Files
FlaxEngine/Source/Engine/Level/Actors/SplineModel.cpp
Wojtek Figat 3141b4fb04 Merge remote-tracking branch 'origin/master' into 1.7
# Conflicts:
#	Source/Engine/Level/Actors/SplineModel.cpp
#	Source/Engine/Level/Actors/SplineModel.h
2023-07-14 14:10:21 +02:00

521 lines
19 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "SplineModel.h"
#include "Spline.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Math/Matrix3x4.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Serialization/Serialization.h"
#include "Engine/Graphics/GPUBufferDescription.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUBuffer.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderTools.h"
#include "Engine/Level/Scene/SceneRendering.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Renderer/RenderList.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#endif
#define SPLINE_RESOLUTION 32.0f
SplineModel::SplineModel(const SpawnParams& params)
: ModelInstanceActor(params)
{
_drawCategory = SceneRendering::SceneDrawAsync;
Model.Changed.Bind<SplineModel, &SplineModel::OnModelChanged>(this);
Model.Loaded.Bind<SplineModel, &SplineModel::OnModelLoaded>(this);
}
SplineModel::~SplineModel()
{
SAFE_DELETE_GPU_RESOURCE(_deformationBuffer);
if (_deformationBufferData)
Allocator::Free(_deformationBufferData);
}
Transform SplineModel::GetPreTransform() const
{
return _preTransform;
}
void SplineModel::SetPreTransform(const Transform& value)
{
if (_preTransform == value)
return;
_preTransform = value;
OnSplineUpdated();
}
float SplineModel::GetQuality() const
{
return _quality;
}
void SplineModel::SetQuality(float value)
{
value = Math::Clamp(value, 0.0f, 100.0f);
if (Math::NearEqual(value, _quality))
return;
_quality = value;
OnSplineUpdated();
}
float SplineModel::GetBoundsScale() const
{
return _boundsScale;
}
void SplineModel::SetBoundsScale(float value)
{
if (Math::NearEqual(_boundsScale, value))
return;
_boundsScale = value;
OnSplineUpdated();
}
int32 SplineModel::GetLODBias() const
{
return static_cast<int32>(_lodBias);
}
void SplineModel::SetLODBias(int32 value)
{
_lodBias = static_cast<char>(Math::Clamp(value, -100, 100));
}
int32 SplineModel::GetForcedLOD() const
{
return static_cast<int32>(_forcedLod);
}
void SplineModel::SetForcedLOD(int32 value)
{
_forcedLod = static_cast<char>(Math::Clamp(value, -1, 100));
}
void SplineModel::OnModelChanged()
{
Entries.Release();
if (Model && !Model->IsLoaded())
{
OnSplineUpdated();
}
}
void SplineModel::OnModelLoaded()
{
Entries.SetupIfInvalid(Model);
OnSplineUpdated();
}
void SplineModel::OnSplineUpdated()
{
// Skip updates when actor is disabled or something is missing
if (!_spline || !Model || !Model->IsLoaded() || !IsActiveInHierarchy() || _spline->GetSplinePointsCount() < 2)
{
_box = BoundingBox(_transform.Translation);
BoundingSphere::FromBox(_box, _sphere);
return;
}
PROFILE_CPU();
// Setup model instances over the spline segments
const auto& keyframes = _spline->Curve.GetKeyframes();
const int32 segments = keyframes.Count() - 1;
const int32 chunksPerSegment = Math::Clamp(Math::CeilToInt(SPLINE_RESOLUTION * _quality), 2, 1024);
const float chunksPerSegmentInv = 1.0f / (float)chunksPerSegment;
const Transform splineTransform = GetTransform();
_instances.Resize(segments, false);
BoundingBox localModelBounds(Vector3::Maximum, Vector3::Minimum);
{
auto& meshes = Model->LODs[0].Meshes;
Vector3 corners[8];
