;
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to->SDFResolution = from->SDFResolution;
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to->SplitObjects = from->SplitObjects;
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to->ObjectIndex = from->ObjectIndex;
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}
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@@ -274,6 +281,8 @@ struct InternalModelOptions
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to->ImportMaterials = from->ImportMaterials;
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to->ImportTextures = from->ImportTextures;
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to->RestoreMaterialsOnReimport = from->RestoreMaterialsOnReimport;
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to->GenerateSDF = from->GenerateSDF;
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to->SDFResolution = from->SDFResolution;
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to->SplitObjects = from->SplitObjects;
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to->ObjectIndex = from->ObjectIndex;
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}
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@@ -626,22 +635,23 @@ public:
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return false;
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}
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static bool GetModelImportOptions(MonoString* pathObj, InternalModelOptions* result)
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static void GetModelImportOptions(MonoString* pathObj, InternalModelOptions* result)
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{
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// Initialize defaults
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ImportModelFile::Options options;
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if (const auto* graphicsSettings = GraphicsSettings::Get())
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{
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options.GenerateSDF = graphicsSettings->GenerateSDFOnModelImport;
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}
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// Get options from model
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String path;
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MUtils::ToString(pathObj, path);
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FileSystem::NormalizePath(path);
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ImportModelFile::TryGetImportOptions(path, options);
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ImportModelFile::Options options;
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if (ImportModelFile::TryGetImportOptions(path, options))
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{
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// Convert into managed storage
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InternalModelOptions::Convert(&options, result);
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return true;
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}
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return false;
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// Convert into managed storage
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InternalModelOptions::Convert(&options, result);
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}
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static bool GetAudioImportOptions(MonoString* pathObj, InternalAudioOptions* result)
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@@ -852,7 +862,7 @@ public:
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continue;
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switch (e.Type)
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{
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// Keyboard events
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// Keyboard events
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case InputDevice::EventType::Char:
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window->OnCharInput(e.CharData.Char);
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break;
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@@ -862,7 +872,7 @@ public:
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case InputDevice::EventType::KeyUp:
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window->OnKeyUp(e.KeyData.Key);
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break;
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// Mouse events
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// Mouse events
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case InputDevice::EventType::MouseDown:
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window->OnMouseDown(window->ScreenToClient(e.MouseData.Position), e.MouseData.Button);
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break;
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@@ -38,7 +38,7 @@ namespace FlaxEditor.Windows.Assets
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PreviewLight.ShadowsDistance = 2000.0f;
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Task.ViewFlags |= ViewFlags.Shadows;
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}
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public override void Draw()
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{
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base.Draw();
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@@ -75,10 +75,7 @@ namespace FlaxEditor.Windows.Assets
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base.OnClean();
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}
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/// <summary>
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/// Updates the highlight/isolate effects on UI.
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/// </summary>
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public void UpdateEffectsOnUI()
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private void UpdateEffectsOnUI()
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{
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Window._skipEffectsGuiEvents = true;
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@@ -97,10 +94,7 @@ namespace FlaxEditor.Windows.Assets
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Window._skipEffectsGuiEvents = false;
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}
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/// <summary>
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/// Updates the material slots UI parts. Should be called after material slot rename.
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/// </summary>
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public void UpdateMaterialSlotsUI()
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private void UpdateMaterialSlotsUI()
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{
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Window._skipEffectsGuiEvents = true;
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@@ -123,12 +117,7 @@ namespace FlaxEditor.Windows.Assets
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Window._skipEffectsGuiEvents = false;
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}
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/// <summary>
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/// Sets the material slot index to the mesh.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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/// <param name="newSlotIndex">New index of the material slot to use.</param>
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public void SetMaterialSlot(Mesh mesh, int newSlotIndex)
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private void SetMaterialSlot(Mesh mesh, int newSlotIndex)
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{
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if (Window._skipEffectsGuiEvents)
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return;
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@@ -139,11 +128,7 @@ namespace FlaxEditor.Windows.Assets
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Window.MarkAsEdited();
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}
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/// <summary>
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/// Sets the material slot to isolate.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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public void SetIsolate(Mesh mesh)
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private void SetIsolate(Mesh mesh)
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{
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if (Window._skipEffectsGuiEvents)
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return;
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@@ -153,11 +138,7 @@ namespace FlaxEditor.Windows.Assets
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UpdateEffectsOnUI();
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}
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/// <summary>
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/// Sets the material slot index to highlight.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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public void SetHighlight(Mesh mesh)
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private void SetHighlight(Mesh mesh)
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{
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if (Window._skipEffectsGuiEvents)
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return;
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@@ -169,6 +150,8 @@ namespace FlaxEditor.Windows.Assets
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private class ProxyEditor : ProxyEditorBase
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{
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private CustomEditors.Elements.IntegerValueElement _sdfModelLodIndex;
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public override void Initialize(LayoutElementsContainer layout)
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{
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var proxy = (MeshesPropertiesProxy)Values[0];
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@@ -198,6 +181,46 @@ namespace FlaxEditor.Windows.Assets
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};
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}
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// SDF
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{
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var group = layout.Group("SDF");
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var sdf = proxy.Asset.SDF;
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if (sdf.Texture != null)
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{
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var size = sdf.Texture.Size3;
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group.Label($"SDF Texture {size.X}x{size.Y}x{size.Z} ({Utilities.Utils.FormatBytesCount(sdf.Texture.MemoryUsage)})").AddCopyContextMenu();
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}
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else
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{
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group.Label("No SDF");
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}
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var resolution = group.FloatValue("Resolution Scale", proxy.Window.Editor.CodeDocs.GetTooltip(typeof(ModelImportSettings), nameof(ModelImportSettings.SDFResolution)));
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resolution.FloatValue.MinValue = 0.0001f;
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resolution.FloatValue.MaxValue = 100.0f;
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resolution.FloatValue.Value = sdf.Texture != null ? sdf.ResolutionScale : 1.0f;
