Files
FlaxEngine/Source/Engine/Graphics/Models/MeshBase.cpp
2025-05-16 20:23:16 +02:00

926 lines
29 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "MeshBase.h"
#include "MeshAccessor.h"
#include "Engine/Core/Log.h"
#include "Engine/Content/Assets/ModelBase.h"
#include "Engine/Core/Math/Transform.h"
#include "Engine/Graphics/GPUBuffer.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Renderer/DrawCall.h"
#include "Engine/Scripting/Enums.h"
#include "Engine/Scripting/ManagedCLR/MCore.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Threading/Task.h"
static_assert(MODEL_MAX_VB == 3, "Update code in mesh to match amount of vertex buffers.");
namespace
{
#if !COMPILE_WITHOUT_CSHARP
template<typename IndexType>
bool UpdateTriangles(MeshBase* mesh, int32 triangleCount, const MArray* trianglesObj)
{
const auto model = mesh->GetModelBase();
ASSERT(model && model->IsVirtual() && trianglesObj);
// Get buffer data
ASSERT(MCore::Array::GetLength(trianglesObj) / 3 >= triangleCount);
auto ib = MCore::Array::GetAddress<IndexType>(trianglesObj);
return mesh->UpdateTriangles(triangleCount, ib);
}
#endif
}
MeshAccessor::Stream::Stream(Span<byte> data, PixelFormat format, int32 stride)
: _data(data)
, _format(PixelFormat::Unknown)
, _stride(stride)
{
auto sampler = PixelFormatSampler::Get(format);
if (sampler)
{
_format = format;
_sampler = *sampler;
}
else if (format != PixelFormat::Unknown)
{
LOG(Error, "Unsupported pixel format '{}' to sample vertex attribute.", ScriptingEnum::ToString(format));
}
}
Span<byte> MeshAccessor::Stream::GetData() const
{
return _data;
}
PixelFormat MeshAccessor::Stream::GetFormat() const
{
return _format;
}
int32 MeshAccessor::Stream::GetStride() const
{
return _stride;
}
int32 MeshAccessor::Stream::GetCount() const
{
return _data.Length() / _stride;
}
bool MeshAccessor::Stream::IsValid() const
{
return _format != PixelFormat::Unknown;
}
bool MeshAccessor::Stream::IsLinear(PixelFormat expectedFormat) const
{
return _format == expectedFormat && _stride == PixelFormatExtensions::SizeInBytes(_format);
}
void MeshAccessor::Stream::SetLinear(const void* data)
{
Platform::MemoryCopy(_data.Get(), data, _data.Length());
}
void MeshAccessor::Stream::Set(Span<Float2> src)
{
const int32 count = GetCount();
ASSERT(src.Length() >= count);
if (IsLinear(PixelFormat::R32G32_Float))
{
Platform::MemoryCopy(_data.Get(), src.Get(), _data.Length());
}
else
{
for (int32 i = 0; i < count; i++)
_sampler.Write(_data.Get() + i * _stride, Float4(src.Get()[i], 0, 0));
}
}
void MeshAccessor::Stream::Set(Span<Float3> src)
{
const int32 count = GetCount();
ASSERT(src.Length() >= count);
if (IsLinear(PixelFormat::R32G32B32_Float))
{
Platform::MemoryCopy(_data.Get(), src.Get(), _data.Length());
}
else
{
for (int32 i = 0; i < count; i++)
_sampler.Write(_data.Get() + i * _stride, Float4(src.Get()[i], 0));
}
}
inline void MeshAccessor::Stream::Set(Span<::Color> src)
{
const int32 count = GetCount();
ASSERT(src.Length() >= count);
if (IsLinear(PixelFormat::R32G32B32A32_Float))
{
Platform::MemoryCopy(_data.Get(), src.Get(), _data.Length());
}
else
{
for (int32 i = 0; i < count; i++)
_sampler.Write(_data.Get() + i * _stride, Float4(src.Get()[i]));
}
}
void MeshAccessor::Stream::CopyTo(Span<Float2> dst) const
{
const int32 count = GetCount();
ASSERT(dst.Length() >= count);
if (IsLinear(PixelFormat::R32G32_Float))
{
Platform::MemoryCopy(dst.Get(), _data.Get(), _data.Length());
}
else
{
for (int32 i = 0; i < count; i++)
dst.Get()[i] = Float2(_sampler.Read(_data.Get() + i * _stride));
}
}
void MeshAccessor::Stream::CopyTo(Span<Float3> dst) const
{
const int32 count = GetCount();
ASSERT(dst.Length() >= count);
