Files
FlaxEngine/Source/Engine/Graphics/Models/Mesh.h
2021-04-30 16:27:57 +02:00

404 lines
17 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "MeshBase.h"
#include "ModelInstanceEntry.h"
#include "Config.h"
#include "Types.h"
#include "Engine/Level/Types.h"
#if USE_PRECISE_MESH_INTERSECTS
#include "CollisionProxy.h"
#endif
struct GeometryDrawStateData;
class Lightmap;
class GPUBuffer;
/// <summary>
/// Represents part of the model that is made of vertices and can be rendered using custom material and transformation.
/// </summary>
API_CLASS(NoSpawn) class FLAXENGINE_API Mesh : public MeshBase
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(Mesh, MeshBase);
protected:
int32 _index;
int32 _lodIndex;
bool _hasLightmapUVs;
GPUBuffer* _vertexBuffers[3];
GPUBuffer* _indexBuffer;
#if USE_PRECISE_MESH_INTERSECTS
CollisionProxy _collisionProxy;
#endif
public:
Mesh(const Mesh& other)
: Mesh()
{
#if !BUILD_RELEASE
CRASH; // Not used
#endif
}
/// <summary>
/// Finalizes an instance of the <see cref="Mesh"/> class.
/// </summary>
~Mesh();
public:
/// <summary>
/// Gets the model owning this mesh.
/// </summary>
FORCE_INLINE Model* GetModel() const
{
return (Model*)_model;
}
/// <summary>
/// Gets the mesh parent LOD index.
/// </summary>
FORCE_INLINE int32 GetLODIndex() const
{
return _lodIndex;
}
/// <summary>
/// Gets the mesh index.
/// </summary>
FORCE_INLINE int32 GetIndex() const
{
return _index;
}
/// <summary>
/// Gets the index buffer.
/// </summary>
/// <returns>The buffer.</returns>
FORCE_INLINE GPUBuffer* GetIndexBuffer() const
{
return _indexBuffer;
}
/// <summary>
/// Gets the vertex buffer.
/// </summary>
/// <param name="index">The index.</param>
/// <returns>The buffer.</returns>
FORCE_INLINE GPUBuffer* GetVertexBuffer(int32 index) const
{
return _vertexBuffers[index];
}
/// <summary>
/// Determines whether this mesh is initialized (has vertex and index buffers initialized).
/// </summary>
/// <returns>True if this instance is initialized, otherwise false.</returns>
FORCE_INLINE bool IsInitialized() const
{
return _vertexBuffers[0] != nullptr;
}
/// <summary>
/// Determines whether this mesh has a vertex colors buffer.
/// </summary>
/// <returns>True if this mesh has a vertex colors buffers.</returns>
API_PROPERTY() bool HasVertexColors() const;
/// <summary>
/// Determines whether this mesh contains valid lightmap texture coordinates data.
/// </summary>
/// <returns>True if this mesh has a vertex colors buffers.</returns>
API_PROPERTY() FORCE_INLINE bool HasLightmapUVs() const
{
return _hasLightmapUVs;
}
#if USE_PRECISE_MESH_INTERSECTS
/// <summary>
/// Gets the collision proxy used by the mesh.
/// </summary>
/// <returns>The collisions proxy container object reference.</returns>
FORCE_INLINE const CollisionProxy& GetCollisionProxy() const
{
return _collisionProxy;
}
#endif
public:
/// <summary>
/// Updates the model mesh (used by the virtual models created with Init rather than Load).
/// </summary>
/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="vb0">The first vertex buffer data.</param>
/// <param name="vb1">The second vertex buffer data.</param>
/// <param name="vb2">The third vertex buffer data.</param>
/// <param name="ib">The index buffer in clockwise order.</param>
/// <returns>True if failed, otherwise false.</returns>
FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, uint32* ib)
{
return UpdateMesh(vertexCount, triangleCount, vb0, vb1, vb2, ib, false);
}
/// <summary>
/// Updates the model mesh (used by the virtual models created with Init rather than Load).
/// </summary>
/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="vb0">The first vertex buffer data.</param>
/// <param name="vb1">The second vertex buffer data.</param>
/// <param name="vb2">The third vertex buffer data.</param>
/// <param name="ib">The index buffer in clockwise order.</param>
/// <returns>True if failed, otherwise false.</returns>
FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, uint16* ib)
{
return UpdateMesh(vertexCount, triangleCount, vb0, vb1, vb2, ib, true);
}
/// <summary>
/// Updates the model mesh (used by the virtual models created with Init rather than Load).
/// Can be used only for virtual assets (see <see cref="Asset.IsVirtual"/> and <see cref="Content.CreateVirtualAsset{T}"/>).
/// Mesh data will be cached and uploaded to the GPU with a delay.
