439 lines
18 KiB
C++
439 lines
18 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#include "SkinnedMesh.h"
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#include "MeshAccessor.h"
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#include "MeshDeformation.h"
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#include "ModelInstanceEntry.h"
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#include "Engine/Content/Assets/Material.h"
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#include "Engine/Content/Assets/SkinnedModel.h"
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#include "Engine/Core/Log.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/RenderTask.h"
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#include "Engine/Graphics/RenderTools.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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#include "Engine/Level/Scene/Scene.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Threading/Threading.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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GPUVertexLayout* VB0SkinnedElementType2::GetLayout()
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{
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return GPUVertexLayout::Get({
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{ VertexElement::Types::Position, 0, 0, 0, PixelFormat::R32G32B32_Float },
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{ VertexElement::Types::TexCoord, 0, 0, 0, PixelFormat::R16G16_Float },
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{ VertexElement::Types::Normal, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm },
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{ VertexElement::Types::Tangent, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm },
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{ VertexElement::Types::BlendIndices, 0, 0, 0, PixelFormat::R8G8B8A8_UInt },
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{ VertexElement::Types::BlendWeights, 0, 0, 0, PixelFormat::R16G16B16A16_Float },
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});
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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namespace
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{
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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)
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{
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auto model = mesh->GetModelBase();
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CHECK_RETURN(model && model->IsVirtual(), true);
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CHECK_RETURN(triangles && vertices, true);
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MeshAccessor accessor;
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// Index Buffer
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{
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if (accessor.AllocateBuffer(MeshBufferType::Index, triangleCount, indexFormat))
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return true;
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auto indexStream = accessor.Index();
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ASSERT(indexStream.IsLinear(indexFormat));
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indexStream.SetLinear(triangles);
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}
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// Vertex Buffer
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{
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GPUVertexLayout::Elements vb0elements;
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vb0elements.Add({ VertexElement::Types::Position, 0, 0, 0, PixelFormat::R32G32B32_Float });
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if (normals)
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{
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vb0elements.Add({ VertexElement::Types::Normal, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm });
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if (tangents)
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vb0elements.Add({ VertexElement::Types::Tangent, 0, 0, 0, PixelFormat::R10G10B10A2_UNorm });
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}
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vb0elements.Add({ VertexElement::Types::BlendIndices, 0, 0, 0, PixelFormat::R8G8B8A8_UInt });
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vb0elements.Add({ VertexElement::Types::BlendWeights, 0, 0, 0, PixelFormat::R8G8B8A8_UNorm });
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if (uvs)
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vb0elements.Add({ VertexElement::Types::TexCoord, 0, 0, 0, PixelFormat::R16G16_Float });
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if (colors)
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vb0elements.Add({ VertexElement::Types::Color, 0, 0, 0, PixelFormat::R8G8B8A8_UNorm });
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GPUVertexLayout* vb0layout = GPUVertexLayout::Get(vb0elements);
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if (accessor.AllocateBuffer(MeshBufferType::Vertex0, vertexCount, vb0layout))
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return true;
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auto positionStream = accessor.Position();
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ASSERT(positionStream.IsLinear(PixelFormat::R32G32B32_Float));
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positionStream.SetLinear(vertices);
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if (normals)
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{
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auto normalStream = accessor.Normal();
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if (tangents)
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{
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auto tangentStream = accessor.Tangent();
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for (uint32 i = 0; i < vertexCount; i++)
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{
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const Float3 normal = normals[i];
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const Float3 tangent = tangents[i];
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Float3 n;
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Float4 t;
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RenderTools::CalculateTangentFrame(n, t, normal, tangent);
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normalStream.SetFloat3(i, n);
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tangentStream.SetFloat4(i, t);
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}
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}
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else
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{
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for (uint32 i = 0; i < vertexCount; i++)
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{
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const Float3 normal = normals[i];
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Float3 n;
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Float4 t;
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RenderTools::CalculateTangentFrame(n, t, normal);
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normalStream.SetFloat3(i, n);
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}
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}
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}
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{
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auto blendIndicesStream = accessor.BlendIndices();
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auto blendWeightsStream = accessor.BlendWeights();
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for (uint32 i = 0; i < vertexCount; i++)
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{
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blendIndicesStream.SetFloat4(i, blendIndices[i]);
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blendWeightsStream.SetFloat4(i, blendWeights[i]);
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}
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}
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if (uvs)
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{