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resolution.FloatValue.BoxValueChanged += b => { proxy.Window._importSettings.SDFResolution = b.Value; };
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var lodIndex = group.IntegerValue("LOD Index", "Index of the model Level of Detail to use for SDF data building. By default uses the lowest quality LOD for fast building.");
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lodIndex.IntValue.MinValue = 0;
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lodIndex.IntValue.MaxValue = lods.Length - 1;
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lodIndex.IntValue.Value = sdf.Texture != null ? sdf.LOD : 6;
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_sdfModelLodIndex = lodIndex;
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var buttons = group.CustomContainer<UniformGridPanel>();
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var gridControl = buttons.CustomControl;
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gridControl.ClipChildren = false;
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gridControl.Height = Button.DefaultHeight;
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gridControl.SlotsHorizontally = 2;
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gridControl.SlotsVertically = 1;
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var rebuildButton = buttons.Button("Rebuild", "Rebuilds the model SDF.").Button;
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rebuildButton.Clicked += OnRebuildSDF;
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var removeButton = buttons.Button("Remove", "Removes the model SDF data from the asset.").Button;
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removeButton.Enabled = sdf.Texture != null;
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removeButton.Clicked += OnRemoveSDF;
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}
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// Group per LOD
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for (int lodIndex = 0; lodIndex < lods.Length; lodIndex++)
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{
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@@ -260,6 +283,22 @@ namespace FlaxEditor.Windows.Assets
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proxy.UpdateMaterialSlotsUI();
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}
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private void OnRebuildSDF()
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{
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var proxy = (MeshesPropertiesProxy)Values[0];
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proxy.Asset.GenerateSDF(proxy.Window._importSettings.SDFResolution, _sdfModelLodIndex.Value);
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proxy.Window.MarkAsEdited();
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Presenter.BuildLayoutOnUpdate();
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}
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private void OnRemoveSDF()
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{
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var proxy = (MeshesPropertiesProxy)Values[0];
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proxy.Asset.SetSDF(new ModelBase.SDFData());
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proxy.Window.MarkAsEdited();
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Presenter.BuildLayoutOnUpdate();
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}
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internal override void RefreshInternal()
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{
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// Skip updates when model is not loaded
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@@ -645,14 +684,14 @@ namespace FlaxEditor.Windows.Assets
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[CustomEditor(typeof(ProxyEditor))]
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private sealed class ImportPropertiesProxy : PropertiesProxyBase
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{
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private ModelImportSettings ImportSettings = new ModelImportSettings();
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private ModelImportSettings ImportSettings;
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/// <inheritdoc />
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public override void OnLoad(ModelWindow window)
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{
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base.OnLoad(window);
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ModelImportSettings.TryRestore(ref ImportSettings, window.Item.Path);
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ImportSettings = window._importSettings;
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}
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public void Reimport()
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@@ -675,7 +714,7 @@ namespace FlaxEditor.Windows.Assets
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{
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var group = layout.Group("Import Settings");
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var importSettingsField = typeof(ImportPropertiesProxy).GetField("ImportSettings", BindingFlags.NonPublic | BindingFlags.Instance);
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var importSettingsField = typeof(ImportPropertiesProxy).GetField(nameof(ImportSettings), BindingFlags.NonPublic | BindingFlags.Instance);
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var importSettingsValues = new ValueContainer(new ScriptMemberInfo(importSettingsField)) { proxy.ImportSettings };
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group.Object(importSettingsValues);
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@@ -730,6 +769,7 @@ namespace FlaxEditor.Windows.Assets
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private readonly ModelPreview _preview;
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private StaticModel _highlightActor;
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private MeshDataCache _meshData;
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private ModelImportSettings _importSettings = new ModelImportSettings();
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/// <inheritdoc />
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public ModelWindow(Editor editor, AssetItem item)
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@@ -868,6 +908,7 @@ namespace FlaxEditor.Windows.Assets
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{
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_refreshOnLODsLoaded = true;
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_preview.ViewportCamera.SetArcBallView(Asset.GetBox());
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ModelImportSettings.TryRestore(ref _importSettings, Item.Path);
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UpdateEffectsOnAsset();
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// TODO: disable streaming for this model
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@@ -2,14 +2,11 @@
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#include "Model.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Core/Math/Int3.h"
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#include "Engine/Core/RandomStream.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Content/WeakAssetReference.h"
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#include "Engine/Content/Upgraders/ModelAssetUpgrader.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Core/Math/Int2.h"
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#include "Engine/Debug/DebugDraw.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/RenderTask.h"
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@@ -18,10 +15,11 @@
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#include "Engine/Debug/Exceptions/ArgumentOutOfRangeException.h"
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#include "Engine/Graphics/Async/GPUTask.h"
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#include "Engine/Graphics/Textures/GPUTexture.h"
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#include "Engine/Graphics/Textures/TextureData.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Threading/JobSystem.h"
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#include "Engine/Threading/Threading.h"
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#include "Engine/Tools/ModelTool/ModelTool.h"
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#include "Engine/Tools/ModelTool/MeshAccelerationStructure.h"
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#if GPU_ENABLE_ASYNC_RESOURCES_CREATION
|
||||
#include "Engine/Threading/ThreadPoolTask.h"
|
||||
@@ -526,17 +524,50 @@ bool Model::Save(bool withMeshDataFromGpu, const StringView& path)
|
||||
lodChunk->Data.Copy(meshesStream.GetHandle(), meshesStream.GetPosition());
|
||||
}
|
||||
}
|
||||
|
||||
// Download SDF data
|
||||
if (SDF.Texture)
|
||||
{
|
||||
auto sdfChunk = GET_CHUNK(15);
|
||||
if (sdfChunk == nullptr)
|
||||
return true;
|
||||
MemoryWriteStream sdfStream;
|
||||
sdfStream.WriteInt32(1); // Version
|
||||
ModelSDFHeader data(SDF, SDF.Texture->GetDescription());
|
||||
sdfStream.Write(&data);
|
||||
TextureData sdfTextureData;
|
||||
if (SDF.Texture->DownloadData(sdfTextureData))
|
||||
return true;
|
||||
for (int32 mipLevel = 0; mipLevel < sdfTextureData.Items[0].Mips.Count(); mipLevel++)
|
||||
{
|
||||
auto& mip = sdfTextureData.Items[0].Mips[mipLevel];
|
||||
ModelSDFMip mipData(mipLevel, mip);
|
||||
sdfStream.Write(&mipData);
|
||||
sdfStream.Write(mip.Data.Get(), mip.Data.Length());
|
||||
}
|
||||
sdfChunk->Data.Copy(sdfStream.GetHandle(), sdfStream.GetPosition());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ASSERT(!IsVirtual());
|
||||
|
||||
// Load all chunks with a mesh data
|
||||
for (int32 lodIndex = 0; lodIndex < LODs.Count(); lodIndex++)
|
||||
{
|
||||
if (LoadChunk(MODEL_LOD_TO_CHUNK_INDEX(lodIndex)))
|
||||
return true;
|
||||
}
|
||||
|
||||
if (SDF.Texture)
|
||||
{
|
||||
// SDF data from file (only if has no cached texture data)
|
||||
if (LoadChunk(15))
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No SDF texture
|
||||
ReleaseChunk(15);
|
||||
}
|
||||
}
|
||||
|
||||
// Set mesh header data
|
||||
@@ -565,8 +596,9 @@ bool Model::Save(bool withMeshDataFromGpu, const StringView& path)
|
||||
|
||||
#endif
|
||||
|
||||
bool Model::GenerateSDF(float resolutionScale, int32 lodIndex)
|
||||
bool Model::GenerateSDF(float resolutionScale, int32 lodIndex, bool cacheData)
|
||||
{
|
||||
ScopeLock lock(Locker);
|
||||
if (!HasAnyLODInitialized())
|
||||
return true;
|
||||
if (IsInMainThread() && IsVirtual())
|
||||
@@ -575,219 +607,31 @@ bool Model::GenerateSDF(float resolutionScale, int32 lodIndex)
|
||||
LOG(Warning, "Cannot generate SDF for virtual models on a main thread.");
|
||||
return true;
|
||||
}
|
||||
PROFILE_CPU();
|
||||
auto startTime = Platform::GetTimeSeconds();
|
||||
ScopeLock lock(Locker);
|
||||
|
||||
// Setup SDF texture properties
|
||||
cacheData &= Storage != nullptr; // Cache only if has storage linked
|
||||
lodIndex = Math::Clamp(lodIndex, HighestResidentLODIndex(), LODs.Count() - 1);
|
||||
auto& lod = LODs[lodIndex];
|
||||
BoundingBox bounds = lod.GetBox();
|
||||
Vector3 size = bounds.GetSize();
|
||||
SDF.WorldUnitsPerVoxel = 10 / Math::Max(resolutionScale, 0.0001f);
|
||||
Int3 resolution(Vector3::Ceil(Vector3::Clamp(size / SDF.WorldUnitsPerVoxel, 4, 256)));
|
||||
Vector3 uvwToLocalMul = size;
|
||||
Vector3 uvwToLocalAdd = bounds.Minimum;
|
||||
SDF.LocalToUVWMul = Vector3::One / uvwToLocalMul;
|
||||
SDF.LocalToUVWAdd = -uvwToLocalAdd / uvwToLocalMul;
|
||||
SDF.MaxDistance = size.MaxValue();
|
||||
SDF.LocalBoundsMin = bounds.Minimum;
|
||||
SDF.LocalBoundsMax = bounds.Maximum;
|
||||
// TODO: maybe apply 1 voxel margin around the geometry?
