Add `RootMotionMode` to support extracting root motion from animated skeleton pose center of mass #1429 #2152
637 lines
21 KiB
C++
637 lines
21 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "SkinnedMesh.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/Level/Scene/Scene.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Engine/Scripting/ManagedCLR/MCore.h"
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#include "Engine/Threading/Task.h"
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#include "Engine/Threading/Threading.h"
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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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void SkinnedMesh::Init(SkinnedModel* model, int32 lodIndex, int32 index, int32 materialSlotIndex, const BoundingBox& box, const BoundingSphere& sphere)
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{
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_model = model;
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_index = index;
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_lodIndex = lodIndex;
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_materialSlotIndex = materialSlotIndex;
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_use16BitIndexBuffer = false;
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_box = box;
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_sphere = sphere;
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_vertices = 0;
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_triangles = 0;
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_vertexBuffer = nullptr;
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_indexBuffer = nullptr;
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_cachedIndexBuffer.Clear();
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_cachedVertexBuffer.Clear();
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BlendShapes.Clear();
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}
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SkinnedMesh::~SkinnedMesh()
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{
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SAFE_DELETE_GPU_RESOURCE(_vertexBuffer);
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SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
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}
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bool SkinnedMesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* ib, bool use16BitIndexBuffer)
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{
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// Cache data
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uint32 indicesCount = triangles * 3;
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uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
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GPUBuffer* vertexBuffer = nullptr;
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GPUBuffer* indexBuffer = nullptr;
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// Create vertex buffer
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#if GPU_ENABLE_RESOURCE_NAMING
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vertexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->GetPath() + TEXT(".VB"));
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#else
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vertexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
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#endif
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if (vertexBuffer->Init(GPUBufferDescription::Vertex(sizeof(VB0SkinnedElementType), vertices, vb0)))
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goto ERROR_LOAD_END;
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// Create index buffer
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#if GPU_ENABLE_RESOURCE_NAMING
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indexBuffer = GPUDevice::Instance->CreateBuffer(GetSkinnedModel()->GetPath() + TEXT(".IB"));
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#else
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indexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
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#endif
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if (indexBuffer->Init(GPUBufferDescription::Index(ibStride, indicesCount, ib)))
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goto ERROR_LOAD_END;
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// Initialize
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_vertexBuffer = vertexBuffer;
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_indexBuffer = indexBuffer;
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_triangles = triangles;
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_vertices = vertices;
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_use16BitIndexBuffer = use16BitIndexBuffer;
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return false;
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ERROR_LOAD_END:
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SAFE_DELETE_GPU_RESOURCE(vertexBuffer);
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SAFE_DELETE_GPU_RESOURCE(indexBuffer);
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return true;
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}
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void SkinnedMesh::Unload()
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{
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SAFE_DELETE_GPU_RESOURCE(_vertexBuffer);
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SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
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_cachedIndexBuffer.Clear();
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_cachedVertexBuffer.Clear();
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_triangles = 0;
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_vertices = 0;
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_use16BitIndexBuffer = false;
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}
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bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, void* ib, bool use16BitIndices)
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{
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auto model = (SkinnedModel*)_model;
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// Setup GPU resources
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const bool failed = Load(vertexCount, triangleCount, vb, ib, use16BitIndices);
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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((Float3*)vb, vertexCount, bounds);
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SetBounds(bounds);
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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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return failed;
