**Refactor meshes format to support custom vertex layouts and new flexible api to access mesh data**
#3044 #2667
This commit is contained in:
@@ -1,6 +1,7 @@
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// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "Mesh.h"
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#include "MeshAccessor.h"
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#include "MeshDeformation.h"
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#include "ModelInstanceEntry.h"
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#include "Engine/Content/Assets/Material.h"
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@@ -11,16 +12,14 @@
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#include "Engine/Graphics/RenderTask.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Threading/Task.h"
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#include "Engine/Threading/Threading.h"
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#if USE_EDITOR
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#include "Engine/Renderer/GBufferPass.h"
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#endif
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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GPUVertexLayout* VB0ElementType18::GetLayout()
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{
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return GPUVertexLayout::Get({
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@@ -44,77 +43,100 @@ GPUVertexLayout* VB2ElementType18::GetLayout()
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{ VertexElement::Types::Color, 2, 0, 0, PixelFormat::R8G8B8A8_UNorm },
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});
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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namespace
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{
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template<typename IndexType>
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bool UpdateMesh(Mesh* mesh, uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const IndexType* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
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bool UpdateMesh(MeshBase* mesh, uint32 vertexCount, uint32 triangleCount, PixelFormat indexFormat, const Float3* vertices, const void* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
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{
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auto model = mesh->GetModel();
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auto model = mesh->GetModelBase();
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CHECK_RETURN(model && model->IsVirtual(), true);
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CHECK_RETURN(triangles && vertices, true);
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MeshAccessor accessor;
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// Index Buffer
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{
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if (accessor.AllocateBuffer(MeshBufferType::Index, triangleCount, indexFormat))
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return true;
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auto indexStream = accessor.Index();
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ASSERT(indexStream.IsLinear(indexFormat));
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indexStream.SetLinear(triangles);
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}
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// Pack mesh data into vertex buffers
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Array<VB1ElementType> vb1;
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Array<VB2ElementType> vb2;
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vb1.Resize(vertexCount);
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// Vertex Buffer 0 (position-only)
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{
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GPUVertexLayout* vb0layout = GPUVertexLayout::Get({ { VertexElement::Types::Position, 0, 0, 0, PixelFormat::R32G32B32_Float } });
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if (accessor.AllocateBuffer(MeshBufferType::Vertex0, vertexCount, vb0layout))
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return true;
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auto positionStream = accessor.Position();
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ASSERT(positionStream.IsLinear(PixelFormat::R32G32B32_Float));
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positionStream.SetLinear(vertices);
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}
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// Vertex Buffer 1 (general purpose components)
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GPUVertexLayout::Elements vb1elements;
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if (normals)
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{
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vb1elements.Add({ VertexElement::Types::Normal, 1, 0, 0, PixelFormat::R10G10B10A2_UNorm });
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if (tangents)
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{
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for (uint32 i = 0; i < vertexCount; i++)
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{
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const Float3 normal = normals[i];
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const Float3 tangent = tangents[i];
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auto& v = vb1.Get()[i];
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RenderTools::CalculateTangentFrame(v.Normal, v.Tangent, normal, tangent);
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}
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}
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else
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{
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for (uint32 i = 0; i < vertexCount; i++)
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{
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const Float3 normal = normals[i];
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auto& v = vb1.Get()[i];
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RenderTools::CalculateTangentFrame(v.Normal, v.Tangent, normal);
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}
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}
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}
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else
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{
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// Set default tangent frame
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const auto n = Float1010102(Float3::UnitZ);
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const auto t = Float1010102(Float3::UnitX);
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for (uint32 i = 0; i < vertexCount; i++)
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{
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vb1.Get()[i].Normal = n;
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vb1.Get()[i].Tangent = t;
