927 lines
29 KiB
C++
927 lines
29 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#include "MeshBase.h"
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#include "MeshAccessor.h"
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#include "Engine/Core/Log.h"
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#include "Engine/Content/Assets/ModelBase.h"
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#include "Engine/Core/Math/Transform.h"
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#include "Engine/Graphics/GPUBuffer.h"
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#include "Engine/Graphics/GPUContext.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Graphics/PixelFormatExtensions.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Scripting/Enums.h"
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Threading/Task.h"
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#include "Engine/Threading/Threading.h"
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static_assert(MODEL_MAX_VB == 3, "Update code in mesh to match amount of vertex buffers.");
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namespace
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{
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#if !COMPILE_WITHOUT_CSHARP
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template<typename IndexType>
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bool UpdateTriangles(MeshBase* mesh, int32 triangleCount, const MArray* trianglesObj)
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{
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const auto model = mesh->GetModelBase();
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ASSERT(model && model->IsVirtual() && trianglesObj);
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// Get buffer data
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ASSERT(MCore::Array::GetLength(trianglesObj) / 3 >= triangleCount);
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auto ib = MCore::Array::GetAddress<IndexType>(trianglesObj);
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return mesh->UpdateTriangles(triangleCount, ib);
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}
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#endif
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}
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MeshAccessor::Stream::Stream(Span<byte> data, PixelFormat format, int32 stride)
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: _data(data)
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, _format(PixelFormat::Unknown)
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, _stride(stride)
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{
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auto sampler = PixelFormatSampler::Get(format);
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if (sampler)
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{
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_format = format;
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_sampler = *sampler;
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}
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else if (format != PixelFormat::Unknown)
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{
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LOG(Error, "Unsupported pixel format '{}' to sample vertex attribute.", ScriptingEnum::ToString(format));
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}
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}
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Span<byte> MeshAccessor::Stream::GetData() const
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{
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return _data;
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}
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PixelFormat MeshAccessor::Stream::GetFormat() const
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{
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return _format;
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}
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int32 MeshAccessor::Stream::GetStride() const
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{
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return _stride;
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}
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int32 MeshAccessor::Stream::GetCount() const
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{
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return _data.Length() / _stride;
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}
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bool MeshAccessor::Stream::IsValid() const
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{
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return _format != PixelFormat::Unknown;
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}
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bool MeshAccessor::Stream::IsLinear(PixelFormat expectedFormat) const
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{
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return _format == expectedFormat && _stride == PixelFormatExtensions::SizeInBytes(_format);
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}
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void MeshAccessor::Stream::SetLinear(const void* data)
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{
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Platform::MemoryCopy(_data.Get(), data, _data.Length());
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}
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void MeshAccessor::Stream::Set(Span<Float2> src)
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{
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const int32 count = GetCount();
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ASSERT(src.Length() >= count);
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if (IsLinear(PixelFormat::R32G32_Float))
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{
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Platform::MemoryCopy(_data.Get(), src.Get(), _data.Length());
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}
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else
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{
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for (int32 i = 0; i < count; i++)
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_sampler.Write(_data.Get() + i * _stride, Float4(src.Get()[i], 0, 0));
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}
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}
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void MeshAccessor::Stream::Set(Span<Float3> src)
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{
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const int32 count = GetCount();
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ASSERT(src.Length() >= count);
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if (IsLinear(PixelFormat::R32G32B32_Float))
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{
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Platform::MemoryCopy(_data.Get(), src.Get(), _data.Length());
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}
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else
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{
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for (int32 i = 0; i < count; i++)
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_sampler.Write(_data.Get() + i * _stride, Float4(src.Get()[i], 0));
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}
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}
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inline void MeshAccessor::Stream::Set(Span<::Color> src)
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{
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const int32 count = GetCount();
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ASSERT(src.Length() >= count);
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if (IsLinear(PixelFormat::R32G32B32A32_Float))
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{
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Platform::MemoryCopy(_data.Get(), src.Get(), _data.Length());
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}
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else
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{
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for (int32 i = 0; i < count; i++)
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_sampler.Write(_data.Get() + i * _stride, Float4(src.Get()[i]));
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}
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}
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void MeshAccessor::Stream::CopyTo(Span<Float2> dst) const
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{
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const int32 count = GetCount();
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ASSERT(dst.Length() >= count);
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if (IsLinear(PixelFormat::R32G32_Float))
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{
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Platform::MemoryCopy(dst.Get(), _data.Get(), _data.Length());
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}
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else
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{
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for (int32 i = 0; i < count; i++)
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dst.Get()[i] = Float2(_sampler.Read(_data.Get() + i * _stride));
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}
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}