if (IsLinear(PixelFormat::R32G32B32_Float))
{
Platform::MemoryCopy(dst.Get(), _data.Get(), _data.Length());
}
else
{
for (int32 i = 0; i < count; i++)
dst.Get()[i] = Float3(_sampler.Read(_data.Get() + i * _stride));
}
}
void MeshAccessor::Stream::CopyTo(Span<::Color> dst) const
{
const int32 count = GetCount();
ASSERT(dst.Length() >= count);
if (IsLinear(PixelFormat::R32G32B32A32_Float))
{
Platform::MemoryCopy(dst.Get(), _data.Get(), _data.Length());
}
else
{
for (int32 i = 0; i < count; i++)
dst.Get()[i] = ::Color(_sampler.Read(_data.Get() + i * _stride));
}
}
bool MeshAccessor::LoadMesh(const MeshBase* mesh, bool forceGpu, Span<MeshBufferType> buffers)
{
CHECK_RETURN(mesh, true);
constexpr MeshBufferType allBuffers[(int32)MeshBufferType::MAX] = { MeshBufferType::Index, MeshBufferType::Vertex0, MeshBufferType::Vertex1, MeshBufferType::Vertex2 };
if (buffers.IsInvalid())
buffers = Span<MeshBufferType>(allBuffers, ARRAY_COUNT(allBuffers));
Array<BytesContainer, FixedAllocation<4>> meshBuffers;
Array<GPUVertexLayout*, FixedAllocation<4>> meshLayouts;
if (mesh->DownloadData(buffers, meshBuffers, meshLayouts, forceGpu))
return true;
for (int32 i = 0; i < buffers.Length(); i++)
{
_data[(int32)buffers[i]] = MoveTemp(meshBuffers[i]);
_layouts[(int32)buffers[i]] = meshLayouts[i];
}
_formats[(int32)MeshBufferType::Index] = mesh->Use16BitIndexBuffer() ? PixelFormat::R16_UInt : PixelFormat::R32_UInt;
return false;
}
bool MeshAccessor::LoadBuffer(MeshBufferType bufferType, Span<byte> bufferData, GPUVertexLayout* layout)
{
CHECK_RETURN(layout, true);
CHECK_RETURN(bufferData.IsValid(), true);
const int32 idx = (int32)bufferType;
_data[idx].Link(bufferData);
_layouts[idx] = layout;
return false;
}
bool MeshAccessor::LoadFromMeshData(const void* meshDataPtr)
{
if (!meshDataPtr)
return true;
const auto& meshData = *(const ModelBase::MeshData*)meshDataPtr;
if (meshData.VBData.Count() != meshData.VBLayout.Count())
return true;
_data[(int32)MeshBufferType::Index].Link((const byte*)meshData.IBData, meshData.IBStride * meshData.Triangles * 3);
if (meshData.VBData.Count() > 0 && meshData.VBLayout[0])
{
constexpr int32 idx = (int32)MeshBufferType::Vertex0;
_data[idx].Link((const byte*)meshData.VBData[0], meshData.VBLayout[0]->GetStride() * meshData.Vertices);
_layouts[idx] = meshData.VBLayout[0];
}
if (meshData.VBData.Count() > 1 && meshData.VBLayout[1])
{
constexpr int32 idx = (int32)MeshBufferType::Vertex1;
_data[idx].Link((const byte*)meshData.VBData[1], meshData.VBLayout[1]->GetStride() * meshData.Vertices);
_layouts[idx] = meshData.VBLayout[1];
}
if (meshData.VBData.Count() > 2 && meshData.VBLayout[2])
{
constexpr int32 idx = (int32)MeshBufferType::Vertex2;
_data[idx].Link((const byte*)meshData.VBData[2], meshData.VBLayout[2]->GetStride() * meshData.Vertices);
_layouts[idx] = meshData.VBLayout[2];
}
return false;
}
bool MeshAccessor::AllocateBuffer(MeshBufferType bufferType, int32 count, GPUVertexLayout* layout)
{
CHECK_RETURN(count, true);
CHECK_RETURN(layout, true);
const int32 idx = (int32)bufferType;
_data[idx].Allocate(count * layout->GetStride());
_layouts[idx] = layout;
return false;
}
bool MeshAccessor::AllocateBuffer(MeshBufferType bufferType, int32 count, PixelFormat format)
{
CHECK_RETURN(count, true);
const int32 stride = PixelFormatExtensions::SizeInBytes(format);
CHECK_RETURN(stride, true);
const int32 idx = (int32)bufferType;
_data[idx].Allocate(count * stride);
_formats[idx] = format;
return false;
}
bool MeshAccessor::UpdateMesh(MeshBase* mesh, bool calculateBounds)
{
CHECK_RETURN(mesh, true);
constexpr int32 IB = (int32)MeshBufferType::Index;
constexpr int32 VB0 = (int32)MeshBufferType::Vertex0;