for (int32 j = 0; j < meshes.Count(); j++)
{
const auto& mesh = meshes[j];
mesh.GetBox().GetCorners(corners);
for (int32 i = 0; i < 8; i++)
{
// Transform mesh corner using pre-transform but use double-precision to prevent issues when rotating model
Vector3 tmp = corners[i] * _preTransform.Scale;
double rotation[4] = { (double)_preTransform.Orientation.X, (double)_preTransform.Orientation.Y, (double)_preTransform.Orientation.Z, (double)_preTransform.Orientation.W };
const double length = sqrt(rotation[0] * rotation[0] + rotation[1] * rotation[1] + rotation[2] * rotation[2] + rotation[3] * rotation[3]);
rotation[0] /= length;
rotation[1] /= length;
rotation[2] /= length;
rotation[3] /= length;
double pos[3] = { (double)tmp.X, (double)tmp.Y, (double)tmp.Z };
const double x = rotation[0] + rotation[0];
const double y = rotation[1] + rotation[1];
const double z = rotation[2] + rotation[2];
const double wx = rotation[3] * x;
const double wy = rotation[3] * y;
const double wz = rotation[3] * z;
const double xx = rotation[0] * x;
const double xy = rotation[0] * y;
const double xz = rotation[0] * z;
const double yy = rotation[1] * y;
const double yz = rotation[1] * z;
const double zz = rotation[2] * z;
tmp = Vector3(
(float)(pos[0] * (1.0 - yy - zz) + pos[1] * (xy - wz) + pos[2] * (xz + wy)) + _preTransform.Translation.X,
(float)(pos[0] * (xy + wz) + pos[1] * (1.0 - xx - zz) + pos[2] * (yz - wx)) + _preTransform.Translation.Y,
(float)(pos[0] * (xz - wy) + pos[1] * (yz + wx) + pos[2] * (1.0 - xx - yy)) + _preTransform.Translation.Z);
localModelBounds.Minimum = Vector3::Min(localModelBounds.Minimum, tmp);
localModelBounds.Maximum = Vector3::Max(localModelBounds.Maximum, tmp);
}
}
}
_meshMinZ = (float)localModelBounds.Minimum.Z;
_meshMaxZ = (float)localModelBounds.Maximum.Z;
Transform chunkLocal, chunkWorld, leftTangent, rightTangent;
Array<Vector3> segmentPoints;
segmentPoints.Resize(chunksPerSegment);
for (int32 segment = 0; segment < segments; segment++)
{
auto& instance = _instances[segment];
const auto& start = keyframes[segment];
const auto& end = keyframes[segment + 1];
const float length = end.Time - start.Time;
AnimationUtils::GetTangent(start.Value, start.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(end.Value, end.TangentIn, length, rightTangent);
// Find maximum scale over the segment spline and collect the segment positions for bounds
segmentPoints.Clear();
segmentPoints.Add(end.Value.Translation);
float maxScale = end.Value.Scale.GetAbsolute().MaxValue();
for (int32 chunk = 0; chunk < chunksPerSegment; chunk++)
{
const float alpha = (float)chunk * chunksPerSegmentInv;
AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, chunkLocal);
splineTransform.LocalToWorld(chunkLocal, chunkWorld);
segmentPoints.Add(chunkWorld.Translation);
maxScale = Math::Max(maxScale, chunkWorld.Scale.GetAbsolute().MaxValue());
}
BoundingSphere::FromPoints(segmentPoints.Get(), segmentPoints.Count(), instance.Sphere);
instance.Sphere.Radius *= maxScale * _boundsScale;
}
// Update deformation buffer during next drawing
_deformationDirty = true;
// Update bounds
_sphere = _instances.First().Sphere;
for (int32 i = 1; i < _instances.Count(); i++)
BoundingSphere::Merge(_sphere, _instances[i].Sphere, _sphere);
BoundingBox::FromSphere(_sphere, _box);
if (_sceneRenderingKey != -1)
GetSceneRendering()->UpdateActor(this, _sceneRenderingKey);
}