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void MeshAccessor::Stream::CopyTo(Span<Float3> dst) const
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{
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const int32 count = GetCount();
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ASSERT(dst.Length() >= count);
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if (IsLinear(PixelFormat::R32G32B32_Float))
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{
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Platform::MemoryCopy(dst.Get(), _data.Get(), _data.Length());
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}
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else
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{
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for (int32 i = 0; i < count; i++)
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dst.Get()[i] = Float3(_sampler.Read(_data.Get() + i * _stride));
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}
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}
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void MeshAccessor::Stream::CopyTo(Span<::Color> dst) const
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{
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const int32 count = GetCount();
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ASSERT(dst.Length() >= count);
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if (IsLinear(PixelFormat::R32G32B32A32_Float))
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{
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Platform::MemoryCopy(dst.Get(), _data.Get(), _data.Length());
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}
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else
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{
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for (int32 i = 0; i < count; i++)
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dst.Get()[i] = ::Color(_sampler.Read(_data.Get() + i * _stride));
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}
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}
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bool MeshAccessor::LoadMesh(const MeshBase* mesh, bool forceGpu, Span<MeshBufferType> buffers)
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{
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CHECK_RETURN(mesh, true);
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constexpr MeshBufferType allBuffers[(int32)MeshBufferType::MAX] = { MeshBufferType::Index, MeshBufferType::Vertex0, MeshBufferType::Vertex1, MeshBufferType::Vertex2 };
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if (buffers.IsInvalid())
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buffers = Span<MeshBufferType>(allBuffers, ARRAY_COUNT(allBuffers));
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Array<BytesContainer, FixedAllocation<4>> meshBuffers;
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Array<GPUVertexLayout*, FixedAllocation<4>> meshLayouts;
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if (mesh->DownloadData(buffers, meshBuffers, meshLayouts, forceGpu))
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return true;
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for (int32 i = 0; i < buffers.Length(); i++)
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{
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_data[(int32)buffers[i]] = MoveTemp(meshBuffers[i]);
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_layouts[(int32)buffers[i]] = meshLayouts[i];
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}
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_formats[(int32)MeshBufferType::Index] = mesh->Use16BitIndexBuffer() ? PixelFormat::R16_UInt : PixelFormat::R32_UInt;
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return false;
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}
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bool MeshAccessor::LoadBuffer(MeshBufferType bufferType, Span<byte> bufferData, GPUVertexLayout* layout)
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{
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CHECK_RETURN(layout, true);
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CHECK_RETURN(bufferData.IsValid(), true);
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const int32 idx = (int32)bufferType;
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_data[idx].Link(bufferData);
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_layouts[idx] = layout;
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return false;
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}
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bool MeshAccessor::LoadFromMeshData(const void* meshDataPtr)
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{
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if (!meshDataPtr)
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return true;
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const auto& meshData = *(const ModelBase::MeshData*)meshDataPtr;
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if (meshData.VBData.Count() != meshData.VBLayout.Count())
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return true;
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_data[(int32)MeshBufferType::Index].Link((const byte*)meshData.IBData, meshData.IBStride * meshData.Triangles * 3);
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if (meshData.VBData.Count() > 0 && meshData.VBLayout[0])
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{
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constexpr int32 idx = (int32)MeshBufferType::Vertex0;
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_data[idx].Link((const byte*)meshData.VBData[0], meshData.VBLayout[0]->GetStride() * meshData.Vertices);
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_layouts[idx] = meshData.VBLayout[0];
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}
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if (meshData.VBData.Count() > 1 && meshData.VBLayout[1])
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{
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constexpr int32 idx = (int32)MeshBufferType::Vertex1;
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_data[idx].Link((const byte*)meshData.VBData[1], meshData.VBLayout[1]->GetStride() * meshData.Vertices);
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_layouts[idx] = meshData.VBLayout[1];
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}
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if (meshData.VBData.Count() > 2 && meshData.VBLayout[2])
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{
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constexpr int32 idx = (int32)MeshBufferType::Vertex2;
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_data[idx].Link((const byte*)meshData.VBData[2], meshData.VBLayout[2]->GetStride() * meshData.Vertices);
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_layouts[idx] = meshData.VBLayout[2];
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}
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return false;
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}
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bool MeshAccessor::AllocateBuffer(MeshBufferType bufferType, int32 count, GPUVertexLayout* layout)
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{
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CHECK_RETURN(count, true);
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CHECK_RETURN(layout, true);
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const int32 idx = (int32)bufferType;
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_data[idx].Allocate(count * layout->GetStride());
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_layouts[idx] = layout;
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return false;
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}
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bool MeshAccessor::AllocateBuffer(MeshBufferType bufferType, int32 count, PixelFormat format)
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{
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CHECK_RETURN(count, true);
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const int32 stride = PixelFormatExtensions::SizeInBytes(format);
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CHECK_RETURN(stride, true);
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const int32 idx = (int32)bufferType;
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_data[idx].Allocate(count * stride);
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_formats[idx] = format;
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return false;
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}
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bool MeshAccessor::UpdateMesh(MeshBase* mesh, bool calculateBounds)
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{
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CHECK_RETURN(mesh, true);
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constexpr int32 IB = (int32)MeshBufferType::Index;
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constexpr int32 VB0 = (int32)MeshBufferType::Vertex0;
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constexpr int32 VB1 = (int32)MeshBufferType::Vertex1;
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constexpr int32 VB2 = (int32)MeshBufferType::Vertex2;
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uint32 vertices = 0, triangles = 0;
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const void* ibData = nullptr;
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bool use16BitIndexBuffer = false;
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Array<const void*, FixedAllocation<3>> vbData;