/// </summary>
/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="vb0">The first vertex buffer data.</param>
/// <param name="vb1">The second vertex buffer data.</param>
/// <param name="vb2">The third vertex buffer data.</param>
/// <param name="ib">The index buffer in clockwise order.</param>
/// <param name="use16BitIndices">True if index buffer uses 16-bit index buffer, otherwise 32-bit.</param>
/// <returns>True if failed, otherwise false.</returns>
bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, void* ib, bool use16BitIndices);
/// <summary>
/// Updates the model mesh (used by the virtual models created with Init rather than Load).
/// Can be used only for virtual assets (see <see cref="Asset.IsVirtual"/> and <see cref="Content.CreateVirtualAsset{T}"/>).
/// Mesh data will be cached and uploaded to the GPU with a delay.
/// </summary>
/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="vertices">The mesh vertices positions. Cannot be null.</param>
/// <param name="triangles">The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null.</param>
/// <param name="normals">The normal vectors (per vertex).</param>
/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uvs">The texture coordinates (per vertex).</param>
/// <param name="colors">The vertex colors (per vertex).</param>
/// <returns>True if failed, otherwise false.</returns>
bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, Vector3* vertices, uint16* triangles, Vector3* normals = nullptr, Vector3* tangents = nullptr, Vector2* uvs = nullptr, Color32* colors = nullptr);
/// <summary>
/// Updates the model mesh (used by the virtual models created with Init rather than Load).
/// Can be used only for virtual assets (see <see cref="Asset.IsVirtual"/> and <see cref="Content.CreateVirtualAsset{T}"/>).
/// Mesh data will be cached and uploaded to the GPU with a delay.
/// </summary>
/// <param name="vertexCount">The amount of vertices in the vertex buffer.</param>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="vertices">The mesh vertices positions. Cannot be null.</param>
/// <param name="triangles">The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null.</param>
/// <param name="normals">The normal vectors (per vertex).</param>
/// <param name="tangents">The normal vectors (per vertex). Use null to compute them from normal vectors.</param>
/// <param name="uvs">The texture coordinates (per vertex).</param>
/// <param name="colors">The vertex colors (per vertex).</param>
/// <returns>True if failed, otherwise false.</returns>
bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, Vector3* vertices, uint32* triangles, Vector3* normals = nullptr, Vector3* tangents = nullptr, Vector2* uvs = nullptr, Color32* colors = nullptr);
public:
/// <summary>
/// Updates the model mesh index buffer (used by the virtual models created with Init rather than Load).
/// </summary>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="ib">The index buffer.</param>
/// <returns>True if failed, otherwise false.</returns>
FORCE_INLINE bool UpdateTriangles(uint32 triangleCount, uint32* ib)
{
return UpdateTriangles(triangleCount, ib, false);
}
/// <summary>
/// Updates the model mesh index buffer (used by the virtual models created with Init rather than Load).
/// </summary>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="ib">The index buffer.</param>
/// <returns>True if failed, otherwise false.</returns>
FORCE_INLINE bool UpdateTriangles(uint32 triangleCount, uint16* ib)
{
return UpdateTriangles(triangleCount, ib, true);
}
/// <summary>
/// Updates the model mesh index buffer (used by the virtual models created with Init rather than Load).
/// </summary>
/// <param name="triangleCount">The amount of triangles in the index buffer.</param>
/// <param name="ib">The index buffer.</param>
/// <param name="use16BitIndices">True if index buffer uses 16-bit index buffer, otherwise 32-bit.</param>
/// <returns>True if failed, otherwise false.</returns>
bool UpdateTriangles(uint32 triangleCount, void* ib, bool use16BitIndices);
public:
/// <summary>
/// Initializes instance of the <see cref="Mesh"/> class.
/// </summary>
/// <param name="model">The model.</param>
/// <param name="lodIndex">The LOD index.</param>
/// <param name="index">The mesh index.</param>
/// <param name="materialSlotIndex">The material slot index to use.</param>
/// <param name="box">The bounding box.</param>
/// <param name="sphere">The bounding sphere.</param>
/// <param name="hasLightmapUVs">The lightmap UVs flag.</param>
void Init(Model* model, int32 lodIndex, int32 index, int32 materialSlotIndex, const BoundingBox& box, const BoundingSphere& sphere, bool hasLightmapUVs);
/// <summary>
/// Load mesh data and Initialize GPU buffers
/// </summary>
/// <param name="vertices">Amount of vertices in the vertex buffer</param>
/// <param name="triangles">Amount of triangles in the index buffer</param>
/// <param name="vb0">Vertex buffer 0 data</param>
/// <param name="vb1">Vertex buffer 1 data</param>
/// <param name="vb2">Vertex buffer 2 data (may be null if not used)</param>
/// <param name="ib">Index buffer data</param>
/// <param name="use16BitIndexBuffer">True if use 16 bit indices for the index buffer (true: uint16, false: uint32).</param>
/// <returns>True if cannot load data, otherwise false.</returns>
bool Load(uint32 vertices, uint32 triangles, void* vb0, void* vb1, void* vb2, void* ib, bool use16BitIndexBuffer);
/// <summary>
/// Unloads the mesh data (vertex buffers and cache). The opposite to Load.