void SplineModel::UpdateDeformationBuffer()
{
PROFILE_CPU();
// Deformation buffer contains precomputed matrices for each chunk of the spline segment (packed with transposed float3x4 matrix)
_deformationDirty = false;
if (!_deformationBuffer)
_deformationBuffer = GPUDevice::Instance->CreateBuffer(GetName());
const auto& keyframes = _spline->Curve.GetKeyframes();
const int32 segments = keyframes.Count() - 1;
const int32 chunksPerSegment = Math::Clamp(Math::CeilToInt(SPLINE_RESOLUTION * _quality), 2, 1024);
const int32 count = (chunksPerSegment * segments + 1) * 3;
const uint32 size = count * sizeof(Float4);
if (_deformationBuffer->GetSize() != size)
{
if (_deformationBufferData)
{
Allocator::Free(_deformationBufferData);
_deformationBufferData = nullptr;
}
if (_deformationBuffer->Init(GPUBufferDescription::Typed(count, PixelFormat::R32G32B32A32_Float, false, IsTransformStatic() ? GPUResourceUsage::Default : GPUResourceUsage::Dynamic)))
{
LOG(Error, "Failed to initialize the spline model {0} deformation buffer.", ToString());
return;
}
}
if (!_deformationBufferData)
_deformationBufferData = Allocator::Allocate(size);
_chunksPerSegment = (float)chunksPerSegment;
// Update pre-calculated matrices for spline chunks
auto ptr = (Matrix3x4*)_deformationBufferData;
const float chunksPerSegmentInv = 1.0f / (float)chunksPerSegment;
Matrix m;
Transform transform, leftTangent, rightTangent;
for (int32 segment = 0; segment < segments; segment++)
{
auto& instance = _instances[segment];
const auto& start = keyframes[segment];
const auto& end = keyframes[segment + 1];
const float length = end.Time - start.Time;
AnimationUtils::GetTangent(start.Value, start.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(end.Value, end.TangentIn, length, rightTangent);
for (int32 chunk = 0; chunk < chunksPerSegment; chunk++)
{
const float alpha = (chunk == chunksPerSegment - 1) ? 1.0f : ((float)chunk * chunksPerSegmentInv);
// Evaluate transformation at the curve
AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, transform);
// Apply spline direction (from position 1st derivative)
Vector3 direction;
AnimationUtils::BezierFirstDerivative(start.Value.Translation, leftTangent.Translation, rightTangent.Translation, end.Value.Translation, alpha, direction);
direction.Normalize();
Quaternion orientation;
if (direction.IsZero())
orientation = Quaternion::Identity;
else if (Vector3::Dot(direction, Vector3::Up) >= 0.999f)
Quaternion::RotationAxis(Vector3::Left, PI_HALF, orientation);
else
Quaternion::LookRotation(direction, Vector3::Cross(Vector3::Cross(direction, Vector3::Up), direction), orientation);
transform.Orientation = orientation * transform.Orientation;
// Write transform into deformation buffer
transform.GetWorld(m);
ptr->SetMatrixTranspose(m);
ptr++;
}
instance.RotDeterminant = m.RotDeterminant();
}
// Add last transformation to prevent issues when sampling spline deformation buffer with alpha=1
{
const auto& start = keyframes[segments - 1];
const auto& end = keyframes[segments];
const float length = end.Time - start.Time;
const float alpha = 1.0f - ZeroTolerance; // Offset to prevent zero derivative at the end of the curve
AnimationUtils::GetTangent(start.Value, start.TangentOut, length, leftTangent);
AnimationUtils::GetTangent(end.Value, end.TangentIn, length, rightTangent);
AnimationUtils::Bezier(start.Value, leftTangent, rightTangent, end.Value, alpha, transform);