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Array<GPUVertexLayout*, FixedAllocation<3>> vbLayout;
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vbData.Resize(3);
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vbLayout.Resize(3);
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vbData.SetAll(nullptr);
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vbLayout.SetAll(nullptr);
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if (_data[VB0].IsValid())
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{
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vbData[0] = _data[VB0].Get();
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vbLayout[0] = _layouts[VB0];
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vertices = _data[VB0].Length() / _layouts[VB0]->GetStride();
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}
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if (_data[VB1].IsValid())
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{
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vbData[1] = _data[VB1].Get();
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vbLayout[1] = _layouts[VB1];
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vertices = _data[VB1].Length() / _layouts[VB1]->GetStride();
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}
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if (_data[VB2].IsValid())
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{
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vbData[2] = _data[VB2].Get();
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vbLayout[2] = _layouts[VB2];
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vertices = _data[VB2].Length() / _layouts[VB2]->GetStride();
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}
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if (_data[IB].IsValid() && _formats[IB] != PixelFormat::Unknown)
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{
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ibData = _data[IB].Get();
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use16BitIndexBuffer = _formats[IB] == PixelFormat::R16_UInt;
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triangles = _data[IB].Length() / PixelFormatExtensions::SizeInBytes(_formats[IB]) / 3;
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}
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if (mesh->Init(vertices, triangles, vbData, ibData, use16BitIndexBuffer, vbLayout))
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return true;
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if (calculateBounds)
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{
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// Calculate mesh bounds
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BoundingBox bounds;
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auto positionStream = Position();
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CHECK_RETURN(positionStream.IsValid(), true);
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if (positionStream.IsLinear(PixelFormat::R32G32B32_Float))
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{
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Span<byte> positionData = positionStream.GetData();
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BoundingBox::FromPoints((const Float3*)positionData.Get(), positionData.Length() / sizeof(Float3), bounds);
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}
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else
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{
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Float3 min = Float3::Maximum, max = Float3::Minimum;
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for (uint32 i = 0; i < vertices; i++)
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{
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Float3 pos = positionStream.GetFloat3(i);
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Float3::Min(min, pos, min);
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Float3::Max(max, pos, max);
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}
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bounds = BoundingBox(min, max);
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}
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mesh->SetBounds(bounds);
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}
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return false;
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}
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MeshAccessor::Stream MeshAccessor::Index()
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{
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Span<byte> data;
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PixelFormat format = PixelFormat::Unknown;
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int32 stride = 0;
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auto& ib = _data[(int32)MeshBufferType::Index];
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if (ib.IsValid())
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{
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data = ib;
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format = _formats[(int32)MeshBufferType::Index];
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stride = PixelFormatExtensions::SizeInBytes(format);
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}
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return Stream(data, format, stride);
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}
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MeshAccessor::Stream MeshAccessor::Attribute(VertexElement::Types attribute)
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{
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Span<byte> data;
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PixelFormat format = PixelFormat::Unknown;
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int32 stride = 0;
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for (int32 vbIndex = 0; vbIndex < 3 && format == PixelFormat::Unknown; vbIndex++)
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{
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static_assert((int32)MeshBufferType::Vertex0 == 1, "Update code.");
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const int32 idx = vbIndex + 1;
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auto layout = _layouts[idx];
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if (!layout)
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continue;
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for (const VertexElement& e : layout->GetElements())
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{
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auto& vb = _data[idx];
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if (e.Type == attribute && vb.IsValid())
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{
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data = vb.Slice(e.Offset);
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format = e.Format;
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stride = layout->GetStride();
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break;
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}
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}
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}
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return Stream(data, format, stride);
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}
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MeshBase::~MeshBase()
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{
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SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[0]);
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SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[1]);
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SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[2]);
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SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
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}
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bool MeshBase::HasVertexColors() const
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{
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return _vertexBuffers[2] != nullptr && _vertexBuffers[2]->IsAllocated();
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}
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void MeshBase::SetMaterialSlotIndex(int32 value)
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{
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if (value < 0 || value >= _model->MaterialSlots.Count())
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{
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LOG(Warning, "Cannot set mesh material slot to {0} while model has {1} slots.", value, _model->MaterialSlots.Count());
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return;
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}
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_materialSlotIndex = value;
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}
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void MeshBase::SetBounds(const BoundingBox& box)
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{
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_box = box;
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BoundingSphere::FromBox(box, _sphere);
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_hasBounds = true;
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if (_model && _model->IsLoaded())
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{
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// Send event (actors using this model can update bounds, etc.)