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auto uvsStream = accessor.TexCoord();
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for (uint32 i = 0; i < vertexCount; i++)
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uvsStream.SetFloat2(i, uvs[i]);
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}
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if (colors)
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{
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auto colorStream = accessor.Color();
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for (uint32 i = 0; i < vertexCount; i++)
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colorStream.SetFloat4(i, Float4(Color(colors[i]))); // TODO: optimize with direct memory copy
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}
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}
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return accessor.UpdateMesh(mesh);
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}
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#if !COMPILE_WITHOUT_CSHARP
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template<typename IndexType>
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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)
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{
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ASSERT((uint32)MCore::Array::GetLength(verticesObj) >= vertexCount);
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ASSERT((uint32)MCore::Array::GetLength(trianglesObj) / 3 >= triangleCount);
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auto vertices = MCore::Array::GetAddress<Float3>(verticesObj);
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auto triangles = MCore::Array::GetAddress<IndexType>(trianglesObj);
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const PixelFormat indexFormat = sizeof(IndexType) == 4 ? PixelFormat::R32_UInt : PixelFormat::R16_UInt;
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const auto blendIndices = MCore::Array::GetAddress<Int4>(blendIndicesObj);
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const auto blendWeights = MCore::Array::GetAddress<Float4>(blendWeightsObj);
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const auto normals = normalsObj ? MCore::Array::GetAddress<Float3>(normalsObj) : nullptr;
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const auto tangents = tangentsObj ? MCore::Array::GetAddress<Float3>(tangentsObj) : nullptr;
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const auto uvs = uvObj ? MCore::Array::GetAddress<Float2>(uvObj) : nullptr;
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const auto colors = colorsObj ? MCore::Array::GetAddress<Color32>(colorsObj) : nullptr;
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return UpdateMesh(mesh, vertexCount, triangleCount, indexFormat, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
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}
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#endif
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}
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void SkeletonData::Swap(SkeletonData& other)
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{
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Nodes.Swap(other.Nodes);
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Bones.Swap(other.Bones);
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}
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Transform SkeletonData::GetNodeTransform(int32 nodeIndex) const
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{
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const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
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if (parentIndex == -1)
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{
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return Nodes[nodeIndex].LocalTransform;
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}
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const Transform parentTransform = GetNodeTransform(parentIndex);
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return parentTransform.LocalToWorld(Nodes[nodeIndex].LocalTransform);
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}
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void SkeletonData::SetNodeTransform(int32 nodeIndex, const Transform& value)
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{
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const int32 parentIndex = Nodes[nodeIndex].ParentIndex;
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if (parentIndex == -1)
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{
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Nodes[nodeIndex].LocalTransform = value;
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return;
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}
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const Transform parentTransform = GetNodeTransform(parentIndex);
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parentTransform.WorldToLocal(value, Nodes[nodeIndex].LocalTransform);
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}
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int32 SkeletonData::FindNode(const StringView& name) const
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{
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for (int32 i = 0; i < Nodes.Count(); i++)
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{
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if (Nodes[i].Name == name)
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return i;
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}
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return -1;
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}
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int32 SkeletonData::FindBone(int32 nodeIndex) const
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{
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for (int32 i = 0; i < Bones.Count(); i++)
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{
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if (Bones[i].NodeIndex == nodeIndex)
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return i;
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}
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return -1;
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}
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uint64 SkeletonData::GetMemoryUsage() const
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{
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uint64 result = Nodes.Capacity() * sizeof(SkeletonNode) + Bones.Capacity() * sizeof(SkeletonBone);
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for (const auto& e : Nodes)
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result += (e.Name.Length() + 1) * sizeof(Char);
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return result;
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}
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void SkeletonData::Dispose()
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{
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Nodes.Resize(0);
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Bones.Resize(0);
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}
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bool SkinnedMesh::Load(uint32 vertices, uint32 triangles, const void* vb0, const void* ib, bool use16BitIndexBuffer)
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{
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Array<const void*, FixedAllocation<3>> vbData;
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vbData.Add(vb0);
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Array<GPUVertexLayout*, FixedAllocation<3>> vbLayout;
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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vbLayout.Add(VB0SkinnedElementType::GetLayout());
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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return Init(vertices, triangles, vbData, ib, use16BitIndexBuffer, vbLayout);
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}
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bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const int32* ib)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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return UpdateMesh(vertexCount, triangleCount, vb, ib, false);
