470 lines
18 KiB
C++
470 lines
18 KiB
C++
// Copyright (c) 2012-2024 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/Models/BlendShape.h"
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#include "Engine/Graphics/Shaders/GPUVertexLayout.h"
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/// <summary>
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/// Skinned Model Asset Upgrader
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/// </summary>
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/// <seealso cref="BinaryAssetUpgrader" />
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class SkinnedModelAssetUpgrader : public BinaryAssetUpgrader
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{
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public:
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SkinnedModelAssetUpgrader()
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{
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const Upgrader upgraders[] =
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{
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{ 4, 5, &Upgrade_4_To_5 }, // [Deprecated in v1.10]
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{ 5, 30, Upgrade_5_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_4_To_5(AssetMigrationContext& context)
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{
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ASSERT(context.Input.SerializedVersion == 4 && context.Output.SerializedVersion == 5);
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// Changes:
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// - added version number to header (for easier changes in future)
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// - added version number to mesh data (for easier changes in future)
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// - added skeleton retarget setups to header
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// Rewrite header chunk (added header version and retarget entries)
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byte lodCount;
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Array<uint16> meshesCounts;
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{
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const auto srcData = context.Input.Header.Chunks[0];
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if (srcData == nullptr || srcData->IsMissing())
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{
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LOG(Warning, "Missing model header chunk");
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return true;
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}
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MemoryReadStream stream(srcData->Get(), srcData->Size());
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MemoryWriteStream output(srcData->Size());
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// Header Version
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output.WriteByte(1);
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// Min Screen Size
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float minScreenSize;
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stream.ReadFloat(&minScreenSize);
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output.WriteFloat(minScreenSize);
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// Amount of material slots
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int32 materialSlotsCount;
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stream.ReadInt32(&materialSlotsCount);
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output.WriteInt32(materialSlotsCount);
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// For each material slot
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for (int32 materialSlotIndex = 0; materialSlotIndex < materialSlotsCount; materialSlotIndex++)
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{
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// Material
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Guid materialId;
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stream.Read(materialId);
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output.Write(materialId);
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// Shadows Mode
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output.WriteByte(stream.ReadByte());
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// Name
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String name;
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stream.ReadString(&name, 11);
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output.WriteString(name, 11);
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}
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// Amount of LODs
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stream.ReadByte(&lodCount);
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output.WriteByte(lodCount);
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meshesCounts.Resize(lodCount);
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// For each LOD
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for (int32 lodIndex = 0; lodIndex < lodCount; lodIndex++)
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{
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// Screen Size
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float screenSize;
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stream.ReadFloat(&screenSize);
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output.WriteFloat(screenSize);
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// Amount of meshes
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uint16 meshesCount;
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stream.ReadUint16(&meshesCount);
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output.WriteUint16(meshesCount);
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meshesCounts[lodIndex] = meshesCount;
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// For each mesh
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for (uint16 meshIndex = 0; meshIndex < meshesCount; meshIndex++)
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{
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// Material Slot index
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int32 materialSlotIndex;
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stream.ReadInt32(&materialSlotIndex);
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output.WriteInt32(materialSlotIndex);
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// Box
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BoundingBox box;
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stream.Read(box);
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output.Write(box);
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// Sphere
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BoundingSphere sphere;
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stream.Read(sphere);
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output.Write(sphere);
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// Blend Shapes
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uint16 blendShapes;
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stream.ReadUint16(&blendShapes);
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output.WriteUint16(blendShapes);
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for (int32 blendShapeIndex = 0; blendShapeIndex < blendShapes; blendShapeIndex++)
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{
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String blendShapeName;
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stream.ReadString(&blendShapeName, 13);
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output.WriteString(blendShapeName, 13);
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float blendShapeWeight;
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stream.ReadFloat(&blendShapeWeight);
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output.WriteFloat(blendShapeWeight);
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}
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}
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}
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// Skeleton
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{
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int32 nodesCount;
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stream.ReadInt32(&nodesCount);
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output.WriteInt32(nodesCount);
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// For each node
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for (int32 nodeIndex = 0; nodeIndex < nodesCount; nodeIndex++)
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{
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int32 parentIndex;
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stream.ReadInt32(&parentIndex);
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output.WriteInt32(parentIndex);
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Transform localTransform;
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stream.Read(localTransform);
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output.Write(localTransform);
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String name;
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stream.ReadString(&name, 71);
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output.WriteString(name, 71);
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}
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int32 bonesCount;
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stream.ReadInt32(&bonesCount);
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output.WriteInt32(bonesCount);
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// For each bone
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for (int32 boneIndex = 0; boneIndex < bonesCount; boneIndex++)
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{
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int32 parentIndex;
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stream.ReadInt32(&parentIndex);
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output.WriteInt32(parentIndex);
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int32 nodeIndex;
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stream.ReadInt32(&nodeIndex);
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output.WriteInt32(nodeIndex);
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Transform localTransform;
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stream.Read(localTransform);
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output.Write(localTransform);
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Matrix offsetMatrix;
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stream.ReadBytes(&offsetMatrix, sizeof(Matrix));
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output.WriteBytes(&offsetMatrix, sizeof(Matrix));
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}
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}
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// Retargeting
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{
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output.WriteInt32(0);
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}
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// Save new data
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if (stream.GetPosition() != stream.GetLength())
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{
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LOG(Error, "Invalid position after upgrading skinned model header data.");
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return true;
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}
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if (context.AllocateChunk(0))
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return true;
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context.Output.Header.Chunks[0]->Data.Copy(output.GetHandle(), output.GetPosition());
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}
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// Rewrite meshes data chunks
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for (int32 lodIndex = 0; lodIndex < lodCount; lodIndex++)
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{
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const int32 chunkIndex = lodIndex + 1;
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const auto srcData = context.Input.Header.Chunks[chunkIndex];