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_model->onLoaded();
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}
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}
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void MeshBase::SetBounds(const BoundingBox& box, const BoundingSphere& sphere)
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{
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_box = box;
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_sphere = sphere;
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_hasBounds = true;
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if (_model && _model->IsLoaded())
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{
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// Send event (actors using this model can update bounds, etc.)
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_model->onLoaded();
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}
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}
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GPUVertexLayout* MeshBase::GetVertexLayout() const
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{
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return GPUVertexLayout::Get(Span<GPUBuffer*>(_vertexBuffers, MODEL_MAX_VB));
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}
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bool MeshBase::Init(uint32 vertices, uint32 triangles, const Array<const void*, FixedAllocation<MODEL_MAX_VB>>& vbData, const void* ibData, bool use16BitIndexBuffer, Array<GPUVertexLayout*, FixedAllocation<MODEL_MAX_VB>> vbLayout)
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{
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CHECK_RETURN(vbData.HasItems() && vertices, true);
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CHECK_RETURN(ibData, true);
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CHECK_RETURN(vbLayout.Count() >= vbData.Count(), true);
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const uint32 indices = triangles * 3;
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if (use16BitIndexBuffer)
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{
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CHECK_RETURN(indices <= MAX_uint16, true);
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}
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ASSERT(_model);
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GPUBuffer* vertexBuffer0 = nullptr;
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GPUBuffer* vertexBuffer1 = nullptr;
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GPUBuffer* vertexBuffer2 = nullptr;
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GPUBuffer* indexBuffer = nullptr;
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// Create GPU buffers
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#if GPU_ENABLE_RESOURCE_NAMING
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const String modelPath = _model->GetPath();
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#define MESH_BUFFER_NAME(postfix) modelPath + TEXT(postfix)
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#else
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#define MESH_BUFFER_NAME(postfix) String::Empty
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#endif
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vertexBuffer0 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB0"));
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if (vertexBuffer0->Init(GPUBufferDescription::Vertex(vbLayout[0], vertices, vbData[0])))
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goto ERROR_LOAD_END;
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if (vbData.Count() >= 2 && vbData[1])
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{
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vertexBuffer1 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB1"));