constexpr int32 VB1 = (int32)MeshBufferType::Vertex1;
constexpr int32 VB2 = (int32)MeshBufferType::Vertex2;
uint32 vertices = 0, triangles = 0;
const void* ibData = nullptr;
bool use16BitIndexBuffer = false;
Array<const void*, FixedAllocation<3>> vbData;
Array<GPUVertexLayout*, FixedAllocation<3>> vbLayout;
vbData.Resize(3);
vbLayout.Resize(3);
vbData.SetAll(nullptr);
vbLayout.SetAll(nullptr);
if (_data[VB0].IsValid())
{
vbData[0] = _data[VB0].Get();
vbLayout[0] = _layouts[VB0];
vertices = _data[VB0].Length() / _layouts[VB0]->GetStride();
}
if (_data[VB1].IsValid())
{
vbData[1] = _data[VB1].Get();
vbLayout[1] = _layouts[VB1];
vertices = _data[VB1].Length() / _layouts[VB1]->GetStride();
}
if (_data[VB2].IsValid())
{
vbData[2] = _data[VB2].Get();
vbLayout[2] = _layouts[VB2];
vertices = _data[VB2].Length() / _layouts[VB2]->GetStride();
}
if (_data[IB].IsValid() && _formats[IB] != PixelFormat::Unknown)
{
ibData = _data[IB].Get();
use16BitIndexBuffer = _formats[IB] == PixelFormat::R16_UInt;
triangles = _data[IB].Length() / PixelFormatExtensions::SizeInBytes(_formats[IB]) / 3;
}
if (mesh->Init(vertices, triangles, vbData, ibData, use16BitIndexBuffer, vbLayout))
return true;
if (calculateBounds)
{
// Calculate mesh bounds
BoundingBox bounds;
auto positionStream = Position();
CHECK_RETURN(positionStream.IsValid(), true);
if (positionStream.IsLinear(PixelFormat::R32G32B32_Float))
{
Span<byte> positionData = positionStream.GetData();
BoundingBox::FromPoints((const Float3*)positionData.Get(), positionData.Length() / sizeof(Float3), bounds);
}
else
{
Float3 min = Float3::Maximum, max = Float3::Minimum;
for (uint32 i = 0; i < vertices; i++)
{
Float3 pos = positionStream.GetFloat3(i);
Float3::Min(min, pos, min);
Float3::Max(max, pos, max);
}
bounds = BoundingBox(min, max);
}
mesh->SetBounds(bounds);
}
return false;
}
MeshAccessor::Stream MeshAccessor::Index()
{
Span<byte> data;
PixelFormat format = PixelFormat::Unknown;
int32 stride = 0;
auto& ib = _data[(int32)MeshBufferType::Index];
if (ib.IsValid())
{
data = ib;
format = _formats[(int32)MeshBufferType::Index];
stride = PixelFormatExtensions::SizeInBytes(format);
}
return Stream(data, format, stride);
}
MeshAccessor::Stream MeshAccessor::Attribute(VertexElement::Types attribute)
{
Span<byte> data;
PixelFormat format = PixelFormat::Unknown;
int32 stride = 0;
for (int32 vbIndex = 0; vbIndex < 3 && format == PixelFormat::Unknown; vbIndex++)
{
static_assert((int32)MeshBufferType::Vertex0 == 1, "Update code.");
const int32 idx = vbIndex + 1;
auto layout = _layouts[idx];
if (!layout)
continue;
for (const VertexElement& e : layout->GetElements())
{
auto& vb = _data[idx];
if (e.Type == attribute && vb.IsValid())
{
data = vb.Slice(e.Offset);
format = e.Format;
stride = layout->GetStride();
break;
}
}
}
return Stream(data, format, stride);
}
MeshBase::~MeshBase()
{
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[0]);
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[1]);
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[2]);
SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
}
bool MeshBase::HasVertexColors() const
{
return _vertexBuffers[2] != nullptr && _vertexBuffers[2]->IsAllocated();
}
void MeshBase::SetMaterialSlotIndex(int32 value)
{
if (value < 0 || value >= _model->MaterialSlots.Count())
{
LOG(Warning, "Cannot set mesh material slot to {0} while model has {1} slots.", value, _model->MaterialSlots.Count());
return;
}
_materialSlotIndex = value;
}
void MeshBase::SetBounds(const BoundingBox& box)
{
_box = box;
BoundingSphere::FromBox(box, _sphere);
_hasBounds = true;
if (_model && _model->IsLoaded())
{
// Send event (actors using this model can update bounds, etc.)