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}
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bool SkinnedMesh::Intersects(const Ray& ray, const Matrix& world, Real& distance, Vector3& normal) const
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{
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// Transform points
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BoundingBox transformedBox;
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Vector3::Transform(_box.Minimum, world, transformedBox.Minimum);
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Vector3::Transform(_box.Maximum, world, transformedBox.Maximum);
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// Test ray on a transformed box
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return transformedBox.Intersects(ray, distance, normal);
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}
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bool SkinnedMesh::Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal) const
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{
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// Transform points
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BoundingBox transformedBox;
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transform.LocalToWorld(_box.Minimum, transformedBox.Minimum);
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transform.LocalToWorld(_box.Maximum, transformedBox.Maximum);
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// Test ray on a transformed box
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return transformedBox.Intersects(ray, distance, normal);
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}
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void SkinnedMesh::Render(GPUContext* context) const
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{
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ASSERT(IsInitialized());
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context->BindVB(ToSpan(&_vertexBuffer, 1));
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context->BindIB(_indexBuffer);
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context->DrawIndexed(_triangles * 3);
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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] = _vertexBuffer;
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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 = 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.Lightmap = nullptr;
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drawCall.Surface.LightmapUVsArea = Rectangle::Empty;
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drawCall.Surface.Skinning = info.Skinning;
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drawCall.Surface.LODDitherFactor = lodDitherFactor;
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drawCall.WorldDeterminantSign = Math::FloatSelect(drawCall.World.RotDeterminant(), 1, -1);
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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] = _vertexBuffer;
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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 = 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.Lightmap = nullptr;
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drawCall.Surface.LightmapUVsArea = Rectangle::Empty;
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drawCall.Surface.Skinning = info.Skinning;
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drawCall.Surface.LODDitherFactor = lodDitherFactor;
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drawCall.WorldDeterminantSign = Math::FloatSelect(drawCall.World.RotDeterminant(), 1, -1);
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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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bool SkinnedMesh::DownloadDataGPU(MeshBufferType type, BytesContainer& result) const
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{
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GPUBuffer* buffer = nullptr;
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switch (type)
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{
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case MeshBufferType::Index:
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buffer = _indexBuffer;
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break;
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case MeshBufferType::Vertex0:
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buffer = _vertexBuffer;
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break;
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}
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return buffer && buffer->DownloadData(result);
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}
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Task* SkinnedMesh::DownloadDataGPUAsync(MeshBufferType type, BytesContainer& result) const
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{
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GPUBuffer* buffer = nullptr;
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switch (type)
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{
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case MeshBufferType::Index:
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buffer = _indexBuffer;
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break;
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case MeshBufferType::Vertex0:
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buffer = _vertexBuffer;
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break;
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}
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return buffer ? buffer->DownloadDataAsync(result) : nullptr;
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}
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bool SkinnedMesh::DownloadDataCPU(MeshBufferType type, BytesContainer& result, int32& count) const
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{
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if (_cachedVertexBuffer.IsEmpty())
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{
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PROFILE_CPU();
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auto model = GetSkinnedModel();
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ScopeLock lock(model->Locker);
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if (model->IsVirtual())
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{
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LOG(Error, "Cannot access CPU data of virtual models. Use GPU data download");
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return true;
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}
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// Fetch chunk with data from drive/memory
