From ea96418764c6b06192a5744bcb0b996783531eff Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Sun, 12 Jan 2025 21:22:53 +0100 Subject: [PATCH] Update old `Float1010102` to `FloatR10G10B10A2` --- Source/Engine/Content/Assets/ModelBase.cpp | 2 +- Source/Engine/Graphics/Models/Mesh.cpp | 1 - Source/Engine/Graphics/Models/Types.h | 20 +++++++++---------- .../Engine/Graphics/PixelFormatExtensions.cpp | 6 +++--- Source/Engine/Graphics/RenderTools.cpp | 8 ++++---- Source/Engine/UI/TextRender.cpp | 8 ++++---- 6 files changed, 22 insertions(+), 23 deletions(-) diff --git a/Source/Engine/Content/Assets/ModelBase.cpp b/Source/Engine/Content/Assets/ModelBase.cpp index 31e52c1c7..839908cf6 100644 --- a/Source/Engine/Content/Assets/ModelBase.cpp +++ b/Source/Engine/Content/Assets/ModelBase.cpp @@ -779,7 +779,7 @@ bool ModelBase::SaveLOD(WriteStream& stream, const ModelData& modelData, int32 l const Float3 normal = hasNormals ? mesh.Normals.Get()[vertex] : Float3::UnitZ; const Float3 tangent = hasTangents ? mesh.Tangents.Get()[vertex] : Float3::UnitX; const float bitangentSign = hasBitangentSigns ? mesh.BitangentSigns.Get()[vertex] : Float3::Dot(Float3::Cross(Float3::Normalize(Float3::Cross(normal, tangent)), normal), tangent); - const Float1010102 tangentEnc(tangent * 0.5f + 0.5f, (byte)(bitangentSign < 0 ? 1 : 0)); + const FloatR10G10B10A2 tangentEnc(tangent * 0.5f + 0.5f, (byte)(bitangentSign < 0 ? 1 : 0)); stream.Write(tangentEnc.Value); break; } diff --git a/Source/Engine/Graphics/Models/Mesh.cpp b/Source/Engine/Graphics/Models/Mesh.cpp index f2736e18a..810cb23fc 100644 --- a/Source/Engine/Graphics/Models/Mesh.cpp +++ b/Source/Engine/Graphics/Models/Mesh.cpp @@ -6,7 +6,6 @@ #include "ModelInstanceEntry.h" #include "Engine/Content/Assets/Material.h" #include "Engine/Content/Assets/Model.h" -#include "Engine/Core/Log.h" #include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPUDevice.h" #include "Engine/Graphics/RenderTask.h" diff --git a/Source/Engine/Graphics/Models/Types.h b/Source/Engine/Graphics/Models/Types.h index 3acde27d9..20946b116 100644 --- a/Source/Engine/Graphics/Models/Types.h +++ b/Source/Engine/Graphics/Models/Types.h @@ -77,8 +77,8 @@ PACK_STRUCT(struct DEPRECATED("Use new MeshAccessor and depend on GPUVertexLayou { Float3 Position; Half2 TexCoord; - Float1010102 Normal; - Float1010102 Tangent; + FloatR10G10B10A2 Normal; + FloatR10G10B10A2 Tangent; Half2 LightmapUVs; Color32 Color; }); @@ -113,8 +113,8 @@ PACK_STRUCT(struct DEPRECATED("Use new MeshAccessor and depend on GPUVertexLayou PACK_STRUCT(struct DEPRECATED("Use new MeshAccessor and depend on GPUVertexLayout when accessing mesh data.") VB1ElementType18 { Half2 TexCoord; - Float1010102 Normal; - Float1010102 Tangent; + FloatR10G10B10A2 Normal; + FloatR10G10B10A2 Tangent; Half2 LightmapUVs; static GPUVertexLayout* GetLayout(); @@ -143,8 +143,8 @@ PACK_STRUCT(struct DEPRECATED("Use new MeshAccessor and depend on GPUVertexLayou { Float3 Position; Half2 TexCoord; - Float1010102 Normal; - Float1010102 Tangent; + FloatR10G10B10A2 Normal; + FloatR10G10B10A2 Tangent; Color32 BlendIndices; Color32 BlendWeights; }); @@ -171,8 +171,8 @@ PACK_STRUCT(struct