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}
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vb1elements.Add({ VertexElement::Types::Tangent, 1, 0, 0, PixelFormat::R10G10B10A2_UNorm });
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}
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if (uvs)
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vb1elements.Add({ VertexElement::Types::TexCoord, 1, 0, 0, PixelFormat::R16G16_Float });
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if (vb1elements.HasItems())
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{
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for (uint32 i = 0; i < vertexCount; i++)
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vb1.Get()[i].TexCoord = Half2(uvs[i]);
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}
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else
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{
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auto v = Half2::Zero;
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for (uint32 i = 0; i < vertexCount; i++)
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vb1.Get()[i].TexCoord = v;
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}
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{
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auto v = Half2::Zero;
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for (uint32 i = 0; i < vertexCount; i++)
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vb1.Get()[i].LightmapUVs = v;
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}
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if (colors)
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{
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vb2.Resize(vertexCount);
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for (uint32 i = 0; i < vertexCount; i++)
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vb2.Get()[i].Color = colors[i];
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GPUVertexLayout* vb1layout = GPUVertexLayout::Get(vb1elements);
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if (accessor.AllocateBuffer(MeshBufferType::Vertex1, vertexCount, vb1layout))
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return true;
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if (normals)
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{
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auto normalStream = accessor.Normal();
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if (tangents)
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{
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auto tangentStream = accessor.Tangent();
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for (uint32 i = 0; i < vertexCount; i++)
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{
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const Float3 normal = normals[i];
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const Float3 tangent = tangents[i];
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Float3 n;
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Float4 t;
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RenderTools::CalculateTangentFrame(n, t, normal, tangent);
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normalStream.SetFloat3(i, n);
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tangentStream.SetFloat4(i, t);
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}
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}
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else
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{
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for (uint32 i = 0; i < vertexCount; i++)
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{
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const Float3 normal = normals[i];
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Float3 n;
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Float4 t;
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RenderTools::CalculateTangentFrame(n, t, normal);
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normalStream.SetFloat3(i, n);
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}
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}
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}
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if (uvs)
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{
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auto uvsStream = accessor.TexCoord();
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for (uint32 i = 0; i < vertexCount; i++)
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uvsStream.SetFloat2(i, uvs[i]);
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}
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}
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return mesh->UpdateMesh(vertexCount, triangleCount, (VB0ElementType*)vertices, vb1.Get(), vb2.HasItems() ? vb2.Get() : nullptr, triangles);
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// Vertex Buffer 2 (color-only)
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if (colors)
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{
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GPUVertexLayout* vb2layout = GPUVertexLayout::Get({{ VertexElement::Types::Color, 2, 0, 0, PixelFormat::R8G8B8A8_UNorm }});
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if (accessor.AllocateBuffer(MeshBufferType::Vertex2, vertexCount, vb2layout))
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return true;
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auto colorStream = accessor.Color();
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ASSERT(colorStream.IsLinear(PixelFormat::R8G8B8A8_UNorm));
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colorStream.SetLinear(colors);
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}
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return accessor.UpdateMesh(mesh);
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}
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#if !COMPILE_WITHOUT_CSHARP
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@@ -125,21 +147,38 @@ namespace
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ASSERT((uint32)MCore::Array::GetLength(trianglesObj) / 3 >= triangleCount);
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auto vertices = MCore::Array::GetAddress<Float3>(verticesObj);
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auto triangles = MCore::Array::GetAddress<IndexType>(trianglesObj);
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const PixelFormat indexFormat = sizeof(IndexType) == 4 ? PixelFormat::R32_UInt : PixelFormat::R16_UInt;
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const auto normals = normalsObj ? MCore::Array::GetAddress<Float3>(normalsObj) : nullptr;
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const auto tangents = tangentsObj ? MCore::Array::GetAddress<Float3>(tangentsObj) : nullptr;
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const auto uvs = uvObj ? MCore::Array::GetAddress<Float2>(uvObj) : nullptr;
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const auto colors = colorsObj ? MCore::Array::GetAddress<Color32>(colorsObj) : nullptr;