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const auto chunkIndex = MODEL_LOD_TO_CHUNK_INDEX(_lodIndex);
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if (model->LoadChunk(chunkIndex))
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return true;
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const auto chunk = model->GetChunk(chunkIndex);
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if (!chunk)
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{
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LOG(Error, "Missing chunk.");
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return true;
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}
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MemoryReadStream stream(chunk->Get(), chunk->Size());
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// Seek to find mesh location
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byte version = stream.ReadByte();
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for (int32 i = 0; i <= _index; i++)
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{
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// #MODEL_DATA_FORMAT_USAGE
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uint32 vertices;
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stream.ReadUint32(&vertices);
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uint32 triangles;
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stream.ReadUint32(&triangles);
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uint16 blendShapesCount;
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stream.ReadUint16(&blendShapesCount);
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for (int32 blendShapeIndex = 0; blendShapeIndex < blendShapesCount; blendShapeIndex++)
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{
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uint32 minVertexIndex, maxVertexIndex;
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bool useNormals = stream.ReadBool();
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stream.ReadUint32(&minVertexIndex);
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stream.ReadUint32(&maxVertexIndex);
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uint32 blendShapeVertices;
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stream.ReadUint32(&blendShapeVertices);
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auto blendShapeVerticesData = stream.Move<byte>(blendShapeVertices * sizeof(BlendShapeVertex));
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}
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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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if (vertices == 0 || triangles == 0)
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{
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LOG(Error, "Invalid mesh data.");
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return true;
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}
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auto vb0 = stream.Move<VB0SkinnedElementType>(vertices);
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auto ib = stream.Move<byte>(indicesCount * ibStride);
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if (i != _index)
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continue;
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// Cache mesh data
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_cachedIndexBufferCount = indicesCount;
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_cachedIndexBuffer.Set(ib, indicesCount * ibStride);
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_cachedVertexBuffer.Set((const byte*)vb0, vertices * sizeof(VB0SkinnedElementType));
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break;
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}
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}
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switch (type)
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{
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case MeshBufferType::Index:
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result.Link(_cachedIndexBuffer);
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count = _cachedIndexBufferCount;
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break;
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case MeshBufferType::Vertex0:
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result.Link(_cachedVertexBuffer);
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count = _cachedVertexBuffer.Count() / sizeof(VB0SkinnedElementType);
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break;
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default:
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return true;
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}
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return false;
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}
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ScriptingObject* SkinnedMesh::GetParentModel()
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{
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return _model;
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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, MArray* verticesObj, MArray* trianglesObj, MArray* blendIndicesObj, MArray* blendWeightsObj, MArray* normalsObj, MArray* tangentsObj, MArray* uvObj)
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{
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auto model = mesh->GetSkinnedModel();
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ASSERT(model && model->IsVirtual() && verticesObj && trianglesObj && blendIndicesObj && blendWeightsObj);
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// Get buffers data
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const auto vertexCount = (uint32)MCore::Array::GetLength(verticesObj);
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const auto triangleCount = (uint32)MCore::Array::GetLength(trianglesObj) / 3;
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auto vertices = MCore::Array::GetAddress<Float3>(verticesObj);
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auto ib = MCore::Array::GetAddress<IndexType>(trianglesObj);
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auto blendIndices = MCore::Array::GetAddress<Int4>(blendIndicesObj);
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auto blendWeights = MCore::Array::GetAddress<Float4>(blendWeightsObj);
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Array<VB0SkinnedElementType> vb;
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vb.Resize(vertexCount);
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for (uint32 i = 0; i < vertexCount; i++)
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vb.Get()[i].Position = vertices[i];
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if (normalsObj)
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{
