161 lines
6.0 KiB
C++
161 lines
6.0 KiB
C++
// Copyright (c) Wojciech Figat. All rights reserved.
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#pragma once
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#if USE_EDITOR
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#include "BinaryAssetUpgrader.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Serialization/MemoryWriteStream.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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/// <summary>
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/// Model Asset Upgrader
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/// </summary>
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/// <seealso cref="BinaryAssetUpgrader" />
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class ModelAssetUpgrader : public BinaryAssetUpgrader
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{
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public:
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ModelAssetUpgrader()
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{
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Upgrader upgraders[] =
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{
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{ 25, 30, Upgrade_25_To_30 }, // [Deprecated in v1.10]
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};
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setup(upgraders, ARRAY_COUNT(upgraders));
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}
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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static bool Upgrade_25_To_30(AssetMigrationContext& context)
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{
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// [Deprecated in v1.10]
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ASSERT(context.Input.SerializedVersion == 25 && context.Output.SerializedVersion == 30);
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MemoryWriteStream output;
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// Upgrade header
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byte lodsCount;
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Array<int32, FixedAllocation<6>> meshesCountPerLod;
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{
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if (context.AllocateChunk(0))
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return true;
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auto& data = context.Input.Header.Chunks[0]->Data;
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MemoryReadStream stream(data.Get(), data.Length());
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constexpr byte headerVersion = 2;
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output.Write(headerVersion);
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float minScreenSize;
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stream.Read(minScreenSize);
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output.Write(minScreenSize);
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// Materials
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int32 materialSlotsCount;
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stream.Read(materialSlotsCount);
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output.Write(materialSlotsCount);
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CHECK_RETURN(materialSlotsCount >= 0 && materialSlotsCount < 4096, true);
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for (int32 materialSlotIndex = 0; materialSlotIndex < materialSlotsCount; materialSlotIndex++)
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{
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Guid materialId;
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stream.Read(materialId);
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output.Write(materialId);
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byte shadowsCastingMode;
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stream.Read(shadowsCastingMode);
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output.Write(shadowsCastingMode);
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String name;
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stream.Read(name, 11);
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output.Write(name, 11);
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}
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// LODs
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stream.Read(lodsCount);
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output.Write(lodsCount);
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CHECK_RETURN(lodsCount <= 6, true);
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meshesCountPerLod.Resize(lodsCount);
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for (int32 lodIndex = 0; lodIndex < lodsCount; lodIndex++)
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{
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float screenSize;
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stream.Read(screenSize);
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output.Write(screenSize);
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// Amount of meshes
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uint16 meshesCount;
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stream.Read(meshesCount);
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output.Write(meshesCount);
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CHECK_RETURN(meshesCount > 0 && meshesCount < 4096, true);
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meshesCountPerLod[lodIndex] = meshesCount;
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for (uint16 meshIndex = 0; meshIndex < meshesCount; meshIndex++)
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{
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int32 materialSlotIndex;
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stream.Read(materialSlotIndex);
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output.Write(materialSlotIndex);
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BoundingBox box;
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stream.Read(box);
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output.Write(box);
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BoundingSphere sphere;
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stream.Read(sphere);
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output.Write(sphere);
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bool hasLightmapUVs = stream.ReadBool();
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int8 lightmapUVsIndex = hasLightmapUVs ? 1 : -1;
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output.Write(lightmapUVsIndex);
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}
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}
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context.Output.Header.Chunks[0]->Data.Copy(output.GetHandle(), output.GetPosition());
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}
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// Upgrade meshes data
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for (int32 lodIndex = 0; lodIndex < lodsCount; lodIndex++)
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{
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output.SetPosition(0);
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const int32 chunkIndex = lodIndex + 1;
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const FlaxChunk* lodData = context.Input.Header.Chunks[chunkIndex];
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MemoryReadStream stream(lodData->Get(), lodData->Size());
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constexpr byte meshVersion = 2;
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output.Write(meshVersion);
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for (int32 meshIndex = 0; meshIndex < meshesCountPerLod[lodIndex]; meshIndex++)
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{
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// Descriptor
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uint32 vertices, triangles;
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stream.Read(vertices);
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stream.Read(triangles);
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output.Write(vertices);
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output.Write(triangles);
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auto vb0 = stream.Move<VB0ElementType18>(vertices);
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auto vb1 = stream.Move<VB1ElementType18>(vertices);
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bool hasColors = stream.ReadBool();
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VB2ElementType18* vb2 = nullptr;
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if (hasColors)
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vb2 = stream.Move<VB2ElementType18>(vertices);
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uint32 indicesCount = triangles * 3;
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bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
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uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
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auto ibData = stream.Move(indicesCount * ibStride);
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byte vbCount = hasColors ? 3 : 2;
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output.Write(vbCount);
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output.Write(VB0ElementType18::GetLayout()->GetElements());
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output.Write(VB1ElementType18::GetLayout()->GetElements());
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if (hasColors)
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output.Write(VB2ElementType18::GetLayout()->GetElements());
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// Buffers
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output.WriteBytes(vb0, vertices * sizeof(VB0ElementType18));
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output.WriteBytes(vb1, vertices * sizeof(VB1ElementType18));
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if (hasColors)
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output.WriteBytes(vb2, vertices * sizeof(VB2ElementType18));
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output.WriteBytes(ibData, indicesCount * ibStride);
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}
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if (context.AllocateChunk(chunkIndex))
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return true;
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context.Output.Header.Chunks[chunkIndex]->Data.Copy(output.GetHandle(), output.GetPosition());
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}
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// Copy SDF data
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return CopyChunk(context, 15);
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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};
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#endif
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