Files
FlaxEngine/Source/Engine/Graphics/Models/SkinnedMesh.cpp
2025-10-07 18:07:23 +02:00

441 lines
18 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "SkinnedMesh.h"
#include "MeshAccessor.h"
#include "MeshDeformation.h"
#include "ModelInstanceEntry.h"
#include "Engine/Content/Assets/Material.h"
#include "Engine/Content/Assets/SkinnedModel.h"
#include "Engine/Core/Log.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
#include "Engine/Level/Scene/Scene.h"
#include "Engine/Renderer/RenderList.h"
#include "Engine/Scripting/ManagedCLR/MCore.h"
#include "Engine/Threading/Threading.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
GPUVertexLayout* VB0SkinnedElementType2::GetLayout()
{
return GPUVertexLayout::Get({
{ VertexElement::Types::Position, 0, 0, 0, PixelFormat::R32G32B32_Float },
{ VertexElement::Types::TexCoord, 0, 0, 0, PixelFormat::R16G16_Float },
{ VertexElement::Types::Normal, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm },
{ VertexElement::Types::Tangent, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm },
{ VertexElement::Types::BlendIndices, 0, 0, 0, PixelFormat::R8G8B8A8_UInt },
{ VertexElement::Types::BlendWeights, 0, 0, 0, PixelFormat::R16G16B16A16_Float },
});
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
namespace
{
bool UpdateMesh(MeshBase* mesh, uint32 vertexCount, uint32 triangleCount, PixelFormat indexFormat, const Float3* vertices, const void* triangles, const Int4* blendIndices, const Float4* blendWeights, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
{
auto model = mesh->GetModelBase();
CHECK_RETURN(model && model->IsVirtual(), true);
CHECK_RETURN(triangles && vertices, true);
MeshAccessor accessor;
// Index Buffer
{
if (accessor.AllocateBuffer(MeshBufferType::Index, triangleCount, indexFormat))
return true;
auto indexStream = accessor.Index();
ASSERT(indexStream.IsLinear(indexFormat));
indexStream.SetLinear(triangles);
}
// Vertex Buffer
{
GPUVertexLayout::Elements vb0elements;
vb0elements.Add({ VertexElement::Types::Position, 0, 0, 0, PixelFormat::R32G32B32_Float });
if (normals)
{
vb0elements.Add({ VertexElement::Types::Normal, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm });
if (tangents)
vb0elements.Add({ VertexElement::Types::Tangent, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm });
}
vb0elements.Add({ VertexElement::Types::BlendIndices, 0, 0, 0, PixelFormat::R8G8B8A8_UInt });
vb0elements.Add({ VertexElement::Types::BlendWeights, 0, 0, 0, PixelFormat::R8G8B8A8_UNorm });
if (uvs)
vb0elements.Add({ VertexElement::Types::TexCoord, 0, 0, 0, PixelFormat::R16G16_Float });
if (colors)
vb0elements.Add({ VertexElement::Types::Color, 0, 0, 0, PixelFormat::R8G8B8A8_UNorm });
GPUVertexLayout* vb0layout = GPUVertexLayout::Get(vb0elements);
if (accessor.AllocateBuffer(MeshBufferType::Vertex0, vertexCount, vb0layout))
return true;
auto positionStream = accessor.Position();
ASSERT(positionStream.IsLinear(PixelFormat::R32G32B32_Float));
positionStream.SetLinear(vertices);
if (normals)
{
auto normalStream = accessor.Normal();
if (tangents)
{
auto tangentStream = accessor.Tangent();
for (uint32 i = 0; i < vertexCount; i++)
{
const Float3 normal = normals[i];
const Float3 tangent = tangents[i];
Float3 n;
Float4 t;
RenderTools::CalculateTangentFrame(n, t, normal, tangent);
normalStream.SetFloat3(i, n);
tangentStream.SetFloat4(i, t);
}
}
else
{
for (uint32 i = 0; i < vertexCount; i++)
{
const Float3 normal = normals[i];
Float3 n;
Float4 t;
RenderTools::CalculateTangentFrame(n, t, normal);
normalStream.SetFloat3(i, n);
}
}
}
{
auto blendIndicesStream = accessor.BlendIndices();
auto blendWeightsStream = accessor.BlendWeights();
for (uint32 i = 0; i < vertexCount; i++)
{
blendIndicesStream.SetFloat4(i, blendIndices[i]);