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if (srcData == nullptr || srcData->IsMissing())
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{
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LOG(Warning, "Missing skinned model LOD meshes data chunk");
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return true;
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}
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MemoryReadStream stream(srcData->Get(), srcData->Size());
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MemoryWriteStream output(srcData->Size());
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// Mesh Data Version
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output.WriteByte(1);
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for (int32 meshIndex = 0; meshIndex < meshesCounts[lodIndex]; meshIndex++)
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{
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uint32 vertices;
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stream.ReadUint32(&vertices);
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output.WriteUint32(vertices);
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uint32 triangles;
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stream.ReadUint32(&triangles);
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output.WriteUint32(triangles);
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uint16 blendShapesCount;
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stream.ReadUint16(&blendShapesCount);
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output.WriteUint16(blendShapesCount);
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for (int32 blendShapeIndex = 0; blendShapeIndex < blendShapesCount; blendShapeIndex++)
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{
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output.WriteBool(stream.ReadBool());
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uint32 minVertexIndex, maxVertexIndex;
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stream.ReadUint32(&minVertexIndex);
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output.WriteUint32(minVertexIndex);
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stream.ReadUint32(&maxVertexIndex);
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output.WriteUint32(maxVertexIndex);
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uint32 blendShapeVertices;
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stream.ReadUint32(&blendShapeVertices);
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output.WriteUint32(blendShapeVertices);
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const uint32 blendShapeDataSize = blendShapeVertices * sizeof(BlendShapeVertex);
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const auto blendShapeData = stream.Move<byte>(blendShapeDataSize);
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output.WriteBytes(blendShapeData, blendShapeDataSize);
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}
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const uint32 indicesCount = triangles * 3;
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const bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
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const uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
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if (vertices == 0 || triangles == 0)
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return true;
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const auto vb0 = stream.Move<VB0SkinnedElementType>(vertices);
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output.WriteBytes(vb0, vertices * sizeof(VB0SkinnedElementType));
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const auto ib = stream.Move<byte>(indicesCount * ibStride);
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output.WriteBytes(ib, indicesCount * ibStride);
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}
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// Save new data
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if (stream.GetPosition() != stream.GetLength())
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{
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LOG(Error, "Invalid position after upgrading skinned model LOD meshes data.");
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return true;
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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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return false;
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}
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static bool Upgrade_5_To_30(AssetMigrationContext& context)
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{
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// [Deprecated in v1.10]
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ASSERT(context.Input.SerializedVersion == 5 && 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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byte headerVersionOld;
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stream.Read(headerVersionOld);
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CHECK_RETURN(headerVersionOld == 1, true);
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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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uint16 blendShapesCount;
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stream.Read(blendShapesCount);
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output.Write(blendShapesCount);
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for (int32 blendShapeIndex = 0; blendShapeIndex < blendShapesCount; blendShapeIndex++)
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{
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String name;
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stream.Read(name, 13);
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output.Write(name, 13);
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float weight;
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stream.Read(weight);
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output.Write(weight);
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}
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}
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}
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// Skeleton
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{
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int32 nodesCount;
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stream.Read(nodesCount);
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output.Write(nodesCount);
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if (nodesCount < 0)
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return true;
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for (int32 i = 0 ; i < nodesCount; i++)
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{
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int32 parentIndex;
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Transform localTransform;
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String name;
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stream.Read(parentIndex);
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output.Write(parentIndex);
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stream.Read(localTransform);
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output.Write(localTransform);
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stream.Read(name, 71);
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output.Write(name, 71);
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}
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int32 bonesCount;
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stream.Read(bonesCount);
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output.Write(bonesCount);
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if (bonesCount < 0)
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return true;
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for (int32 i = 0 ; i < bonesCount; i++)
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{
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int32 parentIndex, nodeIndex;
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Transform localTransform;
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String name;
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Matrix offsetMatrix;
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stream.Read(parentIndex);
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output.Write(parentIndex);
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stream.Read(nodeIndex);
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output.Write(nodeIndex);
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stream.Read(localTransform);
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output.Write(localTransform);
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stream.Read(offsetMatrix);
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output.Write(offsetMatrix);
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}
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}
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// Retargeting
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{
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int32 entriesCount;
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stream.Read(entriesCount);
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output.Write(entriesCount);
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for (int32 i = 0 ; i < entriesCount; i++)
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{
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Guid sourceAsset, skeletonAsset;
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Dictionary<String, String> nodesMapping;
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stream.Read(sourceAsset);
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output.Write(sourceAsset);
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stream.Read(skeletonAsset);
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output.Write(skeletonAsset);
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stream.Read(nodesMapping);
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output.Write(nodesMapping);
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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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byte headerVersionOld;
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stream.Read(headerVersionOld);
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CHECK_RETURN(headerVersionOld == 1, true);
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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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uint16 blendShapesCount;
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stream.Read(blendShapesCount);
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Array<BlendShape> blendShapes;
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blendShapes.Resize(blendShapesCount);
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for (auto& blendShape : blendShapes)
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blendShape.Load(stream, meshVersion);
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auto vb0 = stream.Move<VB0SkinnedElementType2>(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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output.Write((byte)1);
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output.Write(VB0SkinnedElementType2::GetLayout()->GetElements());
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// Buffers
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output.WriteBytes(vb0, vertices * sizeof(VB0SkinnedElementType2));
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output.WriteBytes(ibData, indicesCount * ibStride);
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// Blend Shapes
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output.Write(blendShapesCount);
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for (auto& blendShape : blendShapes)
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blendShape.Save(output);
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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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return false;
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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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