Vector3 direction;
AnimationUtils::BezierFirstDerivative(start.Value.Translation, leftTangent.Translation, rightTangent.Translation, end.Value.Translation, alpha, direction);
direction.Normalize();
Quaternion orientation;
if (direction.IsZero())
orientation = Quaternion::Identity;
else if (Vector3::Dot(direction, Vector3::Up) >= 0.999f)
Quaternion::RotationAxis(Vector3::Left, PI_HALF, orientation);
else
Quaternion::LookRotation(direction, Vector3::Cross(Vector3::Cross(direction, Vector3::Up), direction), orientation);
transform.Orientation = orientation * transform.Orientation;
transform.GetWorld(m);
ptr->SetMatrixTranspose(m);
}
// Flush data with GPU
GPUDevice::Instance->GetMainContext()->UpdateBuffer(_deformationBuffer, _deformationBufferData, size);
// Static splines are rarely updated so release scratch memory
if (IsTransformStatic())
{
Allocator::Free(_deformationBufferData);
_deformationBufferData = nullptr;
}
}
void SplineModel::OnParentChanged()
{
if (_spline)
{
_spline->SplineUpdated.Unbind<SplineModel, &SplineModel::OnSplineUpdated>(this);
}
// Base
Actor::OnParentChanged();
_spline = Cast<Spline>(_parent);
if (_spline)
{
_spline->SplineUpdated.Bind<SplineModel, &SplineModel::OnSplineUpdated>(this);
}
OnSplineUpdated();
}
MaterialBase* SplineModel::GetMaterial(int32 entryIndex)
{
if (Model)
Model->WaitForLoaded();
else
return nullptr;
CHECK_RETURN(entryIndex >= 0 && entryIndex < Entries.Count(), nullptr);
MaterialBase* material = Entries[entryIndex].Material.Get();
if (!material)
{
material = Model->MaterialSlots[entryIndex].Material.Get();
if (!material)
material = GPUDevice::Instance->GetDefaultDeformableMaterial();
}
return material;
}
void SplineModel::UpdateBounds()
{
OnSplineUpdated();
}
bool SplineModel::HasContentLoaded() const
{
return (Model == nullptr || Model->IsLoaded()) && Entries.HasContentLoaded();
}
void SplineModel::Draw(RenderContext& renderContext)
{
const DrawPass actorDrawModes = DrawModes & renderContext.View.Pass;
if (!_spline || !Model || !Model->IsLoaded() || !Model->CanBeRendered() || actorDrawModes == DrawPass::None)
return;
auto model = Model.Get();
if (renderContext.View.Pass == DrawPass::GlobalSDF)
return; // TODO: Spline Model rendering to Global SDF
if (renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas)
return; // TODO: Spline Model rendering to Global Surface Atlas
if (!Entries.IsValidFor(model))
Entries.Setup(model);
// Build mesh deformation buffer for the whole spline
if (_deformationDirty)
{
RenderContext::GPULocker.Lock();
UpdateDeformationBuffer();
RenderContext::GPULocker.Unlock();
}
// Draw all segments
DrawCall drawCall;
drawCall.InstanceCount = 1;
drawCall.Deformable.SplineDeformation = _deformationBuffer;
drawCall.Deformable.ChunksPerSegment = _chunksPerSegment;
drawCall.Deformable.MeshMinZ = _meshMinZ;
drawCall.Deformable.MeshMaxZ = _meshMaxZ;
drawCall.Deformable.GeometrySize = _box.GetSize();
drawCall.PerInstanceRandom = GetPerInstanceRandom();
_preTransform.GetWorld(drawCall.Deformable.LocalMatrix);
const Transform splineTransform = GetTransform();
renderContext.View.GetWorldMatrix(splineTransform, drawCall.World);
drawCall.ObjectPosition = drawCall.World.GetTranslation() + drawCall.Deformable.LocalMatrix.GetTranslation();
const float worldDeterminantSign = drawCall.World.RotDeterminant() * drawCall.Deformable.LocalMatrix.RotDeterminant();