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const uint32* ib)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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return UpdateMesh(vertexCount, triangleCount, vb, ib, false);
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const uint16* ib)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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return UpdateMesh(vertexCount, triangleCount, vb, ib, true);
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const VB0SkinnedElementType* vb, const void* ib, bool use16BitIndices)
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{
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// Setup GPU resources
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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const bool failed = Load(vertexCount, triangleCount, vb, ib, use16BitIndices);
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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if (!failed)
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{
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// Calculate mesh bounds
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BoundingBox bounds;
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BoundingBox::FromPoints((const Float3*)vb, vertexCount, bounds);
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SetBounds(bounds);
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}
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return failed;
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}
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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)
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{
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return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
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}
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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)
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{
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return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
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}
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void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const
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{
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const auto& entry = info.Buffer->At(_materialSlotIndex);
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if (!entry.Visible || !IsInitialized())
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return;
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const MaterialSlot& slot = _model->MaterialSlots[_materialSlotIndex];
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// Select material
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MaterialBase* material;
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if (entry.Material && entry.Material->IsLoaded())
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material = entry.Material;
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else if (slot.Material && slot.Material->IsLoaded())
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material = slot.Material;
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else
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material = GPUDevice::Instance->GetDefaultMaterial();
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if (!material || !material->IsSurface())
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return;
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// Check if skip rendering
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const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
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const auto drawModes = info.DrawModes & renderContext.View.Pass & renderContext.View.GetShadowsDrawPassMask(shadowsMode) & material->GetDrawModes();
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if (drawModes == DrawPass::None)
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return;
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// Setup draw call
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DrawCall drawCall;
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drawCall.Geometry.IndexBuffer = _indexBuffer;
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drawCall.Geometry.VertexBuffers[0] = _vertexBuffers[0];
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if (info.Deformation)
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info.Deformation->RunDeformers(this, MeshBufferType::Vertex0, drawCall.Geometry.VertexBuffers[0]);
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drawCall.Draw.StartIndex = 0;
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drawCall.Draw.IndicesCount = _triangles * 3;
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drawCall.InstanceCount = 1;
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drawCall.Material = material;
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drawCall.World = *info.World;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = (float)info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.Skinning = info.Skinning;
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drawCall.Surface.LODDitherFactor = lodDitherFactor;
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drawCall.WorldDeterminantSign = RenderTools::GetWorldDeterminantSign(drawCall.World);
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drawCall.PerInstanceRandom = info.PerInstanceRandom;
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// Push draw call to the render list
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renderContext.List->AddDrawCall(renderContext, drawModes, StaticFlags::None, drawCall, entry.ReceiveDecals, info.SortOrder);
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}
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void SkinnedMesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& info, float lodDitherFactor) const
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{
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const auto& entry = info.Buffer->At(_materialSlotIndex);
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if (!entry.Visible || !IsInitialized())
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return;
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const MaterialSlot& slot = _model->MaterialSlots[_materialSlotIndex];
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// Select material
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MaterialBase* material;
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if (entry.Material && entry.Material->IsLoaded())
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material = entry.Material;
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else if (slot.Material && slot.Material->IsLoaded())
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material = slot.Material;
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else
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material = GPUDevice::Instance->GetDefaultMaterial();
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if (!material || !material->IsSurface())
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return;
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// Setup draw call
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DrawCall drawCall;
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drawCall.Geometry.IndexBuffer = _indexBuffer;
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drawCall.Geometry.VertexBuffers[0] = _vertexBuffers[0];
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if (info.Deformation)
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info.Deformation->RunDeformers(this, MeshBufferType::Vertex0, drawCall.Geometry.VertexBuffers[0]);
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drawCall.Draw.IndicesCount = _triangles * 3;
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drawCall.InstanceCount = 1;
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drawCall.Material = material;
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drawCall.World = *info.World;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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drawCall.ObjectRadius = (float)info.Bounds.Radius; // TODO: should it be kept in sync with ObjectPosition?