blendWeightsStream.SetFloat4(i, blendWeights[i]);
}
}
if (uvs)
{
auto uvsStream = accessor.TexCoord();
for (uint32 i = 0; i < vertexCount; i++)
uvsStream.SetFloat2(i, uvs[i]);
}
if (colors)
{
auto colorStream = accessor.Color();
for (uint32 i = 0; i < vertexCount; i++)
colorStream.SetFloat4(i, Float4(Color(colors[i]))); // TODO: optimize with direct memory copy
}
}
return accessor.UpdateMesh(mesh);
}
#if !COMPILE_WITHOUT_CSHARP
template<typename IndexType>
bool UpdateMesh(SkinnedMesh* mesh, uint32 vertexCount, uint32 triangleCount, const MArray* verticesObj, const MArray* trianglesObj, const MArray* blendIndicesObj, const MArray* blendWeightsObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj, const MArray* colorsObj)
{
ASSERT((uint32)MCore::Array::GetLength(verticesObj) >= vertexCount);
ASSERT((uint32)MCore::Array::GetLength(trianglesObj) / 3 >= triangleCount);
auto vertices = MCore::Array::GetAddress<Float3>(verticesObj);
auto triangles = MCore::Array::GetAddress<IndexType>(trianglesObj);
const PixelFormat indexFormat = sizeof(IndexType) == 4 ? PixelFormat::R32_UInt : PixelFormat::R16_UInt;
const auto blendIndices = MCore::Array::GetAddress<Int4>(blendIndicesObj);
const auto blendWeights = MCore::Array::GetAddress<Float4>(blendWeightsObj);
const auto normals = normalsObj ? MCore::Array::GetAddress<Float3>(normalsObj) : nullptr;
const auto tangents = tangentsObj ? MCore::Array::GetAddress<Float3>(tangentsObj) : nullptr;
const auto uvs = uvObj ? MCore::Array::GetAddress<Float2>(uvObj) : nullptr;
const auto colors = colorsObj ? MCore::Array::GetAddress<Color32>(colorsObj) : nullptr;
return UpdateMesh(mesh, vertexCount, triangleCount, indexFormat, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
}
#endif
}
void SkeletonData::Swap(SkeletonData& other)
{
Nodes.Swap(other.Nodes);
Bones.Swap(other.Bones);
}
Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
{
CHECK_RETURN(Nodes.IsValidIndex(nodeIndex), Transform::Identity);
const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
if (parentIndex == -1)
{
return Nodes[nodeIndex].LocalTransform;
}
const Transform parentTransform = GetNodeTransform(parentIndex);
return parentTransform.LocalToWorld(Nodes[nodeIndex].LocalTransform);
}
void SkeletonData::SetNodeTransform(int32 nodeIndex, const Transform& value)
{
CHECK(Nodes.IsValidIndex(nodeIndex));
const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
if (parentIndex == -1)
{
Nodes[nodeIndex].LocalTransform = value;
return;
}
const Transform parentTransform = GetNodeTransform(parentIndex);
parentTransform.WorldToLocal(value, Nodes[nodeIndex].LocalTransform);
}
int32 SkeletonData::FindNode(const StringView& name) const
{
for (int32 i = 0; i < Nodes.Count(); i++)
{
if (Nodes[i].Name == name)
return i;
}
return -1;
}
int32 SkeletonData::FindBone(int32 nodeIndex) const
{
for (int32 i = 0; i < Bones.Count(); i++)
{
if (Bones[i].NodeIndex == nodeIndex)
return i;
}
return -1;
}
uint64 SkeletonData::GetMemoryUsage() const
{
uint64 result = Nodes.Capacity() * sizeof(SkeletonNode) + Bones.Capacity() * sizeof(SkeletonBone);
for (const auto& e : Nodes)
result += (e.Name.Length() + 1) * sizeof(Char);
return result;
}
void SkeletonData::Dispose()
{
Nodes.Resize(0);
Bones.Resize(0);
}
bool SkinnedMesh::Load(uint32 vertices, uint32 triangles, const void* vb0, const void* ib, bool use16BitIndexBuffer)
{
Array<const void*, FixedAllocation<3>> vbData;
vbData.Add(vb0);
Array<GPUVertexLayout*, FixedAllocation<3>> vbLayout;
PRAGMA_DISABLE_DEPRECATION_WARNINGS
vbLayout.Add(VB0SkinnedElementType::GetLayout());
PRAGMA_ENABLE_DEPRECATION_WARNINGS
return Init(vertices, triangles, vbData, ib, use16BitIndexBuffer, vbLayout);
}
bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const int32* ib)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