|
||||
const int32 maxMips = 3;
|
||||
const int32 mipCount = Math::Min(MipLevelsCount(resolution.X, resolution.Y, resolution.Z, true), maxMips);
|
||||
if (!SDF.Texture)
|
||||
SDF.Texture = GPUTexture::New();
|
||||
PixelFormat format = PixelFormat::R16_UNorm;
|
||||
int32 formatStride = 2;
|
||||
float formatMaxValue = MAX_uint16;
|
||||
typedef float (*FormatRead)(void* ptr);
|
||||
typedef void (*FormatWrite)(void* ptr, float v);
|
||||
FormatRead formatRead = [](void* ptr)
|
||||
{
|
||||
return (float)*(uint16*)ptr;
|
||||
};
|
||||
FormatWrite formatWrite = [](void* ptr, float v)
|
||||
{
|
||||
*(uint16*)ptr = (uint16)v;
|
||||
};
|
||||
if (resolution.MaxValue() < 8)
|
||||
{
|
||||
// For smaller meshes use more optimized format (gives small perf and memory gain but introduces artifacts on larger meshes)
|
||||
format = PixelFormat::R8_UNorm;
|
||||
formatStride = 1;
|
||||
formatMaxValue = MAX_uint8;
|
||||
formatRead = [](void* ptr)
|
||||
{
|
||||
return (float)*(uint8*)ptr;
|
||||
};
|
||||
formatWrite = [](void* ptr, float v)
|
||||
{
|
||||
*(uint8*)ptr = (uint8)v;
|
||||
};
|
||||
}
|
||||
if (SDF.Texture->Init(GPUTextureDescription::New3D(resolution.X, resolution.Y, resolution.Z, format, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, mipCount)))
|
||||
{
|
||||
SAFE_DELETE_GPU_RESOURCE(SDF.Texture);
|
||||
|
||||
// Generate SDF
|
||||
MemoryWriteStream sdfStream;
|
||||
if (ModelTool::GenerateModelSDF(this, nullptr, resolutionScale, lodIndex, &SDF, cacheData ? &sdfStream : nullptr, GetPath()))
|
||||
return true;
|
||||
}
|
||||
|
||||
// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
|
||||
// Set asset data
|
||||
if (cacheData)
|
||||
GetOrCreateChunk(15)->Data.Copy(sdfStream.GetHandle(), sdfStream.GetPosition());
|
||||
|
||||
// Setup acceleration structure for fast ray tracing the mesh triangles
|
||||
MeshAccelerationStructure scene;
|
||||
scene.Add(this, lodIndex);
|
||||
scene.BuildBVH();
|
||||
|
||||
// Allocate memory for the distant field
|
||||
const int32 voxelsSize = resolution.X * resolution.Y * resolution.Z * formatStride;
|
||||
void* voxels = Allocator::Allocate(voxelsSize);
|
||||
Vector3 xyzToLocalMul = uvwToLocalMul / Vector3(resolution);
|
||||
Vector3 xyzToLocalAdd = uvwToLocalAdd;
|
||||
const Vector2 encodeMAD(0.5f / SDF.MaxDistance * formatMaxValue, 0.5f * formatMaxValue);
|
||||
const Vector2 decodeMAD(2.0f * SDF.MaxDistance / formatMaxValue, -SDF.MaxDistance);
|
||||
|
||||
// TODO: use optimized sparse storage for SDF data as hierarchical bricks as in papers below:
|
||||
// https://graphics.pixar.com/library/IrradianceAtlas/paper.pdf
|
||||
// http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf
|
||||
// http://ramakarl.com/pdfs/2016_Hoetzlein_GVDB.pdf
|
||||
// https://www.cse.chalmers.se/~uffe/HighResolutionSparseVoxelDAGs.pdf
|
||||
|
||||
// Brute-force for each voxel to calculate distance to the closest triangle with point query and distance sign by raycasting around the voxel
|
||||
const int32 sampleCount = 12;
|
||||
Array<Vector3> sampleDirections;
|
||||
sampleDirections.Resize(sampleCount);
|
||||
{
|
||||
RandomStream rand;
|
||||
sampleDirections.Get()[0] = Vector3::Up;
|
||||
sampleDirections.Get()[1] = Vector3::Down;
|
||||
sampleDirections.Get()[2] = Vector3::Left;
|
||||
sampleDirections.Get()[3] = Vector3::Right;
|
||||
sampleDirections.Get()[4] = Vector3::Forward;
|
||||
sampleDirections.Get()[5] = Vector3::Backward;
|
||||
for (int32 i = 6; i < sampleCount; i++)
|
||||
sampleDirections.Get()[i] = rand.GetUnitVector();
|
||||
}
|
||||
Function<void(int32)> sdfJob = [this, &resolution, &sampleDirections, &scene, &voxels, &xyzToLocalMul, &xyzToLocalAdd, &encodeMAD, &formatStride, &formatWrite](int32 z)
|
||||
{
|
||||
PROFILE_CPU_NAMED("Model SDF Job");
|
||||
float hitDistance;
|
||||
Vector3 hitNormal, hitPoint;
|
||||
Triangle hitTriangle;
|
||||
const int32 zAddress = resolution.Y * resolution.X * z;
|
||||
for (int32 y = 0; y < resolution.Y; y++)
|
||||
{
|
||||
const int32 yAddress = resolution.X * y + zAddress;
|
||||
for (int32 x = 0; x < resolution.X; x++)
|
||||
{
|
||||
float minDistance = SDF.MaxDistance;
|
||||
Vector3 voxelPos = Vector3((float)x, (float)y, (float)z) * xyzToLocalMul + xyzToLocalAdd;
|
||||
|
||||
// Point query to find the distance to the closest surface
|
||||
scene.PointQuery(voxelPos, minDistance, hitPoint, hitTriangle);
|
||||
|
||||
// Raycast samples around voxel to count triangle backfaces hit
|
||||
int32 hitBackCount = 0, hitCount = 0;
|
||||
for (int32 sample = 0; sample < sampleDirections.Count(); sample++)
|
||||
{
|
||||
Ray sampleRay(voxelPos, sampleDirections[sample]);
|
||||
if (scene.RayCast(sampleRay, hitDistance, hitNormal, hitTriangle))
|
||||
{
|
||||
hitCount++;
|
||||
const bool backHit = Vector3::Dot(sampleRay.Direction, hitTriangle.GetNormal()) > 0;
|
||||
if (backHit)
|
||||
hitBackCount++;
|
||||
}
|
||||
}
|
||||
|
||||
float distance = minDistance;
|
||||
// TODO: surface thickness threshold? shift reduce distance for all voxels by something like 0.01 to enlarge thin geometry
|
||||
//if ((float)hitBackCount > )hitCount * 0.3f && hitCount != 0)
|
||||
if ((float)hitBackCount > (float)sampleDirections.Count() * 0.6f && hitCount != 0)
|
||||
{
|
||||
// Voxel is inside the geometry so turn it into negative distance to the surface
|
||||
distance *= -1;
|
||||
}
|
||||
const int32 xAddress = x + yAddress;
|
||||
formatWrite((byte*)voxels + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
|
||||
}
|
||||
}
|
||||
};
|
||||
JobSystem::Execute(sdfJob, resolution.Z);
|
||||
|
||||
// Upload data to the GPU
|
||||
BytesContainer data;
|
||||
data.Link((byte*)voxels, voxelsSize);
|
||||
auto task = SDF.Texture->UploadMipMapAsync(data, 0, resolution.X * formatStride, data.Length(), true);
|
||||
if (task)
|
||||
task->Start();
|
||||
|
||||
// Generate mip maps
|
||||
void* voxelsMip = nullptr;
|
||||
for (int32 mipLevel = 1; mipLevel < mipCount; mipLevel++)
|
||||
{
|
||||
Int3 resolutionMip = Int3::Max(resolution / 2, Int3::One);
|
||||
const int32 voxelsMipSize = resolutionMip.X * resolutionMip.Y * resolutionMip.Z * formatStride;
|
||||