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if (vertexBuffer1->Init(GPUBufferDescription::Vertex(vbLayout[1], vertices, vbData[1])))
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goto ERROR_LOAD_END;
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}
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if (vbData.Count() >= 3 && vbData[2])
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{
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vertexBuffer2 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB2"));
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if (vertexBuffer2->Init(GPUBufferDescription::Vertex(vbLayout[2], vertices, vbData[2])))
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goto ERROR_LOAD_END;
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}
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indexBuffer = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".IB"));
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if (indexBuffer->Init(GPUBufferDescription::Index(use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32), indices, ibData)))
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goto ERROR_LOAD_END;
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// Init collision proxy
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#if MODEL_USE_PRECISE_MESH_INTERSECTS
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if (use16BitIndexBuffer)
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_collisionProxy.Init<uint16>(vertices, triangles, (const Float3*)vbData[0], (const uint16*)ibData);
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else
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_collisionProxy.Init<uint32>(vertices, triangles, (const Float3*)vbData[0], (const uint32*)ibData);
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#endif
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// Free old buffers
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SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[0]);
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SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[1]);
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SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[2]);
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SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
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// Initialize
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_vertexBuffers[0] = vertexBuffer0;
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|
_vertexBuffers[1] = vertexBuffer1;
|
|
_vertexBuffers[2] = vertexBuffer2;
|
|
_indexBuffer = indexBuffer;
|
|
_triangles = triangles;
|
|
_vertices = vertices;
|
|
_use16BitIndexBuffer = use16BitIndexBuffer;
|
|
_cachedVertexBuffers[0].Release();
|
|
_cachedVertexBuffers[1].Release();
|
|
_cachedVertexBuffers[2].Release();
|
|
Platform::MemoryClear(_cachedVertexLayouts, sizeof(_cachedVertexLayouts));
|
|
|
|
return false;
|
|
|
|
#undef MESH_BUFFER_NAME
|
|
ERROR_LOAD_END:
|
|
|
|
SAFE_DELETE_GPU_RESOURCE(vertexBuffer0);
|
|
SAFE_DELETE_GPU_RESOURCE(vertexBuffer1);
|
|
SAFE_DELETE_GPU_RESOURCE(vertexBuffer2);
|
|
SAFE_DELETE_GPU_RESOURCE(indexBuffer);
|
|
return true;
|
|
}
|
|
|
|
void MeshBase::Release()
|
|
{
|
|
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[0]);
|
|
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[1]);
|
|
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[2]);
|
|
SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
|
|
#if MODEL_USE_PRECISE_MESH_INTERSECTS
|
|
_collisionProxy.Clear();
|
|
#endif
|
|
_triangles = 0;
|
|
_vertices = 0;
|
|
_use16BitIndexBuffer = false;
|
|
_cachedIndexBuffer.Release();
|
|
_cachedVertexBuffers[0].Release();
|
|
_cachedVertexBuffers[1].Release();
|
|
_cachedVertexBuffers[2].Release();
|
|