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return UpdateMesh<IndexType>(mesh, vertexCount, triangleCount, vertices, triangles, normals, tangents, uvs, colors);
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return UpdateMesh(mesh, vertexCount, triangleCount, indexFormat, vertices, triangles, normals, tangents, uvs, colors);
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}
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#endif
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}
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bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0ElementType* vb0, const VB1ElementType* vb1, const VB2ElementType* vb2, const uint32* ib)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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return UpdateMesh(vertexCount, triangleCount, vb0, vb1, vb2, ib, false);
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0ElementType* vb0, const VB1ElementType* vb1, const VB2ElementType* vb2, const uint16* ib)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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return UpdateMesh(vertexCount, triangleCount, vb0, vb1, vb2, ib, true);
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0ElementType* vb0, const VB1ElementType* vb1, const VB2ElementType* vb2, const void* ib, bool use16BitIndices)
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{
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Release();
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// Setup GPU resources
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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const bool failed = Load(vertexCount, triangleCount, vb0, vb1, vb2, ib, use16BitIndices);
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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if (!failed)
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{
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// Calculate mesh bounds
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@@ -152,12 +191,12 @@ bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0Element
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bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const uint16* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
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{
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return ::UpdateMesh<uint16>(this, vertexCount, triangleCount, vertices, triangles, normals, tangents, uvs, colors);
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return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, normals, tangents, uvs, colors);
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}
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bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const uint32* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
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{
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return ::UpdateMesh<uint32>(this, vertexCount, triangleCount, vertices, triangles, normals, tangents, uvs, colors);
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return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, normals, tangents, uvs, colors);
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}
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bool Mesh::Load(uint32 vertices, uint32 triangles, const void* vb0, const void* vb1, const void* vb2, const void* ib, bool use16BitIndexBuffer)
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@@ -169,9 +208,11 @@ bool Mesh::Load(uint32 vertices, uint32 triangles, const void* vb0, const void*
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if (vb2)
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vbData.Add(vb2);
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Array<GPUVertexLayout*, FixedAllocation<3>> vbLayout;
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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vbLayout.Add(VB0ElementType::GetLayout());
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vbLayout.Add(VB1ElementType::GetLayout());
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vbLayout.Add(VB2ElementType::GetLayout());
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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return Init(vertices, triangles, vbData, ib, use16BitIndexBuffer, vbLayout);
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}
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@@ -251,7 +292,7 @@ void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float
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for (int32 meshIndex = 0; meshIndex < _index; meshIndex++)
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vertexOffset += ((Model*)_model)->LODs[_lodIndex].Meshes[meshIndex].GetVertexCount();
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drawCall.Geometry.VertexBuffers[2] = info.VertexColors[_lodIndex];
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drawCall.Geometry.VertexBuffersOffsets[2] = vertexOffset * sizeof(VB2ElementType);
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drawCall.Geometry.VertexBuffersOffsets[2] = vertexOffset * sizeof(Color32);
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}
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drawCall.Draw.IndicesCount = _triangles * 3;
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drawCall.InstanceCount = 1;
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@@ -314,7 +355,7 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
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for (int32 meshIndex = 0; meshIndex < _index; meshIndex++)
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vertexOffset += ((Model*)_model)->LODs[_lodIndex].Meshes[meshIndex].GetVertexCount();
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drawCall.Geometry.VertexBuffers[2] = info.VertexColors[_lodIndex];
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drawCall.Geometry.VertexBuffersOffsets[2] = vertexOffset * sizeof(VB2ElementType);
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drawCall.Geometry.VertexBuffersOffsets[2] = vertexOffset * sizeof(Color32);
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}
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drawCall.Draw.IndicesCount = _triangles * 3;
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drawCall.InstanceCount = 1;
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@@ -364,96 +405,6 @@ void Mesh::Release()
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MeshBase::Release();
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}
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bool Mesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const
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{
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if (_cachedVertexBuffers[0].IsEmpty())
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{
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PROFILE_CPU();
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auto model = GetModel();
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ScopeLock lock(model->Locker);
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if (model->IsVirtual())
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{