DEPRECATED("Use newer format.") VB0SkinnedElementType1 { Float3 Position; Half2 TexCoord; - Float1010102 Normal; - Float1010102 Tangent; + FloatR10G10B10A2 Normal; + FloatR10G10B10A2 Tangent; Color32 BlendIndices; Color32 BlendWeights; }); @@ -182,8 +182,8 @@ PACK_STRUCT(struct DEPRECATED("Use new MeshAccessor and depend on GPUVertexLayou { Float3 Position; Half2 TexCoord; - Float1010102 Normal; - Float1010102 Tangent; + FloatR10G10B10A2 Normal; + FloatR10G10B10A2 Tangent; Color32 BlendIndices; Half4 BlendWeights; diff --git a/Source/Engine/Graphics/PixelFormatExtensions.cpp b/Source/Engine/Graphics/PixelFormatExtensions.cpp index 8cc5d6753..39b5dcd04 100644 --- a/Source/Engine/Graphics/PixelFormatExtensions.cpp +++ b/Source/Engine/Graphics/PixelFormatExtensions.cpp @@ -1396,14 +1396,14 @@ static PixelFormatSampler PixelFormatSamplers[] = }, { PixelFormat::R10G10B10A2_UNorm, - sizeof(Float1010102), + sizeof(FloatR10G10B10A2), [](const void* ptr) { - return ((Float1010102*)ptr)->ToFloat4(); + return ((FloatR10G10B10A2*)ptr)->ToFloat4(); }, [](void* ptr, const Float4& value) { - *(Float1010102*)ptr = Float1010102(value.X, value.Y, value.Z, value.W); + *(FloatR10G10B10A2*)ptr = FloatR10G10B10A2(value.X, value.Y, value.Z, value.W); }, }, { diff --git a/Source/Engine/Graphics/RenderTools.cpp b/Source/Engine/Graphics/RenderTools.cpp index 27e23a2b6..14fcd4270 100644 --- a/Source/Engine/Graphics/RenderTools.cpp +++ b/Source/Engine/Graphics/RenderTools.cpp @@ -562,8 +562,8 @@ void RenderTools::CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10 Float3 n; Float4 t; CalculateTangentFrame(n, t, normal); - resultNormal = Float1010102(n, 0); - resultTangent = Float1010102(t); + resultNormal = FloatR10G10B10A2(n, 0); + resultTangent = FloatR10G10B10A2(t); } void RenderTools::CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10G10B10A2& resultTangent, const Float3& normal, const Float3& tangent) @@ -572,8 +572,8 @@ void RenderTools::CalculateTangentFrame(FloatR10G10B10A2& resultNormal, FloatR10 Float3 n; Float4 t; CalculateTangentFrame(n, t, normal, tangent); - resultNormal = Float1010102(n, 0); - resultTangent = Float1010102(t); + resultNormal = FloatR10G10B10A2(n, 0); + resultTangent = FloatR10G10B10A2(t); } void RenderTools::CalculateTangentFrame(Float3& resultNormal, Float4& resultTangent, const Float3& normal) diff --git a/Source/Engine/UI/TextRender.cpp b/Source/Engine/UI/TextRender.cpp index 53491da11..8ff691204 100644 --- a/Source/Engine/UI/TextRender.cpp +++ b/Source/Engine/UI/TextRender.cpp @@ -28,8 +28,8 @@ PACK_STRUCT(struct TextRenderVertex { Float3 Position; Color32 Color; - Float1010102 Normal; - Float1010102 Tangent; + FloatR10G10B10A2 Normal; + FloatR10G10B10A2 Tangent; Half2 TexCoord; static GPUVertexLayout* GetLayout() @@ -288,8 +288,8 @@ void TextRender::UpdateLayout() v.Position = Float3(-pos, 0.0f); \ box.Merge(v.Position); \ v.TexCoord = Half2(uv); \ - v.Normal = Float1010102(normal * 0.5f + 0.5f, 0); \ - v.Tangent = Float1010102(tangent * 0.5f + 0.5f, sign); \ + v.Normal = FloatR10G10B10A2(normal * 0.5f + 0.5f, 0); \ + v.Tangent = FloatR10G10B10A2(tangent * 0.5f + 0.5f, sign); \ v.Color = color; \ _vb.Write(v) //