Platform::MemoryClear(_cachedVertexLayouts, sizeof(_cachedVertexLayouts));
|
|
}
|
|
|
|
bool MeshBase::UpdateTriangles(uint32 triangleCount, const void* ib, bool use16BitIndices)
|
|
{
|
|
uint32 indicesCount = triangleCount * 3;
|
|
uint32 ibStride = use16BitIndices ? sizeof(uint16) : sizeof(uint32);
|
|
if (!_indexBuffer)
|
|
_indexBuffer = GPUDevice::Instance->CreateBuffer(TEXT("DynamicMesh.IB"));
|
|
if (_indexBuffer->Init(GPUBufferDescription::Index(ibStride, indicesCount, ib)))
|
|
{
|
|
_triangles = 0;
|
|
return true;
|
|
}
|
|
|
|
// TODO: update collision proxy
|
|
|
|
_triangles = triangleCount;
|
|
_use16BitIndexBuffer = use16BitIndices;
|
|
return false;
|
|
}
|
|
|
|
bool MeshBase::Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal) const
|
|
{
|
|
// Get bounding box of the mesh bounds transformed by the instance world matrix
|
|
Vector3 corners[8];
|
|
_box.GetCorners(corners);
|
|
Vector3 tmp;
|
|
Vector3::Transform(corners[0], world, tmp);
|
|
Vector3 min = tmp;
|
|
Vector3 max = tmp;
|
|
for (int32 i = 1; i < 8; i++)
|
|
{
|
|
Vector3::Transform(corners[i], world, tmp);
|
|
min = Vector3::Min(min, tmp);
|
|
max = Vector3::Max(max, tmp);
|
|
}
|
|
const BoundingBox transformedBox(min, max);
|
|
|
|
// Test ray on box
|
|
#if MODEL_USE_PRECISE_MESH_INTERSECTS
|
|
if (transformedBox.Intersects(ray, distance))
|
|
{
|
|
// Use exact test on raw geometry
|
|
return _collisionProxy.Intersects(ray, world, distance, normal);
|
|
}
|
|
distance = 0;
|
|
normal = Vector3::Up;
|
|
return false;
|
|
#else
|
|
return transformedBox.Intersects(ray, distance, normal);
|
|
#endif
|
|
}
|
|
|
|
bool MeshBase::Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal) const
|
|
{
|
|
// Get bounding box of the mesh bounds transformed by the instance world matrix
|
|
Vector3 corners[8];
|
|
_box.GetCorners(corners);
|
|
Vector3 tmp;
|
|
transform.LocalToWorld(corners[0], tmp);
|
|
Vector3 min = tmp;
|
|
Vector3 max = tmp;
|
|
for (int32 i = 1; i < 8; i++)
|
|
{
|
|
transform.LocalToWorld(corners[i], tmp);
|
|
min = Vector3::Min(min, tmp);
|
|
max = Vector3::Max(max, tmp);
|
|
}
|
|
const BoundingBox transformedBox(min, max);
|
|
|
|
// Test ray on box
|
|
#if MODEL_USE_PRECISE_MESH_INTERSECTS
|
|
if (transformedBox.Intersects(ray, distance))
|
|
{
|
|
// Use exact test on raw geometry
|
|
return _collisionProxy.Intersects(ray, transform, distance, normal);
|
|
}
|
|
distance = 0;
|
|
normal = Vector3::Up;
|
|
return false;
|
|
#else
|
|
return transformedBox.Intersects(ray, distance, normal);
|
|
#endif
|
|
}
|
|
|
|
bool MeshBase::DownloadDataGPU(MeshBufferType type, BytesContainer& result, GPUVertexLayout** layout) const
|
|
{
|
|
GPUBuffer* buffer = nullptr;
|
|
switch (type)
|
|
{
|
|
case MeshBufferType::Index:
|
|
buffer = _indexBuffer;
|
|
break;
|
|
case MeshBufferType::Vertex0:
|
|
buffer = _vertexBuffers[0];
|
|
if (layout && buffer)
|
|
*layout = buffer->GetVertexLayout();
|
|
break;
|
|
case MeshBufferType::Vertex1:
|
|
buffer = _vertexBuffers[1];
|
|
if (layout && buffer)
|
|
*layout = buffer->GetVertexLayout();
|
|
break;
|
|
case MeshBufferType::Vertex2:
|
|
buffer = _vertexBuffers[2];
|
|
if (layout && buffer)
|
|
*layout = buffer->GetVertexLayout();
|
|
break;
|
|
}
|
|
return buffer && buffer->DownloadData(result);
|
|
}
|
|
|
|
Task* MeshBase::DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result, GPUVertexLayout** layout) const
|
|
{
|
|
GPUBuffer* buffer = nullptr;
|
|
switch (type)
|
|
{
|
|
case MeshBufferType::Index:
|
|
buffer = _indexBuffer;
|
|
break;
|
|
case MeshBufferType::Vertex0:
|
|
buffer = _vertexBuffers[0];
|
|
if (layout && buffer)
|
|
*layout = buffer->GetVertexLayout();
|
|
break;
|
|
case MeshBufferType::Vertex1:
|
|
buffer = _vertexBuffers[1];
|
|
if (layout && buffer)
|
|
*layout = buffer->GetVertexLayout();
|
|
break;
|
|
case MeshBufferType::Vertex2:
|
|
buffer = _vertexBuffers[2];
|
|
if (layout && buffer)
|
|