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LOG(Error, "Cannot access CPU data of virtual models. Use GPU data download.");
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return true;
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}
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// Fetch chunk with data from drive/memory
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const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(GetLODIndex());
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if (model->LoadChunk(chunkIndex))
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return true;
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const auto chunk = model->GetChunk(chunkIndex);
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if (!chunk)
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{
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LOG(Error, "Missing chunk.");
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return true;
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}
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MemoryReadStream stream(chunk->Get(), chunk->Size());
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// Seek to find mesh location
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for (int32 i = 0; i <= _index; i++)
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{
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// #MODEL_DATA_FORMAT_USAGE
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uint32 vertices;
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stream.ReadUint32(&vertices);
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uint32 triangles;
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stream.ReadUint32(&triangles);
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uint32 indicesCount = triangles * 3;
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bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
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uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
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if (vertices == 0 || triangles == 0)
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{
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LOG(Error, "Invalid mesh data.");
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return true;
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}
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auto vb0 = stream.Move<VB0ElementType>(vertices);
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auto vb1 = stream.Move<VB1ElementType>(vertices);
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bool hasColors = stream.ReadBool();
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VB2ElementType18* vb2 = nullptr;
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if (hasColors)
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{
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vb2 = stream.Move<VB2ElementType18>(vertices);
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}
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auto ib = stream.Move<byte>(indicesCount * ibStride);
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if (i != _index)
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continue;
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// Cache mesh data
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_cachedIndexBufferCount = indicesCount;
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_cachedIndexBuffer.Set(ib, indicesCount * ibStride);
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_cachedVertexBuffers[0].Set((const byte*)vb0, vertices * sizeof(VB0ElementType));
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_cachedVertexBuffers[1].Set((const byte*)vb1, vertices * sizeof(VB1ElementType));
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if (hasColors)
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_cachedVertexBuffers[2].Set((const byte*)vb2, vertices * sizeof(VB2ElementType));
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break;
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}
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}
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switch (type)
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{
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case MeshBufferType::Index:
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result.Link(_cachedIndexBuffer);
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count = _cachedIndexBufferCount;
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break;
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case MeshBufferType::Vertex0:
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result.Link(_cachedVertexBuffers[0]);
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count = _cachedVertexBuffers[0].Count() / sizeof(VB0ElementType);
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break;
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case MeshBufferType::Vertex1:
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result.Link(_cachedVertexBuffers[1]);
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count = _cachedVertexBuffers[1].Count() / sizeof(VB1ElementType);
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break;
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case MeshBufferType::Vertex2:
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result.Link(_cachedVertexBuffers[2]);
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count = _cachedVertexBuffers[2].Count() / sizeof(VB2ElementType);
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break;
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default:
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return true;
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}
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return false;
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}
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#if !COMPILE_WITHOUT_CSHARP
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bool Mesh::UpdateMeshUInt(int32 vertexCount, int32 triangleCount, const MArray* verticesObj, const MArray* trianglesObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj, const MArray* colorsObj)
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@@ -466,135 +417,80 @@ bool Mesh::UpdateMeshUShort(int32 vertexCount, int32 triangleCount, const MArray
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return ::UpdateMesh<uint16>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, normalsObj, tangentsObj, uvObj, colorsObj);
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}
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// [Deprecated in v1.10]
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enum class InternalBufferType
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{
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VB0 = 0,
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VB1 = 1,
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VB2 = 2,
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IB16 = 3,
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IB32 = 4,
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};
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MArray* Mesh::DownloadBuffer(bool forceGpu, MTypeObject* resultType, int32 typeI)