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drawCall.Surface.GeometrySize = _box.GetSize();
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drawCall.Surface.PrevWorld = info.DrawState->PrevWorld;
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drawCall.Surface.Skinning = info.Skinning;
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drawCall.Surface.LODDitherFactor = lodDitherFactor;
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drawCall.WorldDeterminantSign = RenderTools::GetWorldDeterminantSign(drawCall.World);
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drawCall.PerInstanceRandom = info.PerInstanceRandom;
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// Push draw call to the render lists
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const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
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const auto drawModes = info.DrawModes & material->GetDrawModes();
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if (drawModes != DrawPass::None)
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renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, StaticFlags::None, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals, info.SortOrder);
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}
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void SkinnedMesh::Release()
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{
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MeshBase::Release();
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BlendShapes.Clear();
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}
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#if !COMPILE_WITHOUT_CSHARP
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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)
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{
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return ::UpdateMesh<uint32>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, blendIndicesObj, blendWeightsObj, normalsObj, tangentsObj, uvObj, colorsObj);
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}
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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)
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{
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return ::UpdateMesh<uint16>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, blendIndicesObj, blendWeightsObj, normalsObj, tangentsObj, uvObj, colorsObj);
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}
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// [Deprecated in v1.10]
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enum class InternalBufferType
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{
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VB0 = 0,
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};
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MArray* SkinnedMesh::DownloadBuffer(bool forceGpu, MTypeObject* resultType, int32 typeI)
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{
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// [Deprecated in v1.10]
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ScopeLock lock(GetModelBase()->Locker);
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// Get vertex buffers data from the mesh (CPU or GPU)
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MeshAccessor accessor;
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MeshBufferType bufferTypes[1] = { MeshBufferType::Vertex0 };
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if (accessor.LoadMesh(this, forceGpu, ToSpan(bufferTypes, 1)))
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return nullptr;
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auto positionStream = accessor.Position();
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auto texCoordStream = accessor.TexCoord();
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auto normalStream = accessor.Normal();
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auto tangentStream = accessor.Tangent();
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auto blendIndicesStream = accessor.BlendIndices();
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auto BlendWeightsStream = accessor.BlendWeights();
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auto count = GetVertexCount();
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// Convert into managed array
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MArray* result = MCore::Array::New(MCore::Type::GetClass(INTERNAL_TYPE_OBJECT_GET(resultType)), count);
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void* managedArrayPtr = MCore::Array::GetAddress(result);
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switch ((InternalBufferType)typeI)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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case InternalBufferType::VB0:
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for (int32 i = 0; i < count; i++)
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{
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auto& dst = ((VB0SkinnedElementType*)managedArrayPtr)[i];
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dst.Position = positionStream.GetFloat3(i);
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if (texCoordStream.IsValid())
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dst.TexCoord = texCoordStream.GetFloat2(i);
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if (normalStream.IsValid())
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dst.Normal = normalStream.GetFloat3(i);
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if (tangentStream.IsValid())
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dst.Tangent = tangentStream.GetFloat4(i);
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if (blendIndicesStream.IsValid())
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dst.BlendIndices = Color32(blendIndicesStream.GetFloat4(i));
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if (BlendWeightsStream.IsValid())
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dst.BlendWeights = Half4(BlendWeightsStream.GetFloat4(i));
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}
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break;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endif
|