*layout = buffer->GetVertexLayout();
|
|
break;
|
|
}
|
|
return buffer ? buffer->DownloadDataAsync(result) : nullptr;
|
|
}
|
|
|
|
bool MeshBase::DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count, GPUVertexLayout** layout) const
|
|
{
|
|
if (_cachedVertexBuffers[0].IsInvalid())
|
|
{
|
|
PROFILE_CPU();
|
|
auto model = GetModelBase();
|
|
ScopeLock lock(model->Locker);
|
|
if (model->IsVirtual())
|
|
{
|
|
LOG(Error, "Cannot access CPU data of virtual models. Use GPU data download.");
|
|
return true;
|
|
}
|
|
|
|
// Fetch chunk with data from drive/memory
|
|
const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(GetLODIndex());
|
|
if (model->LoadChunk(chunkIndex))
|
|
return true;
|
|
const auto chunk = model->GetChunk(chunkIndex);
|
|
if (!chunk)
|
|
{
|
|
LOG(Error, "Missing chunk.");
|
|
return true;
|
|
}
|
|
MemoryReadStream stream(chunk->Get(), chunk->Size());
|
|
ModelBase::MeshData meshData;
|
|
|
|
// Seek to find mesh location
|
|
byte meshVersion = stream.ReadByte();
|
|
for (int32 meshIndex = 0; meshIndex <= _index; meshIndex++)
|
|
{
|
|
if (model->LoadMesh(stream, meshVersion, model->GetMesh(meshIndex, _lodIndex), &meshData))
|
|
return true;
|
|
if (meshIndex != _index)
|
|
continue;
|
|
|
|
// Cache mesh data
|
|
_cachedVertexBufferCount = meshData.Vertices;
|
|
_cachedIndexBufferCount = (int32)meshData.Triangles * 3;
|
|
_cachedIndexBuffer.Copy((const byte*)meshData.IBData, _cachedIndexBufferCount * (int32)meshData.IBStride);
|
|
for (int32 vb = 0; vb < meshData.VBData.Count(); vb++)
|
|
{
|
|
_cachedVertexBuffers[vb].Copy((const byte*)meshData.VBData[vb], (int32)(meshData.VBLayout[vb]->GetStride() * meshData.Vertices));
|
|
_cachedVertexLayouts[vb] = meshData.VBLayout[vb];
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (type)
|
|
{
|
|
case MeshBufferType::Index:
|
|
result.Link(_cachedIndexBuffer);
|
|
count = _cachedIndexBufferCount;
|
|
break;
|
|
case MeshBufferType::Vertex0:
|
|
result.Link(_cachedVertexBuffers[0]);
|
|
count = _cachedVertexBufferCount;
|
|
if (layout)
|
|
*layout = _cachedVertexLayouts[0];
|
|
break;
|
|
case MeshBufferType::Vertex1:
|
|
result.Link(_cachedVertexBuffers[1]);
|
|
count = _cachedVertexBufferCount;
|
|
if (layout)
|
|
*layout = _cachedVertexLayouts[1];
|
|
break;
|
|
case MeshBufferType::Vertex2:
|
|
result.Link(_cachedVertexBuffers[2]);
|
|
count = _cachedVertexBufferCount;
|
|
if (layout)
|
|
*layout = _cachedVertexLayouts[2];
|
|
break;
|
|
default:
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool MeshBase::DownloadData(Span<MeshBufferType> types, Array<BytesContainer, FixedAllocation<4>>& buffers, Array<GPUVertexLayout*, FixedAllocation<4>>& layouts, bool forceGpu) const
|
|
{
|
|
PROFILE_CPU();
|
|
buffers.Resize(types.Length());
|
|
layouts.Resize(types.Length());
|
|
layouts.SetAll(nullptr);
|
|
auto model = _model;
|
|
model->Locker.Lock();
|
|
|
|
// Virtual assets always fetch from GPU memory
|
|
forceGpu |= model->IsVirtual();
|
|
|
|
if (forceGpu)
|
|
{
|
|
if (!IsInitialized())
|
|
{
|
|
model->Locker.Unlock();
|
|
LOG(Error, "Cannot load mesh data from GPU if it's not loaded.");
|
|
return true;
|
|
}
|
|
|
|
// Get data from GPU (start of series of async tasks that copy GPU-read data into staging buffers)
|
|
Array<Task*, FixedAllocation<(int32)MeshBufferType::MAX>> tasks;
|
|
for (int32 i = 0; i < types.Length(); i++)
|
|
{
|
|
auto task = DownloadDataGPUAsync(types[i], buffers[i], &layouts[i]);
|
|
if (!task)
|
|
{
|
|
model->Locker.Unlock();
|
|
return true;
|
|
}
|
|
task->Start();
|
|
tasks.Add(task);
|
|
}
|
|
|
|
// Wait for async tasks
|
|
model->Locker.Unlock();
|
|
if (Task::WaitAll(tasks))
|
|
{
|
|
LOG(Error, "Failed to download mesh data from GPU.");
|
|
return true;
|
|
}
|
|
model->Locker.Lock();
|
|
}
|
|
else
|
|
{
|
|
// Get data from CPU
|
|
for (int32 i = 0; i < types.Length(); i++)
|
|
{
|
|
int32 count = 0;
|
|
if (DownloadDataCPU(types[i], buffers[i], count, &layouts[i]))