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{
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auto mesh = this;
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auto type = (InternalBufferType)typeI;
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auto model = mesh->GetModel();
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ScopeLock lock(model->Locker);
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// [Deprecated in v1.10]
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ScopeLock lock(GetModelBase()->Locker);
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// Virtual assets always fetch from GPU memory
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forceGpu |= model->IsVirtual();
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if (!mesh->IsInitialized() && forceGpu)
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// Get vertex buffers data from the mesh (CPU or GPU)
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MeshAccessor accessor;
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MeshBufferType bufferTypes[1] = { MeshBufferType::Vertex0 };
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switch ((InternalBufferType)typeI)
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{
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LOG(Error, "Cannot load mesh data from GPU if it's not loaded.");
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return nullptr;
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}
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MeshBufferType bufferType;
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switch (type)
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{
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case InternalBufferType::VB0:
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bufferType = MeshBufferType::Vertex0;
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break;
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case InternalBufferType::VB1:
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bufferType = MeshBufferType::Vertex1;
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bufferTypes[0] = MeshBufferType::Vertex1;
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break;
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case InternalBufferType::VB2:
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bufferType = MeshBufferType::Vertex2;
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bufferTypes[0] = MeshBufferType::Vertex2;
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break;
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case InternalBufferType::IB16:
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case InternalBufferType::IB32:
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bufferType = MeshBufferType::Index;
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break;
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default:
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}
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if (accessor.LoadMesh(this, forceGpu, ToSpan(bufferTypes, 1)))
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return nullptr;
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||||
}
|
||||
BytesContainer data;
|
||||
int32 dataCount;
|
||||
if (forceGpu)
|
||||
{
|
||||
// Get data from GPU
|
||||
// TODO: support reusing the input memory buffer to perform a single copy from staging buffer to the input CPU buffer
|
||||
auto task = mesh->DownloadDataGPUAsync(bufferType, data);
|
||||
if (task == nullptr)
|
||||
return nullptr;
|
||||
task->Start();
|
||||
model->Locker.Unlock();
|
||||
if (task->Wait())
|
||||
{
|
||||
LOG(Error, "Task failed.");
|
||||
return nullptr;
|
||||
}
|
||||
model->Locker.Lock();
|
||||
|
||||
// Extract elements count from result data
|
||||
switch (bufferType)
|
||||
{
|
||||
case MeshBufferType::Index:
|
||||
dataCount = data.Length() / (Use16BitIndexBuffer() ? sizeof(uint16) : sizeof(uint32));
|
||||
break;
|
||||
case MeshBufferType::Vertex0:
|
||||
dataCount = data.Length() / sizeof(VB0ElementType);
|
||||
break;
|
||||
case MeshBufferType::Vertex1:
|
||||
dataCount = data.Length() / sizeof(VB1ElementType);
|
||||
break;
|
||||
case MeshBufferType::Vertex2:
|
||||
dataCount = data.Length() / sizeof(VB2ElementType);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get data from CPU
|
||||
if (DownloadDataCPU(bufferType, data, dataCount))
|
||||
return nullptr;
|
||||
}
|
||||
auto positionStream = accessor.Position();
|
||||
auto texCoordStream = accessor.TexCoord();
|
||||
auto lightmapUVsStream = accessor.TexCoord(1);
|
||||
auto normalStream = accessor.Normal();
|
||||
auto tangentStream = accessor.Tangent();
|
||||
auto colorStream = accessor.Color();
|
||||
auto count = GetVertexCount();
|
||||
|
||||
// Convert into managed array
|
||||
MArray* result = MCore::Array::New(MCore::Type::GetClass(INTERNAL_TYPE_OBJECT_GET(resultType)), dataCount);
|
||||
MArray* result = MCore::Array::New(MCore::Type::GetClass(INTERNAL_TYPE_OBJECT_GET(resultType)), count);
|
||||
void* managedArrayPtr = MCore::Array::GetAddress(result);
|
||||
const int32 elementSize = data.Length() / dataCount;
|
||||
switch (type)
|
||||
switch ((InternalBufferType)typeI)
|
||||
{
|
||||
PRAGMA_DISABLE_DEPRECATION_WARNINGS
|
||||
case InternalBufferType::VB0:
|
||||
CHECK_RETURN(positionStream.IsValid(), nullptr);
|
||||
for (int32 i = 0; i < count; i++)
|
||||
{
|
||||
auto& dst = ((VB0ElementType*)managedArrayPtr)[i];
|
||||
dst.Position = positionStream.GetFloat3(i);
|
||||
}
|
||||
break;
|
||||
case InternalBufferType::VB1:
|
||||
for (int32 i = 0; i < count; i++)
|
||||
{
|
||||
auto& dst = ((VB1ElementType*)managedArrayPtr)[i];
|
||||
if (texCoordStream.IsValid())
|
||||
dst.TexCoord = texCoordStream.GetFloat2(i);
|
||||
if (normalStream.IsValid())
|
||||
dst.Normal = normalStream.GetFloat3(i);
|
||||
if (tangentStream.IsValid())
|
||||
dst.Tangent = tangentStream.GetFloat4(i);
|
||||
if (lightmapUVsStream.IsValid())
|
||||
dst.LightmapUVs = lightmapUVsStream.GetFloat2(i);
|
||||
}
|
||||
break;
|
||||
case InternalBufferType::VB2:
|
||||
{
|
||||
Platform::MemoryCopy(managedArrayPtr, data.Get(), data.Length());
|
||||
break;
|
||||
}
|
||||
case InternalBufferType::IB16:
|
||||
{
|
||||
if (elementSize == sizeof(uint16))
|
||||
if (colorStream.IsValid())
|
||||
{
|
||||
Platform::MemoryCopy(managedArrayPtr, data.Get(), data.Length());
|
||||
}
|
||||
else
|
||||
{
|
||||
auto dst = (uint16*)managedArrayPtr;
|
||||
auto src = (uint32*)data.Get();
|
||||
for (int32 i = 0; i < dataCount; i++)
|
||||
dst[i] = src[i];
|
||||
for (int32 i = 0; i < count; i++)
|
||||
{
|
||||
auto& dst = ((VB2ElementType*)managedArrayPtr)[i];
|
||||
dst.Color = Color32(colorStream.GetFloat4(i));
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case InternalBufferType::IB32:
|
||||
{
|
||||
if (elementSize == sizeof(uint16))
|
||||
{
|
||||
auto dst = (uint32*)managedArrayPtr;
|
||||
auto src = (uint16*)data.Get();
|
||||
for (int32 i = 0; i < dataCount; i++)
|
||||
dst[i] = src[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
Platform::MemoryCopy(managedArrayPtr, data.Get(), data.Length());
|
||||
}
|
||||
break;
|
||||
}
|
||||
PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
||||
}
|
||||
|
||||
return result;
|
||||
|
||||
Reference in New Issue
Block a user