if (voxelsMip == nullptr)
|
||||
voxelsMip = Allocator::Allocate(voxelsMipSize);
|
||||
|
||||
// Downscale mip
|
||||
Function<void(int32)> mipJob = [this, &voxelsMip, &voxels, &resolution, &resolutionMip, &encodeMAD, &decodeMAD, &formatStride, &formatRead, &formatWrite](int32 z)
|
||||
{
|
||||
PROFILE_CPU_NAMED("Model SDF Mip Job");
|
||||
const int32 zAddress = resolutionMip.Y * resolutionMip.X * z;
|
||||
for (int32 y = 0; y < resolutionMip.Y; y++)
|
||||
{
|
||||
const int32 yAddress = resolutionMip.X * y + zAddress;
|
||||
for (int32 x = 0; x < resolutionMip.X; x++)
|
||||
{
|
||||
// Linear box filter around the voxel
|
||||
// TODO: use min distance for nearby texels (texel distance + distance to texel)
|
||||
float distance = 0;
|
||||
for (int32 dz = 0; dz < 2; dz++)
|
||||
{
|
||||
const int32 dzAddress = (z * 2 + dz) * (resolution.Y * resolution.X);
|
||||
for (int32 dy = 0; dy < 2; dy++)
|
||||
{
|
||||
const int32 dyAddress = (y * 2 + dy) * (resolution.X) + dzAddress;
|
||||
for (int32 dx = 0; dx < 2; dx++)
|
||||
{
|
||||
const int32 dxAddress = (x * 2 + dx) + dyAddress;
|
||||
const float d = formatRead((byte*)voxels + dxAddress * formatStride) * decodeMAD.X + decodeMAD.Y;
|
||||
distance += d;
|
||||
}
|
||||
}
|
||||
}
|
||||
distance *= 1.0f / 8.0f;
|
||||
|
||||
const int32 xAddress = x + yAddress;
|
||||
formatWrite((byte*)voxelsMip + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
|
||||
}
|
||||
}
|
||||
};
|
||||
JobSystem::Execute(mipJob, resolutionMip.Z);
|
||||
|
||||
// Upload to the GPU
|
||||
data.Link((byte*)voxelsMip, voxelsMipSize);
|
||||
task = SDF.Texture->UploadMipMapAsync(data, mipLevel, resolutionMip.X * formatStride, data.Length(), true);
|
||||
if (task)
|
||||
task->Start();
|
||||
|
||||
// Go down
|
||||
Swap(voxelsMip, voxels);
|
||||
resolution = resolutionMip;
|
||||
}
|
||||
|
||||
Allocator::Free(voxelsMip);
|
||||
Allocator::Free(voxels);
|
||||
|
||||
#if !BUILD_RELEASE
|
||||
auto endTime = Platform::GetTimeSeconds();
|
||||
LOG(Info, "Generated SDF {}x{}x{} ({} kB) in {}ms for {}", resolution.X, resolution.Y, resolution.Z, SDF.Texture->GetMemoryUsage() / 1024, (int32)((endTime - startTime) * 1000.0), GetPath());
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
void Model::SetSDF(const SDFData& sdf)
|
||||
{
|
||||
ScopeLock lock(Locker);
|
||||
if (SDF.Texture == sdf.Texture)
|
||||
return;
|
||||
SAFE_DELETE_GPU_RESOURCE(SDF.Texture);
|
||||
SDF = sdf;
|
||||
ReleaseChunk(15);
|
||||
}
|
||||
|
||||
bool Model::Init(const Span<int32>& meshesCountPerLod)
|
||||
{
|
||||
if (meshesCountPerLod.IsInvalid() || meshesCountPerLod.Length() > MODEL_MAX_LODS)
|
||||
@@ -1039,6 +883,50 @@ Asset::LoadResult Model::load()
|
||||
}
|
||||
}
|
||||
|
||||
// Load SDF
|
||||
auto chunk15 = GetChunk(15);
|
||||
if (chunk15 && chunk15->IsLoaded())
|
||||
{
|
||||
MemoryReadStream sdfStream(chunk15->Get(), chunk15->Size());
|
||||
int32 version;
|
||||
sdfStream.ReadInt32(&version);
|
||||
switch (version)
|
||||
{
|
||||
case 1:
|
||||
{
|
||||
ModelSDFHeader data;
|
||||
sdfStream.Read(&data);
|
||||
if (!SDF.Texture)
|
||||
SDF.Texture = GPUTexture::New();
|
||||
if (SDF.Texture->Init(GPUTextureDescription::New3D(data.Width, data.Height, data.Depth, data.Format, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, data.MipLevels)))
|
||||
return LoadResult::Failed;
|
||||
SDF.LocalToUVWMul = data.LocalToUVWMul;
|
||||
SDF.LocalToUVWAdd = data.LocalToUVWAdd;
|
||||
SDF.WorldUnitsPerVoxel = data.WorldUnitsPerVoxel;
|
||||
SDF.MaxDistance = data.MaxDistance;
|
||||
SDF.LocalBoundsMin = data.LocalBoundsMin;
|
||||
SDF.LocalBoundsMax = data.LocalBoundsMax;
|
||||
SDF.ResolutionScale = data.ResolutionScale;
|
||||
SDF.LOD = data.LOD;
|
||||
for (int32 mipLevel = 0; mipLevel < data.MipLevels; mipLevel++)
|
||||
{
|
||||
ModelSDFMip mipData;
|
||||
sdfStream.Read(&mipData);
|
||||
void* mipBytes = sdfStream.Read(mipData.SlicePitch);
|
||||
BytesContainer mipBytesData;
|
||||
mipBytesData.Link((byte*)mipBytes, mipData.SlicePitch);
|
||||
auto task = SDF.Texture->UploadMipMapAsync(mipBytesData, mipData.MipIndex, mipData.RowPitch, mipData.SlicePitch, false);
|
||||
if (task)
|
||||
task->Start();
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
LOG(Warning, "Unknown SDF data version {0} in {1}", version, ToString());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
#if BUILD_DEBUG || BUILD_DEVELOPMENT
|
||||
// Validate LODs
|
||||
for (int32 lodIndex = 1; lodIndex < LODs.Count(); lodIndex++)
|
||||
@@ -1092,7 +980,7 @@ bool Model::init(AssetInitData& initData)
|
||||
AssetChunksFlag Model::getChunksToPreload() const
|
||||
{
|
||||
// Note: we don't preload any LODs here because it's done by the Streaming Manager
|
||||
return GET_CHUNK_FLAG(0);
|
||||
return GET_CHUNK_FLAG(0) | GET_CHUNK_FLAG(15);
|
||||
}
|
||||
|
||||
void ModelBase::SetupMaterialSlots(int32 slotsCount)
|
||||
|
||||
@@ -212,8 +212,14 @@ 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>
|
||||
/// <returns>True if failed, otherwise false.</returns>
|
||||
API_FUNCTION() bool GenerateSDF(float resolutionScale = 1.0f, int32 lodIndex = 6);
|
||||
API_FUNCTION() bool GenerateSDF(float resolutionScale = 1.0f, int32 lodIndex = 6, bool cacheData = true);
|
||||
|
||||
/// <summary>
|
||||
/// Sets set SDF data (releases the current one).
|
||||
/// </summary>
|
||||
API_FUNCTION() void SetSDF(const SDFData& sdf);
|
||||
|
||||
private:
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
// Chunk 1: LOD0
|
||||
// Chunk 2: LOD1
|
||||
// ..
|
||||
//
|
||||
// Chunk 15: SDF
|
||||
#define MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
|
||||
|
||||
class MeshBase;
|
||||
@@ -63,10 +63,20 @@ public:
|
||||
/// </summary>
|
||||
API_FIELD() Vector3 LocalBoundsMin;
|
||||
|
||||
/// <summary>
|
||||
/// The SDF texture resolution scale used for building texture.
|
||||
/// </summary>
|
||||
API_FIELD() float ResolutionScale = 1.0f;
|
||||
|
||||
/// <summary>
|
||||
/// The bounding box of the SDF texture in the model local-space.
|
||||
/// </summary>
|
||||
API_FIELD() Vector3 LocalBoundsMax;
|
||||
|
||||
/// <summary>
|
||||
/// The model LOD index used for the building.