return UpdateMesh(vertexCount, triangleCount, vb, ib, false);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const uint32* ib)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
return UpdateMesh(vertexCount, triangleCount, vb, ib, false);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const uint16* ib)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
return UpdateMesh(vertexCount, triangleCount, vb, ib, true);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const void* ib, bool use16BitIndices)
{
// Setup GPU resources
PRAGMA_DISABLE_DEPRECATION_WARNINGS
const bool failed = Load(vertexCount, triangleCount, vb, ib, use16BitIndices);
PRAGMA_ENABLE_DEPRECATION_WARNINGS
if (!failed)
{
// Calculate mesh bounds
BoundingBox bounds;
BoundingBox::FromPoints((const Float3*)vb, vertexCount, bounds);
SetBounds(bounds);
}
return failed;
}
bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const uint16* triangles, const Int4* blendIndices, const Float4* blendWeights, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
{
return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
}
bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const uint32* triangles, const Int4* blendIndices, const Float4* blendWeights, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
{
return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
}
void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const
{
const auto& entry = info.Buffer->At(_materialSlotIndex);
if (!entry.Visible || !IsInitialized())
return;
const MaterialSlot& slot = _model->MaterialSlots[_materialSlotIndex];
// Select material
MaterialBase* material;
if (entry.Material && entry.Material->IsLoaded())
material = entry.Material;
else if (slot.Material && slot.Material->IsLoaded())
material = slot.Material;
else
material = GPUDevice::Instance->GetDefaultMaterial();
if (!material || !material->IsSurface())
return;
// Check if skip rendering
const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
const auto drawModes = info.DrawModes & renderContext.View.Pass & renderContext.View.GetShadowsDrawPassMask(shadowsMode) & material->GetDrawModes();
if (drawModes == DrawPass::None)
return;
// Setup draw call
DrawCall drawCall;
drawCall.Geometry.IndexBuffer = _indexBuffer;
drawCall.Geometry.VertexBuffers[0] = _vertexBuffers[0];
if (info.Deformation)
info.Deformation->RunDeformers(this, MeshBufferType::Vertex0, drawCall.Geometry.VertexBuffers[0]);
drawCall.Draw.StartIndex = 0;
drawCall.Draw.IndicesCount = _triangles * 3;
drawCall.InstanceCount = 1;
drawCall.Material = material;
drawCall.World = *info.World;
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.ObjectRadius = (float)info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
drawCall.Surface.GeometrySize = _box.GetSize();
drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
drawCall.Surface.Skinning = info.Skinning;
drawCall.Surface.LODDitherFactor = lodDitherFactor;
drawCall.PerInstanceRandom = info.PerInstanceRandom;
drawCall.StencilValue = info.StencilValue;
// Push draw call to the render list
renderContext.List->AddDrawCall(renderContext, drawModes, StaticFlags::None, drawCall, entry.ReceiveDecals, info.SortOrder);
}
void SkinnedMesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& info, float lodDitherFactor) const
{
const auto& entry = info.Buffer->At(_materialSlotIndex);
if (!entry.Visible || !IsInitialized())
return;
const MaterialSlot& slot = _model->MaterialSlots[_materialSlotIndex];
// Select material
MaterialBase* material;
if (entry.Material && entry.Material->IsLoaded())
material = entry.Material;
else if (slot.Material && slot.Material->IsLoaded())
material = slot.Material;
else