for (int32 segment = 0; segment < _instances.Count(); segment++)
{
auto& instance = _instances[segment];
BoundingSphere instanceSphere(instance.Sphere.Center - renderContext.View.Origin, instance.Sphere.Radius);
if (!(renderContext.View.IsCullingDisabled || renderContext.View.CullingFrustum.Intersects(instanceSphere)))
continue;
drawCall.Deformable.Segment = (float)segment;
// Select a proper LOD index (model may be culled)
int32 lodIndex;
if (_forcedLod != -1)
{
lodIndex = _forcedLod;
}
else
{
lodIndex = RenderTools::ComputeModelLOD(model, instanceSphere.Center, (float)instanceSphere.Radius, renderContext);
if (lodIndex == -1)
continue;
}
lodIndex += _lodBias + renderContext.View.ModelLODBias;
lodIndex = model->ClampLODIndex(lodIndex);
// Draw
const auto& lod = model->LODs[lodIndex];
for (int32 i = 0; i < lod.Meshes.Count(); i++)
{
const auto mesh = &lod.Meshes[i];
// Cache data
const auto& entry = Entries[mesh->GetMaterialSlotIndex()];
if (!entry.Visible || !mesh->IsInitialized())
continue;
const MaterialSlot& slot = model->MaterialSlots[mesh->GetMaterialSlotIndex()];
// Select material
MaterialBase* material = nullptr;
if (entry.Material && entry.Material->IsLoaded())
material = entry.Material;
else if (slot.Material && slot.Material->IsLoaded())
material = slot.Material;
if (!material || !material->IsDeformable())
material = GPUDevice::Instance->GetDefaultDeformableMaterial();
if (!material || !material->IsDeformable())
continue;
// Check if skip rendering
const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
const auto drawModes = actorDrawModes & renderContext.View.GetShadowsDrawPassMask(shadowsMode) & material->GetDrawModes();
if (drawModes == DrawPass::None)
continue;
// Submit draw call
mesh->GetDrawCallGeometry(drawCall);
drawCall.Material = material;
drawCall.WorldDeterminantSign = Math::FloatSelect(worldDeterminantSign * instance.RotDeterminant, 1, -1);
renderContext.List->AddDrawCall(renderContext, drawModes, _staticFlags, drawCall, entry.ReceiveDecals);
}
}
}
bool SplineModel::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
{
return false;
}
void SplineModel::Serialize(SerializeStream& stream, const void* otherObj)
{
// Base
ModelInstanceActor::Serialize(stream, otherObj);
SERIALIZE_GET_OTHER_OBJ(SplineModel);
SERIALIZE_MEMBER(Quality, _quality);
SERIALIZE_MEMBER(BoundsScale, _boundsScale);
SERIALIZE_MEMBER(LODBias, _lodBias);
SERIALIZE_MEMBER(ForcedLOD, _forcedLod);
SERIALIZE_MEMBER(PreTransform, _preTransform)
SERIALIZE(Model);
SERIALIZE(DrawModes);
stream.JKEY("Buffer");
stream.Object(&Entries, other ? &other->Entries : nullptr);
}
void SplineModel::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
{
// Base
ModelInstanceActor::Deserialize(stream, modifier);
DESERIALIZE_MEMBER(Quality, _quality);
DESERIALIZE_MEMBER(BoundsScale, _boundsScale);
DESERIALIZE_MEMBER(LODBias, _lodBias);
DESERIALIZE_MEMBER(ForcedLOD, _forcedLod);
DESERIALIZE_MEMBER(PreTransform, _preTransform);
DESERIALIZE(Model);
DESERIALIZE(DrawModes);
Entries.DeserializeIfExists(stream, "Buffer", modifier);
// [Deprecated on 07.02.2022, expires on 07.02.2024]
if (modifier->EngineBuild <= 6330)
DrawModes |= DrawPass::GlobalSDF;
// [Deprecated on 27.04.2022, expires on 27.04.2024]
if (modifier->EngineBuild <= 6331)
DrawModes |= DrawPass::GlobalSurfaceAtlas;
}
void SplineModel::OnActiveInTreeChanged()
{
// Base
ModelInstanceActor::OnActiveInTreeChanged();
OnSplineUpdated();
}