|
||||
/// </summary>
|
||||
API_FIELD() int32 LOD = 6;
|
||||
};
|
||||
|
||||
protected:
|
||||
|
||||
@@ -48,9 +48,9 @@ public:
|
||||
|
||||
private:
|
||||
|
||||
static CreateAssetResult ImportModel(CreateAssetContext& context, ModelData& modelData);
|
||||
static CreateAssetResult ImportSkinnedModel(CreateAssetContext& context, ModelData& modelData);
|
||||
static CreateAssetResult ImportAnimation(CreateAssetContext& context, ModelData& modelData);
|
||||
static CreateAssetResult ImportModel(CreateAssetContext& context, ModelData& modelData, const Options* options = nullptr);
|
||||
static CreateAssetResult ImportSkinnedModel(CreateAssetContext& context, ModelData& modelData, const Options* options = nullptr);
|
||||
static CreateAssetResult ImportAnimation(CreateAssetContext& context, ModelData& modelData, const Options* options = nullptr);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -150,13 +150,13 @@ CreateAssetResult ImportModelFile::Import(CreateAssetContext& context)
|
||||
switch (options.Type)
|
||||
{
|
||||
case ModelTool::ModelType::Model:
|
||||
result = ImportModel(context, modelData);
|
||||
result = ImportModel(context, modelData, &options);
|
||||
break;
|
||||
case ModelTool::ModelType::SkinnedModel:
|
||||
result = ImportSkinnedModel(context, modelData);
|
||||
result = ImportSkinnedModel(context, modelData, &options);
|
||||
break;
|
||||
case ModelTool::ModelType::Animation:
|
||||
result = ImportAnimation(context, modelData);
|
||||
result = ImportAnimation(context, modelData, &options);
|
||||
break;
|
||||
}
|
||||
if (result != CreateAssetResult::Ok)
|
||||
@@ -199,7 +199,7 @@ CreateAssetResult ImportModelFile::Create(CreateAssetContext& context)
|
||||
return ImportModel(context, modelData);
|
||||
}
|
||||
|
||||
CreateAssetResult ImportModelFile::ImportModel(CreateAssetContext& context, ModelData& modelData)
|
||||
CreateAssetResult ImportModelFile::ImportModel(CreateAssetContext& context, ModelData& modelData, const Options* options)
|
||||
{
|
||||
// Base
|
||||
IMPORT_SETUP(Model, Model::SerializedVersion);
|
||||
@@ -235,10 +235,22 @@ CreateAssetResult ImportModelFile::ImportModel(CreateAssetContext& context, Mode
|
||||
context.Data.Header.Chunks[chunkIndex]->Data.Copy(stream.GetHandle(), stream.GetPosition());
|
||||
}
|
||||
|
||||
// Generate SDF
|
||||
if (options && options->GenerateSDF)
|
||||
{
|
||||
stream.SetPosition(0);
|
||||
if (!ModelTool::GenerateModelSDF(nullptr, &modelData, options->SDFResolution, lodCount - 1, nullptr, &stream, context.TargetAssetPath))
|
||||
{
|
||||
if (context.AllocateChunk(15))
|
||||
return CreateAssetResult::CannotAllocateChunk;
|
||||
context.Data.Header.Chunks[15]->Data.Copy(stream.GetHandle(), stream.GetPosition());
|
||||
}
|
||||
}
|
||||
|
||||
return CreateAssetResult::Ok;
|
||||
}
|
||||
|
||||
CreateAssetResult ImportModelFile::ImportSkinnedModel(CreateAssetContext& context, ModelData& modelData)
|
||||
CreateAssetResult ImportModelFile::ImportSkinnedModel(CreateAssetContext& context, ModelData& modelData, const Options* options)
|
||||
{
|
||||
// Base
|
||||
IMPORT_SETUP(SkinnedModel, SkinnedModel::SerializedVersion);
|
||||
@@ -277,7 +289,7 @@ CreateAssetResult ImportModelFile::ImportSkinnedModel(CreateAssetContext& contex
|
||||
return CreateAssetResult::Ok;
|
||||
}
|
||||
|
||||
CreateAssetResult ImportModelFile::ImportAnimation(CreateAssetContext& context, ModelData& modelData)
|
||||
CreateAssetResult ImportModelFile::ImportAnimation(CreateAssetContext& context, ModelData& modelData, const Options* options)
|
||||
{
|
||||
// Base
|
||||
IMPORT_SETUP(Animation, Animation::SerializedVersion);
|
||||
|
||||
@@ -11,9 +11,9 @@
|
||||
/// </summary>
|
||||
API_CLASS(sealed, Namespace="FlaxEditor.Content.Settings") class FLAXENGINE_API GraphicsSettings : public SettingsBase
|
||||
{
|
||||
DECLARE_SCRIPTING_TYPE_MINIMAL(GraphicsSettings);
|
||||
API_AUTO_SERIALIZATION();
|
||||
DECLARE_SCRIPTING_TYPE_MINIMAL(GraphicsSettings);
|
||||
public:
|
||||
|
||||
/// <summary>
|
||||
/// Enables rendering synchronization with the refresh rate of the display device to avoid "tearing" artifacts.
|
||||
/// </summary>
|
||||
@@ -62,8 +62,15 @@ public:
|
||||
API_FIELD(Attributes="EditorOrder(1320), DefaultValue(false), EditorDisplay(\"Quality\", \"Allow CSM Blending\")")
|
||||
bool AllowCSMBlending = false;
|
||||
|
||||
public:
|
||||
#if USE_EDITOR
|
||||
/// <summary>
|
||||
/// If checked, the 'Generate SDF' option will be checked on model import options by default. Use it if your project uses Global SDF (eg. for Global Illumination or particles).
|
||||
/// </summary>
|
||||
API_FIELD(Attributes="EditorOrder(2000), EditorDisplay(\"Global SDF\")")
|
||||
bool GenerateSDFOnModelImport = false;
|
||||
#endif
|
||||
|
||||
public:
|
||||
/// <summary>
|
||||
/// Gets the instance of the settings asset (default value if missing). Object returned by this method is always loaded with valid data to use.
|
||||
/// </summary>
|
||||
@@ -71,15 +78,4 @@ public:
|
||||
|
||||
// [SettingsBase]
|
||||
void Apply() override;
|
||||
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) final override
|
||||
{
|
||||
DESERIALIZE(UseVSync);
|
||||
DESERIALIZE(AAQuality);
|
||||
DESERIALIZE(SSRQuality);
|
||||
DESERIALIZE(SSAOQuality);
|
||||
DESERIALIZE(VolumetricFogQuality);
|
||||
DESERIALIZE(ShadowsQuality);
|
||||
DESERIALIZE(ShadowMapsQuality);
|
||||
DESERIALIZE(AllowCSMBlending);
|
||||
}
|
||||
};
|
||||
|
||||
@@ -600,6 +600,21 @@ bool MaterialSlotEntry::UsesProperties() const
|
||||
Normals.TextureIndex != -1;
|
||||
}
|
||||
|
||||
BoundingBox ModelLodData::GetBox() const
|
||||
{
|
||||
if (Meshes.IsEmpty())
|
||||
return BoundingBox::Empty;
|
||||
BoundingBox bounds;
|
||||
Meshes[0]->CalculateBox(bounds);
|
||||
for (int32 i = 1; i < Meshes.Count(); i++)
|
||||
{
|
||||
BoundingBox b;
|
||||
Meshes[i]->CalculateBox(b);
|
||||
BoundingBox::Merge(bounds, b, bounds);
|
||||
}
|
||||
return bounds;
|
||||
}
|
||||
|
||||
void ModelData::CalculateLODsScreenSizes()
|
||||
{
|
||||
const float autoComputeLodPowerBase = 0.5f;
|
||||
|
||||
@@ -409,6 +409,11 @@ public:
|
||||
{
|
||||
Meshes.ClearDelete();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the bounding box combined for all meshes in this model LOD.
|
||||
/// </summary>
|
||||
BoundingBox GetBox() const;
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -215,8 +215,6 @@ void StaticModel::Draw(RenderContext& renderContext)
|
||||
return;
|
||||
if (renderContext.View.Pass == DrawPass::GlobalSDF)
|
||||
{
|
||||
if (!Model->SDF.Texture)
|
||||
Model->GenerateSDF();
|
||||
GlobalSignDistanceFieldPass::Instance()->RasterizeModelSDF(Model->SDF, _world, _box);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "MeshAccelerationStructure.h"
|
||||
#include "Engine/Core/Math/Math.h"
|
||||
#include "Engine/Content/Assets/Model.h"
|
||||
#include "Engine/Graphics/Models/ModelData.h"
|
||||
#include "Engine/Profiler/ProfilerCPU.h"
|
||||
|
||||
void MeshAccelerationStructure::BuildBVH(int32 node, int32 maxLeafSize, Array<byte>& scratch)
|
||||
@@ -326,6 +327,34 @@ void MeshAccelerationStructure::Add(Model* model, int32 lodIndex)
|
||||
}
|
||||
}
|
||||
|
||||
void MeshAccelerationStructure::Add(ModelData* modelData, int32 lodIndex, bool copy)
|
||||
{
|
||||
PROFILE_CPU();
|
||||
lodIndex = Math::Clamp(lodIndex, 0, modelData->LODs.Count() - 1);
|
||||
ModelLodData& lod = modelData->LODs[lodIndex];
|
||||
const int32 meshesStart = _meshes.Count();
|
||||
_meshes.AddDefault(lod.Meshes.Count());
|
||||
for (int32 i = 0; i < lod.Meshes.Count(); i++)
|
||||
{
|
||||
MeshData* mesh = lod.Meshes[i];
|
||||
auto& meshData = _meshes[meshesStart + i];
|
||||
meshData.Indices = mesh->Indices.Count();
|
||||
meshData.Vertices = mesh->Positions.Count();
|
||||
if (copy)
|
||||
{
|
||||
meshData.IndexBuffer.Copy((const byte*)mesh->Indices.Get(), meshData.Indices * sizeof(uint32));
|
||||
meshData.VertexBuffer.Copy((const byte*)mesh->Positions.Get(), meshData.Vertices * sizeof(Vector3));
|
||||
}
|
||||
else
|
||||
{
|
||||
meshData.IndexBuffer.Link((const byte*)mesh->Indices.Get(), meshData.Indices * sizeof(uint32));
|
||||
meshData.VertexBuffer.Link((const byte*)mesh->Positions.Get(), meshData.Vertices * sizeof(Vector3));
|
||||
}
|
||||
meshData.Use16BitIndexBuffer = false;
|
||||
mesh->CalculateBox(meshData.Bounds);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshAccelerationStructure::Add(Vector3* vb, int32 vertices, void* ib, int32 indices, bool use16BitIndex, bool copy)
|
||||
{
|
||||
auto& meshData = _meshes.AddOne();
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "Engine/Core/Collections/Array.h"
|
||||
|
||||
class Model;
|
||||
class ModelData;
|
||||
|
||||
/// <summary>
|
||||
/// Acceleration Structure utility for robust ray tracing mesh geometry with optimized data structure.