_model->onLoaded();
}
}
void MeshBase::SetBounds(const BoundingBox& box, const BoundingSphere& sphere)
{
_box = box;
_sphere = sphere;
_hasBounds = true;
if (_model && _model->IsLoaded())
{
// Send event (actors using this model can update bounds, etc.)
_model->onLoaded();
}
}
GPUVertexLayout* MeshBase::GetVertexLayout() const
{
return GPUVertexLayout::Get(Span<GPUBuffer*>(_vertexBuffers, MODEL_MAX_VB));
}
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)
{
CHECK_RETURN(vbData.HasItems() && vertices, true);
CHECK_RETURN(ibData, true);
CHECK_RETURN(vbLayout.Count() >= vbData.Count(), true);
const uint32 indices = triangles * 3;
if (use16BitIndexBuffer)
{
CHECK_RETURN(indices <= MAX_uint16, true);
}
ASSERT(_model);
GPUBuffer* vertexBuffer0 = nullptr;
GPUBuffer* vertexBuffer1 = nullptr;
GPUBuffer* vertexBuffer2 = nullptr;
GPUBuffer* indexBuffer = nullptr;
// Create GPU buffers
#if GPU_ENABLE_RESOURCE_NAMING
const String& modelPath = _model->GetPath();
#define MESH_BUFFER_NAME(postfix) modelPath + TEXT(postfix)
#else
#define MESH_BUFFER_NAME(postfix) String::Empty
#endif
vertexBuffer0 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB0"));
if (vertexBuffer0->Init(GPUBufferDescription::Vertex(vbLayout[0], vertices, vbData[0])))
goto ERROR_LOAD_END;
if (vbData.Count() >= 2 && vbData[1])
{
vertexBuffer1 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB1"));
if (vertexBuffer1->Init(GPUBufferDescription::Vertex(vbLayout[1], vertices, vbData[1])))
goto ERROR_LOAD_END;
}
if (vbData.Count() >= 3 && vbData[2])
{
vertexBuffer2 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB2"));
if (vertexBuffer2->Init(GPUBufferDescription::Vertex(vbLayout[2], vertices, vbData[2])))
goto ERROR_LOAD_END;
}
indexBuffer = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".IB"));
if (indexBuffer->Init(GPUBufferDescription::Index(use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32), indices, ibData)))
goto ERROR_LOAD_END;
// Init collision proxy
#if MODEL_USE_PRECISE_MESH_INTERSECTS
if (use16BitIndexBuffer)
_collisionProxy.Init<uint16>(vertices, triangles, (const Float3*)vbData[0], (const uint16*)ibData);
else
_collisionProxy.Init<uint32>(vertices, triangles, (const Float3*)vbData[0], (const uint32*)ibData);
#endif
// Free old buffers
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[0]);
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[2]);
SAFE_DELETE_GPU_RESOURCE(_vertexBuffers[3]);
SAFE_DELETE_GPU_RESOURCE(_indexBuffer);
// Initialize
_vertexBuffers[0] = vertexBuffer0;
_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