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const auto normals = MCore::Array::GetAddress<Float3>(normalsObj);
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if (tangentsObj)
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{
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const auto tangents = MCore::Array::GetAddress<Float3>(tangentsObj);
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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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auto& v = vb.Get()[i];
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RenderTools::CalculateTangentFrame(v.Normal, v.Tangent, normal, tangent);
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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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auto& v = vb.Get()[i];
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RenderTools::CalculateTangentFrame(v.Normal, v.Tangent, normal);
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}
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}
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}
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else
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{
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const auto n = Float1010102(Float3::UnitZ);
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const auto t = Float1010102(Float3::UnitX);
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for (uint32 i = 0; i < vertexCount; i++)
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{
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vb[i].Normal = n;
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vb[i].Tangent = t;
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}
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}
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if (uvObj)
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{
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const auto uvs = MCore::Array::GetAddress<Float2>(uvObj);
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for (uint32 i = 0; i < vertexCount; i++)
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vb[i].TexCoord = Half2(uvs[i]);
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}
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else
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{
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auto v = Half2::Zero;
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for (uint32 i = 0; i < vertexCount; i++)
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vb[i].TexCoord = v;
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}
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for (uint32 i = 0; i < vertexCount; i++)
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{
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auto v = blendIndices[i];
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vb[i].BlendIndices = Color32(v.X, v.Y, v.Z, v.W);
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}
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for (uint32 i = 0; i < vertexCount; i++)
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{
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auto v = blendWeights[i];
|
|
vb[i].BlendWeights = Half4(v);
|
|
}
|
|
|
|
return mesh->UpdateMesh(vertexCount, triangleCount, vb.Get(), ib);
|
|
}
|
|
|
|
bool SkinnedMesh::UpdateMeshUInt(MArray* verticesObj, MArray* trianglesObj, MArray* blendIndicesObj, MArray* blendWeightsObj, MArray* normalsObj, MArray* tangentsObj, MArray* uvObj)
|
|
{
|
|
return ::UpdateMesh<uint32>(this, verticesObj, trianglesObj, blendIndicesObj, blendWeightsObj, normalsObj, tangentsObj, uvObj);
|
|
}
|
|
|
|
bool SkinnedMesh::UpdateMeshUShort(MArray* verticesObj, MArray* trianglesObj, MArray* blendIndicesObj, MArray* blendWeightsObj, MArray* normalsObj, MArray* tangentsObj, MArray* uvObj)
|
|
{
|
|
return ::UpdateMesh<uint16>(this, verticesObj, trianglesObj, blendIndicesObj, blendWeightsObj, normalsObj, tangentsObj, uvObj);
|
|
}
|
|
|
|
enum class InternalBufferType
|
|
{
|
|
VB0 = 0,
|
|
IB16 = 3,
|
|
IB32 = 4,
|
|
};
|
|
|
|
MArray* SkinnedMesh::DownloadBuffer(bool forceGpu, MTypeObject* resultType, int32 typeI)
|
|
{
|
|
SkinnedMesh* mesh = this;
|
|
InternalBufferType type = (InternalBufferType)typeI;
|
|
auto model = mesh->GetSkinnedModel();
|
|
ScopeLock lock(model->Locker);
|
|
|
|
// Virtual assets always fetch from GPU memory
|
|
forceGpu |= model->IsVirtual();
|
|
|
|
if (!mesh->IsInitialized() && forceGpu)
|
|
{
|
|
LOG(Error, "Cannot load mesh data from GPU if it's not loaded.");
|
|
return nullptr;
|
|
}
|
|
|
|
MeshBufferType bufferType;
|
|
switch (type)
|
|
{
|
|
case InternalBufferType::VB0:
|
|
bufferType = MeshBufferType::Vertex0;
|
|
break;
|
|
case InternalBufferType::IB16:
|
|
case InternalBufferType::IB32:
|
|
bufferType = MeshBufferType::Index;
|
|
break;
|
|
default:
|
|
return nullptr;
|
|
}
|
|
BytesContainer data;
|
|
int32 dataCount;
|
|
if (forceGpu)
|
|
{
|
|
// Get data from GPU
|
|
// TODO: support reusing the input memory buffer to perform a single copy from staging buffer to the input CPU buffer
|
|
auto task = mesh->DownloadDataGPUAsync(bufferType, data);
|
|
if (task == nullptr)
|
|
return nullptr;
|
|
task->Start();
|
|
model->Locker.Unlock();
|
|
if (task->Wait())
|
|
{
|
|
LOG(Error, "Task failed.");
|
|
return nullptr;
|
|
}
|
|
model->Locker.Lock();
|
|
|
|
// Extract elements count from result data
|
|
switch (bufferType)
|
|
{
|
|
case MeshBufferType::Index:
|
|
dataCount = data.Length() / (Use16BitIndexBuffer() ? sizeof(uint16) : sizeof(uint32));
|
|
break;
|
|
case MeshBufferType::Vertex0:
|
|
dataCount = data.Length() / sizeof(VB0SkinnedElementType);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Get data from CPU
|
|
if (DownloadDataCPU(bufferType, data, dataCount))
|
|
return nullptr;
|
|
}
|
|
|
|
// Convert into managed array
|
|
MArray* result = MCore::Array::New(MCore::Type::GetClass(INTERNAL_TYPE_OBJECT_GET(resultType)), dataCount);
|
|
void* managedArrayPtr = MCore::Array::GetAddress(result);
|
|
const int32 elementSize = data.Length() / dataCount;
|
|
switch (type)
|
|
{
|
|
case InternalBufferType::VB0:
|
|
{
|
|
Platform::MemoryCopy(managedArrayPtr, data.Get(), data.Length());
|
|
break;
|
|
}
|
|
case InternalBufferType::IB16:
|
|
{
|
|
if (elementSize == sizeof(uint16))
|
|
{
|
|
Platform::MemoryCopy(managedArrayPtr, data.Get(), data.Length());
|
|
}
|
|
else
|
|
{
|
|
auto dst = (uint16*)managedArrayPtr;
|
|
auto src = (uint32*)data.Get();
|
|
for (int32 i = 0; i < dataCount; i++)
|
|
dst[i] = src[i];
|
|
}
|
|
break;
|
|
}
|
|
case InternalBufferType::IB32:
|
|
{
|
|
if (elementSize == sizeof(uint16))
|
|
{
|
|
auto dst = (uint32*)managedArrayPtr;
|
|
auto src = (uint16*)data.Get();
|
|
for (int32 i = 0; i < dataCount; i++)
|
|
dst[i] = src[i];
|
|
}
|
|
else
|
|
{
|
|
Platform::MemoryCopy(managedArrayPtr, data.Get(), data.Length());
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
#endif
|