|
||||
@@ -59,6 +60,9 @@ public:
|
||||
// Adds the model geometry for the build to the structure.
|
||||
void Add(Model* model, int32 lodIndex);
|
||||
|
||||
// Adds the model geometry for the build to the structure.
|
||||
void Add(ModelData* modelData, int32 lodIndex, bool copy = false);
|
||||
|
||||
// Adds the triangles geometry for the build to the structure.
|
||||
void Add(Vector3* vb, int32 vertices, void* ib, int32 indices, bool use16BitIndex, bool copy = false);
|
||||
|
||||
|
||||
@@ -74,5 +74,6 @@ public class ModelTool : EngineModule
|
||||
public override void GetFilesToDeploy(List<string> files)
|
||||
{
|
||||
files.Add(Path.Combine(FolderPath, "ModelTool.h"));
|
||||
files.Add(Path.Combine(FolderPath, "MeshAccelerationStructure.h"));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
|
||||
|
||||
#if COMPILE_WITH_MODEL_TOOL
|
||||
#if COMPILE_WITH_MODEL_TOOL && USE_EDITOR
|
||||
|
||||
#include "ModelTool.h"
|
||||
#include "Engine/Core/Log.h"
|
||||
@@ -62,6 +62,8 @@ void ModelTool::Options::Serialize(SerializeStream& stream, const void* otherObj
|
||||
SERIALIZE(ImportMaterials);
|
||||
SERIALIZE(ImportTextures);
|
||||
SERIALIZE(RestoreMaterialsOnReimport);
|
||||
SERIALIZE(GenerateSDF);
|
||||
SERIALIZE(SDFResolution);
|
||||
SERIALIZE(SplitObjects);
|
||||
SERIALIZE(ObjectIndex);
|
||||
}
|
||||
@@ -100,6 +102,8 @@ void ModelTool::Options::Deserialize(DeserializeStream& stream, ISerializeModifi
|
||||
DESERIALIZE(ImportMaterials);
|
||||
DESERIALIZE(ImportTextures);
|
||||
DESERIALIZE(RestoreMaterialsOnReimport);
|
||||
DESERIALIZE(GenerateSDF);
|
||||
DESERIALIZE(SDFResolution);
|
||||
DESERIALIZE(SplitObjects);
|
||||
DESERIALIZE(ObjectIndex);
|
||||
|
||||
|
||||
@@ -3,7 +3,19 @@
|
||||
#if COMPILE_WITH_MODEL_TOOL
|
||||
|
||||
#include "ModelTool.h"
|
||||
#include "MeshAccelerationStructure.h"
|
||||
#include "Engine/Core/Log.h"
|
||||
#include "Engine/Core/RandomStream.h"
|
||||
#include "Engine/Core/Math/Int3.h"
|
||||
#include "Engine/Core/Math/Ray.h"
|
||||
#include "Engine/Profiler/ProfilerCPU.h"
|
||||
#include "Engine/Threading/JobSystem.h"
|
||||
#include "Engine/Graphics/RenderTools.h"
|
||||
#include "Engine/Graphics/Async/GPUTask.h"
|
||||
#include "Engine/Graphics/Textures/TextureData.h"
|
||||
#include "Engine/Content/Assets/Model.h"
|
||||
#include "Engine/Serialization/MemoryWriteStream.h"
|
||||
#if USE_EDITOR
|
||||
#include "Engine/Core/Types/DateTime.h"
|
||||
#include "Engine/Core/Types/TimeSpan.h"
|
||||
#include "Engine/Core/Types/Pair.h"
|
||||
@@ -19,6 +31,297 @@
|
||||
#include "Engine/ContentImporters/CreateCollisionData.h"
|
||||
#include "Editor/Utilities/EditorUtilities.h"
|
||||
#include <ThirdParty/meshoptimizer/meshoptimizer.h>
|
||||
#endif
|
||||
|
||||
ModelSDFHeader::ModelSDFHeader(const ModelBase::SDFData& sdf, const GPUTextureDescription& desc)
|
||||
: LocalToUVWMul(sdf.LocalToUVWMul)
|
||||
, WorldUnitsPerVoxel(sdf.WorldUnitsPerVoxel)
|
||||
, LocalToUVWAdd(sdf.LocalToUVWAdd)
|
||||
, MaxDistance(sdf.MaxDistance)
|
||||
, LocalBoundsMin(sdf.LocalBoundsMin)
|
||||
, MipLevels(desc.MipLevels)
|
||||
, LocalBoundsMax(sdf.LocalBoundsMax)
|
||||
, Width(desc.Width)
|
||||
, Height(desc.Height)
|
||||
, Depth(desc.Depth)
|
||||
, Format(desc.Format)
|
||||
, ResolutionScale(sdf.ResolutionScale)
|
||||
, LOD(sdf.LOD)
|
||||
{
|
||||
}
|
||||
|
||||
ModelSDFMip::ModelSDFMip(int32 mipIndex, uint32 rowPitch, uint32 slicePitch)
|
||||
: MipIndex(mipIndex)
|
||||
, RowPitch(rowPitch)
|
||||
, SlicePitch(slicePitch)
|
||||
{
|
||||
}
|
||||
|
||||
ModelSDFMip::ModelSDFMip(int32 mipIndex, const TextureMipData& mip)
|
||||
: MipIndex(mipIndex)
|
||||
, RowPitch(mip.RowPitch)
|
||||
, SlicePitch(mip.Data.Length())
|
||||
{
|
||||
}
|
||||
|
||||
bool ModelTool::GenerateModelSDF(Model* inputModel, ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, MemoryWriteStream* outputStream, const StringView& assetName)
|
||||
{
|
||||
PROFILE_CPU();
|
||||
auto startTime = Platform::GetTimeSeconds();
|
||||
|
||||
// Setup SDF texture properties
|
||||
BoundingBox bounds;
|
||||
if (inputModel)
|
||||
bounds = inputModel->LODs[lodIndex].GetBox();
|
||||
else if (modelData)
|
||||
bounds = modelData->LODs[lodIndex].GetBox();
|
||||
else
|
||||
return true;
|
||||
Vector3 size = bounds.GetSize();
|
||||
ModelBase::SDFData sdf;
|
||||
sdf.WorldUnitsPerVoxel = 10 / Math::Max(resolutionScale, 0.0001f);
|
||||
Int3 resolution(Vector3::Ceil(Vector3::Clamp(size / sdf.WorldUnitsPerVoxel, 4, 256)));
|
||||
Vector3 uvwToLocalMul = size;
|
||||
Vector3 uvwToLocalAdd = bounds.Minimum;
|
||||
sdf.LocalToUVWMul = Vector3::One / uvwToLocalMul;
|
||||
sdf.LocalToUVWAdd = -uvwToLocalAdd / uvwToLocalMul;
|
||||
sdf.MaxDistance = size.MaxValue();
|
||||
sdf.LocalBoundsMin = bounds.Minimum;
|
||||
sdf.LocalBoundsMax = bounds.Maximum;
|
||||
sdf.ResolutionScale = resolutionScale;
|
||||
sdf.LOD = lodIndex;
|
||||
// TODO: maybe apply 1 voxel margin around the geometry?