material = GPUDevice::Instance->GetDefaultMaterial();
if (!material || !material->IsSurface())
return;
// Setup draw call
DrawCall drawCall;
drawCall.Geometry.IndexBuffer = _indexBuffer;
drawCall.Geometry.VertexBuffers[0] = _vertexBuffers[0];
if (info.Deformation)
info.Deformation->RunDeformers(this, MeshBufferType::Vertex0, drawCall.Geometry.VertexBuffers[0]);
drawCall.Draw.IndicesCount = _triangles * 3;
drawCall.InstanceCount = 1;
drawCall.Material = material;
drawCall.World = *info.World;
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.ObjectRadius = (float)info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
drawCall.Surface.GeometrySize = _box.GetSize();
drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
drawCall.Surface.Skinning = info.Skinning;
drawCall.Surface.LODDitherFactor = lodDitherFactor;
drawCall.PerInstanceRandom = info.PerInstanceRandom;
drawCall.StencilValue = info.StencilValue;
// Push draw call to the render lists
const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
const auto drawModes = info.DrawModes & material->GetDrawModes();
if (drawModes != DrawPass::None)
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, StaticFlags::None, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals, info.SortOrder);
}
void SkinnedMesh::Release()
{
MeshBase::Release();
BlendShapes.Clear();
}
#if !COMPILE_WITHOUT_CSHARP
bool SkinnedMesh::UpdateMeshUInt(int32 vertexCount, int32 triangleCount, const MArray* verticesObj, const MArray* trianglesObj, const MArray* blendIndicesObj, const MArray* blendWeightsObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj, const MArray* colorsObj)
{
return ::UpdateMesh<uint32>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, blendIndicesObj, blendWeightsObj, normalsObj, tangentsObj, uvObj, colorsObj);
}
bool SkinnedMesh::UpdateMeshUShort(int32 vertexCount, int32 triangleCount, const MArray* verticesObj, const MArray* trianglesObj, const MArray* blendIndicesObj, const MArray* blendWeightsObj, const MArray* normalsObj, const MArray* tangentsObj, const MArray* uvObj, const MArray* colorsObj)
{
return ::UpdateMesh<uint16>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, blendIndicesObj, blendWeightsObj, normalsObj, tangentsObj, uvObj, colorsObj);
}
// [Deprecated in v1.10]
enum class InternalBufferType
{
VB0 = 0,
};
MArray* SkinnedMesh::DownloadBuffer(bool forceGpu, MTypeObject* resultType, int32 typeI)
{
// [Deprecated in v1.10]
ScopeLock lock(GetModelBase()->Locker);
// Get vertex buffers data from the mesh (CPU or GPU)
MeshAccessor accessor;
MeshBufferType bufferTypes[1] = { MeshBufferType::Vertex0 };
if (accessor.LoadMesh(this, forceGpu, ToSpan(bufferTypes, 1)))
return nullptr;
auto positionStream = accessor.Position();
auto texCoordStream = accessor.TexCoord();
auto normalStream = accessor.Normal();
auto tangentStream = accessor.Tangent();
auto blendIndicesStream = accessor.BlendIndices();
auto BlendWeightsStream = accessor.BlendWeights();
auto count = GetVertexCount();
// Convert into managed array
MArray* result = MCore::Array::New(MCore::Type::GetClass(INTERNAL_TYPE_OBJECT_GET(resultType)), count);
void* managedArrayPtr = MCore::Array::GetAddress(result);
switch ((InternalBufferType)typeI)
{
PRAGMA_DISABLE_DEPRECATION_WARNINGS
case InternalBufferType::VB0:
for (int32 i = 0; i < count; i++)
{
auto& dst = ((VB0SkinnedElementType*)managedArrayPtr)[i];
dst.Position = positionStream.GetFloat3(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 (blendIndicesStream.IsValid())
dst.BlendIndices = Color32(blendIndicesStream.GetFloat4(i));
if (BlendWeightsStream.IsValid())
dst.BlendWeights = Half4(BlendWeightsStream.GetFloat4(i));
}
break;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
}
return result;
}
#endif