/// </summary>
void Unload();
public:
/// <summary>
/// Determines if there is an intersection between the mesh and a ray in given world
/// </summary>
/// <param name="ray">The ray to test</param>
/// <param name="world">World to transform box</param>
/// <param name="distance">When the method completes and returns true, contains the distance of the intersection (if any valid).</param>
/// <param name="normal">When the method completes, contains the intersection surface normal vector (if any valid).</param>
/// <returns>True whether the two objects intersected</returns>
bool Intersects(const Ray& ray, const Matrix& world, float& distance, Vector3& normal) const;
/// <summary>
/// Retrieves the eight corners of the bounding box.
/// </summary>
/// <param name="corners">An array of points representing the eight corners of the bounding box.</param>
FORCE_INLINE void GetCorners(Vector3 corners[8]) const
{
_box.GetCorners(corners);
}
public:
/// <summary>
/// Gets the draw call geometry for this mesh. Sets the index and vertex buffers.
/// </summary>
/// <param name="drawCall">The draw call.</param>
void GetDrawCallGeometry(DrawCall& drawCall) const;
/// <summary>
/// Model instance drawing packed data.
/// </summary>
struct DrawInfo
{
/// <summary>
/// The instance buffer to use during model rendering.
/// </summary>
ModelInstanceEntries* Buffer;
/// <summary>
/// The world transformation of the model.
/// </summary>
Matrix* World;
/// <summary>
/// The instance drawing state data container. Used for LOD transition handling and previous world transformation matrix updating.
/// </summary>
GeometryDrawStateData* DrawState;
/// <summary>
/// The lightmap.
/// </summary>
const Lightmap* Lightmap;
/// <summary>
/// The lightmap UVs.
/// </summary>
const Rectangle* LightmapUVs;
/// <summary>
/// The model instance vertex colors buffers (per-lod all meshes packed in a single allocation, array length equal to model lods count).
/// </summary>
GPUBuffer** VertexColors;
/// <summary>
/// The object static flags.
/// </summary>
StaticFlags Flags;
/// <summary>
/// The object draw modes.
/// </summary>
DrawPass DrawModes;
/// <summary>
/// The bounds of the model (used to select a proper LOD during rendering).
/// </summary>
BoundingSphere Bounds;
/// <summary>
/// The per-instance random value.
/// </summary>
float PerInstanceRandom;
/// <summary>
/// The LOD bias value.
/// </summary>
char LODBias;
/// <summary>
/// The forced LOD to use. Value -1 disables this feature.
/// </summary>
char ForcedLOD;
};
/// <summary>
/// Draws the mesh. Binds vertex and index buffers and invokes the draw call.
/// </summary>
/// <param name="context">The GPU context.</param>
void Render(GPUContext* context) const;
/// <summary>
/// Draws the mesh.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="material">The material to use for rendering.</param>
/// <param name="world">The world transformation of the model.</param>
/// <param name="flags">The object static flags.</param>
/// <param name="receiveDecals">True if rendered geometry can receive decals, otherwise false.</param>
/// <param name="drawModes">The draw passes to use for rendering this object.</param>
/// <param name="perInstanceRandom">The random per-instance value (normalized to range 0-1).</param>
API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true, DrawPass drawModes = DrawPass::Default, float perInstanceRandom = 0.0f) const;
/// <summary>
/// Draws the mesh.
/// </summary>
/// <param name="renderContext">The rendering context.</param>
/// <param name="info">The packed drawing info data.</param>
/// <param name="lodDitherFactor">The LOD transition dither factor.</param>
void Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const;
public:
// [MeshBase]
bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override;
Task* DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const override;
bool DownloadDataCPU(MeshBufferType type, BytesContainer& result) const override;
private:
// Internal bindings
API_FUNCTION(NoProxy) ScriptingObject* GetParentModel();
API_FUNCTION(NoProxy) bool UpdateMeshInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj);
API_FUNCTION(NoProxy) bool UpdateMeshUShort(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj);
API_FUNCTION(NoProxy) bool UpdateTrianglesInt(int32 triangleCount, MonoArray* trianglesObj);
API_FUNCTION(NoProxy) bool UpdateTrianglesUShort(int32 triangleCount, MonoArray* trianglesObj);
API_FUNCTION(NoProxy) bool DownloadBuffer(bool forceGpu, MonoArray* resultObj, int32 typeI);
};