|
||||
const int32 maxMips = 3;
|
||||
const int32 mipCount = Math::Min(MipLevelsCount(resolution.X, resolution.Y, resolution.Z, true), maxMips);
|
||||
PixelFormat format = PixelFormat::R16_UNorm;
|
||||
int32 formatStride = 2;
|
||||
float formatMaxValue = MAX_uint16;
|
||||
typedef float (*FormatRead)(void* ptr);
|
||||
typedef void (*FormatWrite)(void* ptr, float v);
|
||||
FormatRead formatRead = [](void* ptr)
|
||||
{
|
||||
return (float)*(uint16*)ptr;
|
||||
};
|
||||
FormatWrite formatWrite = [](void* ptr, float v)
|
||||
{
|
||||
*(uint16*)ptr = (uint16)v;
|
||||
};
|
||||
if (resolution.MaxValue() < 8)
|
||||
{
|
||||
// For smaller meshes use more optimized format (gives small perf and memory gain but introduces artifacts on larger meshes)
|
||||
format = PixelFormat::R8_UNorm;
|
||||
formatStride = 1;
|
||||
formatMaxValue = MAX_uint8;
|
||||
formatRead = [](void* ptr)
|
||||
{
|
||||
return (float)*(uint8*)ptr;
|
||||
};
|
||||
formatWrite = [](void* ptr, float v)
|
||||
{
|
||||
*(uint8*)ptr = (uint8)v;
|
||||
};
|
||||
}
|
||||
GPUTextureDescription textureDesc = GPUTextureDescription::New3D(resolution.X, resolution.Y, resolution.Z, format, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess, mipCount);
|
||||
if (outputSDF)
|
||||
{
|
||||
*outputSDF = sdf;
|
||||
if (!outputSDF->Texture)
|
||||
outputSDF->Texture = GPUTexture::New();
|
||||
if (outputSDF->Texture->Init(textureDesc))
|
||||
{
|
||||
SAFE_DELETE_GPU_RESOURCE(outputSDF->Texture);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: support GPU to generate model SDF on-the-fly (if called during rendering)
|
||||
|
||||
// Setup acceleration structure for fast ray tracing the mesh triangles
|
||||
MeshAccelerationStructure scene;
|
||||
if (inputModel)
|
||||
scene.Add(inputModel, lodIndex);
|
||||
else if (modelData)
|
||||
scene.Add(modelData, lodIndex);
|
||||
scene.BuildBVH();
|
||||
|
||||
// Allocate memory for the distant field
|
||||
const int32 voxelsSize = resolution.X * resolution.Y * resolution.Z * formatStride;
|
||||
void* voxels = Allocator::Allocate(voxelsSize);
|
||||
Vector3 xyzToLocalMul = uvwToLocalMul / Vector3(resolution);
|
||||
Vector3 xyzToLocalAdd = uvwToLocalAdd;
|
||||
const Vector2 encodeMAD(0.5f / sdf.MaxDistance * formatMaxValue, 0.5f * formatMaxValue);
|
||||
const Vector2 decodeMAD(2.0f * sdf.MaxDistance / formatMaxValue, -sdf.MaxDistance);
|
||||
int32 voxelSizeSum = voxelsSize;
|
||||
|
||||
// TODO: use optimized sparse storage for SDF data as hierarchical bricks as in papers below:
|
||||
// https://graphics.pixar.com/library/IrradianceAtlas/paper.pdf
|
||||
// http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf
|
||||
// http://ramakarl.com/pdfs/2016_Hoetzlein_GVDB.pdf
|
||||
// https://www.cse.chalmers.se/~uffe/HighResolutionSparseVoxelDAGs.pdf
|
||||
|
||||
// Brute-force for each voxel to calculate distance to the closest triangle with point query and distance sign by raycasting around the voxel
|
||||
const int32 sampleCount = 12;
|
||||
Array<Vector3> sampleDirections;
|
||||
sampleDirections.Resize(sampleCount);
|
||||
{
|
||||
RandomStream rand;
|
||||
sampleDirections.Get()[0] = Vector3::Up;
|
||||
sampleDirections.Get()[1] = Vector3::Down;
|
||||
sampleDirections.Get()[2] = Vector3::Left;
|
||||
sampleDirections.Get()[3] = Vector3::Right;
|
||||
sampleDirections.Get()[4] = Vector3::Forward;
|
||||
sampleDirections.Get()[5] = Vector3::Backward;
|
||||
for (int32 i = 6; i < sampleCount; i++)
|
||||
sampleDirections.Get()[i] = rand.GetUnitVector();
|
||||
}
|
||||
Function<void(int32)> sdfJob = [&sdf, &resolution, &sampleDirections, &scene, &voxels, &xyzToLocalMul, &xyzToLocalAdd, &encodeMAD, &formatStride, &formatWrite](int32 z)
|
||||
{
|
||||
PROFILE_CPU_NAMED("Model SDF Job");
|
||||
float hitDistance;
|
||||
Vector3 hitNormal, hitPoint;
|
||||
Triangle hitTriangle;
|
||||
const int32 zAddress = resolution.Y * resolution.X * z;
|
||||
for (int32 y = 0; y < resolution.Y; y++)
|
||||
{
|
||||
const int32 yAddress = resolution.X * y + zAddress;
|
||||
for (int32 x = 0; x < resolution.X; x++)
|
||||
{
|
||||
float minDistance = sdf.MaxDistance;
|
||||
Vector3 voxelPos = Vector3((float)x, (float)y, (float)z) * xyzToLocalMul + xyzToLocalAdd;
|
||||
|
||||
// Point query to find the distance to the closest surface
|
||||
scene.PointQuery(voxelPos, minDistance, hitPoint, hitTriangle);
|
||||
|
||||
// Raycast samples around voxel to count triangle backfaces hit
|
||||
int32 hitBackCount = 0, hitCount = 0;
|
||||
for (int32 sample = 0; sample < sampleDirections.Count(); sample++)
|
||||
{
|
||||
Ray sampleRay(voxelPos, sampleDirections[sample]);
|
||||
if (scene.RayCast(sampleRay, hitDistance, hitNormal, hitTriangle))
|
||||
{
|
||||
hitCount++;
|
||||
const bool backHit = Vector3::Dot(sampleRay.Direction, hitTriangle.GetNormal()) > 0;
|
||||
if (backHit)
|
||||
hitBackCount++;
|
||||
}
|
||||
}
|
||||
|
||||
float distance = minDistance;
|
||||
// TODO: surface thickness threshold? shift reduce distance for all voxels by something like 0.01 to enlarge thin geometry
|
||||
//if ((float)hitBackCount > )hitCount * 0.3f && hitCount != 0)
|
||||
if ((float)hitBackCount > (float)sampleDirections.Count() * 0.6f && hitCount != 0)
|
||||
{
|
||||
// Voxel is inside the geometry so turn it into negative distance to the surface
|
||||
distance *= -1;
|
||||
}
|
||||
const int32 xAddress = x + yAddress;
|
||||
formatWrite((byte*)voxels + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
|
||||
}
|
||||
}
|
||||
};
|
||||
JobSystem::Execute(sdfJob, resolution.Z);
|
||||
|
||||
// Cache SDF data on a CPU
|
||||
if (outputStream)
|
||||
{
|
||||
outputStream->WriteInt32(1); // Version
|
||||
ModelSDFHeader data(sdf, textureDesc);
|
||||
outputStream->Write(&data);
|
||||
ModelSDFMip mipData(0, resolution.X * formatStride, voxelsSize);
|
||||
outputStream->Write(&mipData);
|
||||
outputStream->WriteBytes(voxels, voxelsSize);
|
||||
}
|
||||
|
||||
// Upload data to the GPU
|
||||
if (outputSDF)
|
||||
{
|
||||
BytesContainer data;
|
||||
data.Link((byte*)voxels, voxelsSize);
|
||||
auto task = outputSDF->Texture->UploadMipMapAsync(data, 0, resolution.X * formatStride, voxelsSize, true);
|
||||
if (task)
|
||||
task->Start();
|
||||
}
|
||||
|
||||
// Generate mip maps
|
||||
void* voxelsMip = nullptr;
|
||||
for (int32 mipLevel = 1; mipLevel < mipCount; mipLevel++)
|
||||
{
|
||||
Int3 resolutionMip = Int3::Max(resolution / 2, Int3::One);
|
||||
const int32 voxelsMipSize = resolutionMip.X * resolutionMip.Y * resolutionMip.Z * formatStride;