|
|
{
|
|
model->Locker.Unlock();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
model->Locker.Unlock();
|
|
return false;
|
|
}
|
|
|
|
void MeshBase::GetDrawCallGeometry(DrawCall& drawCall) const
|
|
{
|
|
drawCall.Geometry.IndexBuffer = _indexBuffer;
|
|
drawCall.Geometry.VertexBuffers[0] = _vertexBuffers[0];
|
|
drawCall.Geometry.VertexBuffers[1] = _vertexBuffers[1];
|
|
drawCall.Geometry.VertexBuffers[2] = _vertexBuffers[2];
|
|
drawCall.Geometry.VertexBuffersOffsets[0] = 0;
|
|
drawCall.Geometry.VertexBuffersOffsets[1] = 0;
|
|
drawCall.Geometry.VertexBuffersOffsets[2] = 0;
|
|
drawCall.Draw.StartIndex = 0;
|
|
drawCall.Draw.IndicesCount = _triangles * 3;
|
|
}
|
|
|
|
void MeshBase::Render(GPUContext* context) const
|
|
{
|
|
if (!IsInitialized())
|
|
return;
|
|
context->BindVB(ToSpan(_vertexBuffers, 3));
|
|
context->BindIB(_indexBuffer);
|
|
context->DrawIndexed(_triangles * 3);
|
|
}
|
|
|
|
ScriptingObject* MeshBase::GetParentModel() const
|
|
{
|
|
return _model;
|
|
}
|
|
|
|
#if !COMPILE_WITHOUT_CSHARP
|
|
|
|
bool MeshBase::UpdateTrianglesUInt(int32 triangleCount, const MArray* trianglesObj)
|
|
{
|
|
return ::UpdateTriangles<uint32>(this, triangleCount, trianglesObj);
|
|
}
|
|
|
|
bool MeshBase::UpdateTrianglesUShort(int32 triangleCount, const MArray* trianglesObj)
|
|
{
|
|
return ::UpdateTriangles<uint16>(this, triangleCount, trianglesObj);
|
|
}
|
|
|
|
MArray* MeshBase::DownloadIndexBuffer(bool forceGpu, MTypeObject* resultType, bool use16Bit)
|
|
{
|
|
ScopeLock lock(GetModelBase()->Locker);
|
|
|
|
// Get index buffer data from the mesh (CPU or GPU)
|
|
MeshAccessor accessor;
|
|
MeshBufferType bufferTypes[1] = { MeshBufferType::Index };
|
|
if (accessor.LoadMesh(this, forceGpu, ToSpan(bufferTypes, 1)))
|
|
return nullptr;
|
|
auto indexStream = accessor.Index();
|
|
if (!indexStream.IsValid())
|
|
return nullptr;
|
|
auto indexData = indexStream.GetData();
|
|
auto indexCount = indexStream.GetCount();
|
|
auto indexStride = indexStream.GetStride();
|
|
|
|
// Convert into managed array
|
|
MArray* result = MCore::Array::New(MCore::Type::GetClass(INTERNAL_TYPE_OBJECT_GET(resultType)), indexCount);
|
|
void* managedArrayPtr = MCore::Array::GetAddress(result);
|
|
if (use16Bit)
|
|
{
|
|
if (indexStride == sizeof(uint16))
|
|
{
|
|
Platform::MemoryCopy(managedArrayPtr, indexData.Get(), indexData.Length());
|
|
}
|
|
else
|
|
{
|
|
auto dst = (uint16*)managedArrayPtr;
|
|
auto src = (const uint32*)indexData.Get();
|
|
for (int32 i = 0; i < indexCount; i++)
|
|
dst[i] = src[i];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (indexStride == sizeof(uint16))
|
|
{
|
|
auto dst = (uint32*)managedArrayPtr;
|
|
auto src = (const uint16*)indexData.Get();
|
|
for (int32 i = 0; i < indexCount; i++)
|
|
dst[i] = src[i];
|
|
}
|
|
else
|
|
{
|
|
Platform::MemoryCopy(managedArrayPtr, indexData.Get(), indexData.Length());
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
bool MeshBase::DownloadData(int32 count, MeshBufferType* types, BytesContainer& buffer0, BytesContainer& buffer1, BytesContainer& buffer2, BytesContainer& buffer3, GPUVertexLayout*& layout0, GPUVertexLayout*& layout1, GPUVertexLayout*& layout2, GPUVertexLayout*& layout3, bool forceGpu) const
|
|
{
|
|
layout0 = layout1 = layout2 = layout3 = nullptr;
|
|
Array<BytesContainer, FixedAllocation<4>> meshBuffers;
|
|
Array<GPUVertexLayout*, FixedAllocation<4>> meshLayouts;
|
|
if (DownloadData(Span<MeshBufferType>(types, count), meshBuffers, meshLayouts, forceGpu))
|
|
return true;
|
|
if (count > 0)
|
|
{
|
|
buffer0 = meshBuffers[0];
|
|
layout0 = meshLayouts[0];
|
|
if (count > 1)
|
|
{
|
|
buffer1 = meshBuffers[1];
|
|
layout1 = meshLayouts[1];
|
|
if (count > 2)
|
|
{
|
|
buffer2 = meshBuffers[2];
|
|
layout2 = meshLayouts[2];
|
|
if (count > 3)
|
|
{
|
|
buffer3 = meshBuffers[3];
|
|
layout3 = meshLayouts[3];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#endif
|