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FlaxEngine/Source/Engine/Content/Assets/ModelBase.h

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6.6 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "../BinaryAsset.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Graphics/Models/Config.h"
#include "Engine/Graphics/Models/MaterialSlot.h"
#include "Engine/Streaming/StreamableResource.h"
// Note: we use the first chunk as a header, next is the highest quality lod and then lower ones
//
// Example:
// Chunk 0: Header
// Chunk 1: LOD0
// Chunk 2: LOD1
// ..
// Chunk 15: SDF
#define MODEL_LOD_TO_CHUNK_INDEX(lod) (lod + 1)
class MeshBase;
struct RenderContextBatch;
/// <summary>
/// Base class for asset types that can contain a model resource.
/// </summary>
API_CLASS(Abstract, NoSpawn) class FLAXENGINE_API ModelBase : public BinaryAsset, public StreamableResource
{
DECLARE_ASSET_HEADER(ModelBase);
friend MeshBase;
friend class StreamModelLODTask;
protected:
bool _initialized = false;
int32 _loadedLODs = 0;
StreamModelLODTask* _streamingTask = nullptr;
public:
/// <summary>
/// The Sign Distant Field (SDF) data for the model.
/// </summary>
API_STRUCT() struct SDFData
{
DECLARE_SCRIPTING_TYPE_MINIMAL(SDFData);
/// <summary>
/// The SDF volume texture (merged all meshes).
/// </summary>
API_FIELD() GPUTexture* Texture = nullptr;
/// <summary>
/// The transformation scale from model local-space to the generated SDF texture space (local-space -> uv).
/// </summary>
API_FIELD() Float3 LocalToUVWMul;
/// <summary>
/// Amount of world-units per SDF texture voxel.
/// </summary>
API_FIELD() float WorldUnitsPerVoxel;
/// <summary>
/// The transformation offset from model local-space to the generated SDF texture space (local-space -> uv).
/// </summary>
API_FIELD() Float3 LocalToUVWAdd;
/// <summary>
/// The maximum distance stored in the SDF texture. Used to rescale normalized SDF into world-units (in model local space).
/// </summary>
API_FIELD() float MaxDistance;
/// <summary>
/// The bounding box of the SDF texture in the model local-space.
/// </summary>
API_FIELD() Float3 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() Float3 LocalBoundsMax;
/// <summary>
/// The model LOD index used for the building.
/// </summary>
API_FIELD() int32 LOD = 6;
};
protected:
explicit ModelBase(const SpawnParams& params, const AssetInfo* info, StreamingGroup* group)
: BinaryAsset(params, info)
, StreamableResource(group)
{
}
public:
/// <summary>
/// The minimum screen size to draw this model (the bottom limit). Used to cull small models. Set to 0 to disable this feature.
/// </summary>
API_FIELD() float MinScreenSize = 0.0f;
/// <summary>
/// The list of material slots.
/// </summary>
API_FIELD(ReadOnly) Array<MaterialSlot> MaterialSlots;
/// <summary>
/// Gets the amount of the material slots used by this model asset.
/// </summary>
API_PROPERTY() int32 GetMaterialSlotsCount() const
{
return MaterialSlots.Count();
}
/// <summary>
/// Gets a value indicating whether this instance is initialized.
/// </summary>
FORCE_INLINE bool IsInitialized() const
{
return _initialized;
}
/// <summary>
/// Clamps the index of the LOD to be valid for rendering (only loaded LODs).
/// </summary>
/// <param name="index">The index.</param>
/// <returns>The resident LOD index.</returns>
FORCE_INLINE int32 ClampLODIndex(int32 index) const
{
return Math::Clamp(index, HighestResidentLODIndex(), GetLODsCount() - 1);
}
/// <summary>
/// Gets index of the highest resident LOD (it may be equal to LODs.Count if no LOD has been uploaded). Note: LOD=0 is the highest (top quality)
/// </summary>
FORCE_INLINE int32 HighestResidentLODIndex() const
{
return GetLODsCount() - _loadedLODs;
}
/// <summary>
/// Gets the amount of loaded model LODs.
/// </summary>
API_PROPERTY() FORCE_INLINE int32 GetLoadedLODs() const
{
return _loadedLODs;
}
/// <summary>
/// Determines whether this model can be rendered.
/// </summary>
FORCE_INLINE bool CanBeRendered() const
{
return _loadedLODs > 0;
}
/// <summary>
/// Resizes the material slots collection. Updates meshes that were using removed slots.
/// </summary>
API_FUNCTION() virtual void SetupMaterialSlots(int32 slotsCount);
/// <summary>
/// Gets the material slot by the name.
/// </summary>
/// <param name="name">The slot name.</param>
/// <returns>The material slot with the given name or null if cannot find it (asset may be not loaded yet).</returns>
API_FUNCTION() MaterialSlot* GetSlot(const StringView& name);
/// <summary>
/// Gets amount of the level of details in the model.
/// </summary>
virtual int32 GetLODsCount() const = 0;
/// <summary>
/// Gets the meshes for a particular LOD index.
/// </summary>
virtual void GetMeshes(Array<MeshBase*>& meshes, int32 lodIndex = 0) = 0;
public:
/// <summary>
/// Requests the LOD data asynchronously (creates task that will gather chunk data or null if already here).
/// </summary>
/// <param name="lodIndex">Index of the LOD.</param>
/// <returns>Task that will gather chunk data or null if already here.</returns>
ContentLoadTask* RequestLODDataAsync(int32 lodIndex);
/// <summary>
/// Gets the model LOD data (links bytes).
/// </summary>
/// <param name="lodIndex">Index of the LOD.</param>
/// <param name="data">The data (it may be missing if failed to get it).</param>
void GetLODData(int32 lodIndex, BytesContainer& data) const;
public:
// [BinaryAsset]
void CancelStreaming() override;
#if USE_EDITOR
void GetReferences(Array<Guid>& assets, Array<String>& files) const override;
#endif
// [StreamableResource]
int32 GetCurrentResidency() const override;
bool CanBeUpdated() const override;
Task* UpdateAllocation(int32 residency) override;
Task* CreateStreamingTask(int32 residency) override;
void CancelStreamingTasks() override;
protected:
// [BinaryAsset]
void unload(bool isReloading) override;
};