|
||||
if (voxelsMip == nullptr)
|
||||
voxelsMip = Allocator::Allocate(voxelsMipSize);
|
||||
|
||||
// Downscale mip
|
||||
Function<void(int32)> mipJob = [&voxelsMip, &voxels, &resolution, &resolutionMip, &encodeMAD, &decodeMAD, &formatStride, &formatRead, &formatWrite](int32 z)
|
||||
{
|
||||
PROFILE_CPU_NAMED("Model SDF Mip Job");
|
||||
const int32 zAddress = resolutionMip.Y * resolutionMip.X * z;
|
||||
for (int32 y = 0; y < resolutionMip.Y; y++)
|
||||
{
|
||||
const int32 yAddress = resolutionMip.X * y + zAddress;
|
||||
for (int32 x = 0; x < resolutionMip.X; x++)
|
||||
{
|
||||
// Linear box filter around the voxel
|
||||
// TODO: use min distance for nearby texels (texel distance + distance to texel)
|
||||
float distance = 0;
|
||||
for (int32 dz = 0; dz < 2; dz++)
|
||||
{
|
||||
const int32 dzAddress = (z * 2 + dz) * (resolution.Y * resolution.X);
|
||||
for (int32 dy = 0; dy < 2; dy++)
|
||||
{
|
||||
const int32 dyAddress = (y * 2 + dy) * (resolution.X) + dzAddress;
|
||||
for (int32 dx = 0; dx < 2; dx++)
|
||||
{
|
||||
const int32 dxAddress = (x * 2 + dx) + dyAddress;
|
||||
const float d = formatRead((byte*)voxels + dxAddress * formatStride) * decodeMAD.X + decodeMAD.Y;
|
||||
distance += d;
|
||||
}
|
||||
}
|
||||
}
|
||||
distance *= 1.0f / 8.0f;
|
||||
|
||||
const int32 xAddress = x + yAddress;
|
||||
formatWrite((byte*)voxelsMip + xAddress * formatStride, distance * encodeMAD.X + encodeMAD.Y);
|
||||
}
|
||||
}
|
||||
};
|
||||
JobSystem::Execute(mipJob, resolutionMip.Z);
|
||||
|
||||
// Cache SDF data on a CPU
|
||||
if (outputStream)
|
||||
{
|
||||
ModelSDFMip mipData(mipLevel, resolutionMip.X * formatStride, voxelsMipSize);
|
||||
outputStream->Write(&mipData);
|
||||
outputStream->WriteBytes(voxelsMip, voxelsMipSize);
|
||||
}
|
||||
|
||||
// Upload to the GPU
|
||||
if (outputSDF)
|
||||
{
|
||||
BytesContainer data;
|
||||
data.Link((byte*)voxelsMip, voxelsMipSize);
|
||||
auto task = outputSDF->Texture->UploadMipMapAsync(data, mipLevel, resolutionMip.X * formatStride, voxelsMipSize, true);
|
||||
if (task)
|
||||
task->Start();
|
||||
}
|
||||
|
||||
// Go down
|
||||
voxelSizeSum += voxelsSize;
|
||||
Swap(voxelsMip, voxels);
|
||||
resolution = resolutionMip;
|
||||
}
|
||||
|
||||
Allocator::Free(voxelsMip);
|
||||
Allocator::Free(voxels);
|
||||
|
||||
#if !BUILD_RELEASE
|
||||
auto endTime = Platform::GetTimeSeconds();
|
||||
LOG(Info, "Generated SDF {}x{}x{} ({} kB) in {}ms for {}", resolution.X, resolution.Y, resolution.Z, voxelSizeSum / 1024, (int32)((endTime - startTime) * 1000.0), assetName);
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
#if USE_EDITOR
|
||||
|
||||
void RemoveNamespace(String& name)
|
||||
{
|
||||
@@ -1308,3 +1611,5 @@ bool ModelTool::FindTexture(const String& sourcePath, const String& file, String
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
@@ -2,14 +2,17 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#if COMPILE_WITH_MODEL_TOOL && USE_EDITOR
|
||||
#if COMPILE_WITH_MODEL_TOOL
|
||||
|
||||
#include "Engine/Core/Config.h"
|
||||
#include "Engine/Content/Assets/ModelBase.h"
|
||||
#if USE_EDITOR
|
||||
#include "Engine/Serialization/ISerializable.h"
|
||||
#include "Engine/Graphics/Models/ModelData.h"
|
||||
#include "Engine/Graphics/Models/SkeletonData.h"
|
||||
#include "Engine/Animations/AnimationData.h"
|
||||
|
||||
class MemoryWriteStream;
|
||||
class JsonWriter;
|
||||
|
||||
/// <summary>
|
||||
@@ -141,13 +144,52 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
struct ModelSDFHeader
|
||||
{
|
||||
Vector3 LocalToUVWMul;
|
||||
float WorldUnitsPerVoxel;
|
||||
Vector3 LocalToUVWAdd;
|
||||
float MaxDistance;
|
||||
Vector3 LocalBoundsMin;
|
||||
int32 MipLevels;
|
||||
Vector3 LocalBoundsMax;
|
||||
int32 Width;
|
||||
int32 Height;
|
||||
int32 Depth;
|
||||
PixelFormat Format;
|
||||
float ResolutionScale;
|
||||
int32 LOD;
|
||||
|
||||
ModelSDFHeader() = default;
|
||||
ModelSDFHeader(const ModelBase::SDFData& sdf, const struct GPUTextureDescription& desc);
|
||||
};
|
||||
|
||||
struct ModelSDFMip
|
||||
{
|
||||
int32 MipIndex;
|
||||
uint32 RowPitch;
|
||||
uint32 SlicePitch;
|
||||
|
||||
ModelSDFMip() = default;
|
||||
ModelSDFMip(int32 mipIndex, uint32 rowPitch, uint32 slicePitch);
|
||||
ModelSDFMip(int32 mipIndex, const TextureMipData& mip);
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Import models and animations helper.
|
||||
/// Models data importing and processing utility.
|
||||
/// </summary>
|
||||
class FLAXENGINE_API ModelTool
|
||||
{
|
||||
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);
|
||||
|
||||
#if USE_EDITOR
|
||||
public:
|
||||
/// <summary>
|
||||
/// Declares the imported data type.
|
||||
/// </summary>
|
||||
@@ -206,6 +248,10 @@ public:
|
||||
bool ImportTextures = true;
|
||||
bool RestoreMaterialsOnReimport = true;
|
||||
|
||||
// SDF
|
||||
bool GenerateSDF = false;
|
||||
float SDFResolution = 1.0f;
|
||||
|
||||
// Splitting
|
||||
bool SplitObjects = false;
|
||||
int32 ObjectIndex = -1;
|
||||
@@ -283,6 +329,7 @@ private:
|
||||
#if USE_OPEN_FBX
|
||||
static bool ImportDataOpenFBX(const char* path, ImportedModelData& data, Options& options, String& errorMsg);
|
||||
#endif
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -44,7 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
/** @file Implementation of the helper class to quickly find vertices close to a given position */
|
||||
|
||||
#include "SpatialSort.h"
|
||||
#if COMPILE_WITH_MODEL_TOOL
|
||||
#if COMPILE_WITH_MODEL_TOOL && USE_EDITOR
|
||||
#include <assimp/ai_assert.h>
|
||||
|
||||
using namespace Assimp;
|
||||
|
||||
@@ -43,7 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
#pragma once
|
||||
|
||||
/** Small helper classes to optimise finding vertizes close to a given location */
|
||||
#ifndef AI_SPATIALSORT_H_INC
|
||||
#if !defined(AI_SPATIALSORT_H_INC) && COMPILE_WITH_MODEL_TOOL && USE_EDITOR
|
||||
#define AI_SPATIALSORT_H_INC
|
||||
|
||||
#include <vector>
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
|
||||
|
||||
#if COMPILE_WITH_MODEL_TOOL
|
||||
#if COMPILE_WITH_MODEL_TOOL && USE_EDITOR
|
||||
|
||||
#include "VertexTriangleAdjacency.h"
|
||||
#include "Engine/Core/Math/Math.h"
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#if COMPILE_WITH_MODEL_TOOL
|
||||
#if COMPILE_WITH_MODEL_TOOL && USE_EDITOR
|
||||
|
||||
#include "Engine/Core/Config.h"
|
||||
#include "Engine/Core/Types/BaseTypes.h"
|
||||
|
||||
Reference in New Issue
Block a user