mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
257 lines
9.2 KiB
C++
257 lines
9.2 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file OptimizeMeshes.cpp
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* @brief Implementation of the aiProcess_OptimizeMeshes step
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*/
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#ifndef ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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#include "OptimizeMeshes.h"
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#include "ProcessHelper.h"
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#include <assimp/SceneCombiner.h>
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#include <assimp/Exceptional.h>
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using namespace Assimp;
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static const unsigned int NotSet = 0xffffffff;
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static const unsigned int DeadBeef = 0xdeadbeef;
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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OptimizeMeshesProcess::OptimizeMeshesProcess()
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: mScene()
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, pts(false)
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, max_verts( NotSet )
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, max_faces( NotSet ) {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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OptimizeMeshesProcess::~OptimizeMeshesProcess() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the processing step is present in the given flag field.
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bool OptimizeMeshesProcess::IsActive( unsigned int pFlags) const
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{
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// Our behaviour needs to be different if the SortByPType or SplitLargeMeshes
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// steps are active. Thus we need to query their flags here and store the
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// information, although we're breaking const-correctness.
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// That's a serious design flaw, consider redesign.
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if( 0 != (pFlags & aiProcess_OptimizeMeshes) ) {
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pts = (0 != (pFlags & aiProcess_SortByPType));
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max_verts = ( 0 != ( pFlags & aiProcess_SplitLargeMeshes ) ) ? DeadBeef : max_verts;
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return true;
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Setup properties for the post-processing step
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void OptimizeMeshesProcess::SetupProperties(const Importer* pImp)
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{
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if( max_verts == DeadBeef /* magic hack */ ) {
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max_faces = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_TRIANGLE_LIMIT,AI_SLM_DEFAULT_MAX_TRIANGLES);
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max_verts = pImp->GetPropertyInteger(AI_CONFIG_PP_SLM_VERTEX_LIMIT,AI_SLM_DEFAULT_MAX_VERTICES);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Execute step
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void OptimizeMeshesProcess::Execute( aiScene* pScene)
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{
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const unsigned int num_old = pScene->mNumMeshes;
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if (num_old <= 1) {
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ASSIMP_LOG_DEBUG("Skipping OptimizeMeshesProcess");
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return;
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}
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ASSIMP_LOG_DEBUG("OptimizeMeshesProcess begin");
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mScene = pScene;
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// need to clear persistent members from previous runs
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merge_list.resize( 0 );
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output.resize( 0 );
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// ensure we have the right sizes
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merge_list.reserve(pScene->mNumMeshes);
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output.reserve(pScene->mNumMeshes);
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// Prepare lookup tables
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meshes.resize(pScene->mNumMeshes);
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FindInstancedMeshes(pScene->mRootNode);
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if( max_verts == DeadBeef ) /* undo the magic hack */
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max_verts = NotSet;
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// ... instanced meshes are immediately processed and added to the output list
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for (unsigned int i = 0, n = 0; i < pScene->mNumMeshes;++i) {
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meshes[i].vertex_format = GetMeshVFormatUnique(pScene->mMeshes[i]);
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if (meshes[i].instance_cnt > 1 && meshes[i].output_id == NotSet ) {
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meshes[i].output_id = n++;
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output.push_back(mScene->mMeshes[i]);
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}
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}
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// and process all nodes in the scenegraph recursively
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ProcessNode(pScene->mRootNode);
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if (!output.size()) {
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throw DeadlyImportError("OptimizeMeshes: No meshes remaining; there's definitely something wrong");
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}
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meshes.resize( 0 );
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ai_assert(output.size() <= num_old);
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mScene->mNumMeshes = static_cast<unsigned int>(output.size());
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std::copy(output.begin(),output.end(),mScene->mMeshes);
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if (output.size() != num_old) {
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ASSIMP_LOG_DEBUG_F("OptimizeMeshesProcess finished. Input meshes: ", num_old, ", Output meshes: ", pScene->mNumMeshes);
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} else {
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ASSIMP_LOG_DEBUG( "OptimizeMeshesProcess finished" );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Process meshes for a single node
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void OptimizeMeshesProcess::ProcessNode( aiNode* pNode)
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{
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for (unsigned int i = 0; i < pNode->mNumMeshes;++i) {
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unsigned int& im = pNode->mMeshes[i];
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if (meshes[im].instance_cnt > 1) {
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im = meshes[im].output_id;
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}
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else {
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merge_list.resize( 0 );
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unsigned int verts = 0, faces = 0;
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// Find meshes to merge with us
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for (unsigned int a = i+1; a < pNode->mNumMeshes;++a) {
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unsigned int am = pNode->mMeshes[a];
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if (meshes[am].instance_cnt == 1 && CanJoin(im,am,verts,faces)) {
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merge_list.push_back(mScene->mMeshes[am]);
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verts += mScene->mMeshes[am]->mNumVertices;
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faces += mScene->mMeshes[am]->mNumFaces;
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pNode->mMeshes[a] = pNode->mMeshes[pNode->mNumMeshes - 1];
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--pNode->mNumMeshes;
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--a;
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}
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}
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// and merge all meshes which we found, replace the old ones
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if (!merge_list.empty()) {
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merge_list.push_back(mScene->mMeshes[im]);
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aiMesh* out;
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SceneCombiner::MergeMeshes(&out,0,merge_list.begin(),merge_list.end());
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output.push_back(out);
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} else {
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output.push_back(mScene->mMeshes[im]);
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}
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im = static_cast<unsigned int>(output.size()-1);
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}
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}
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for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
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ProcessNode( pNode->mChildren[ i ] );
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether two meshes can be joined
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bool OptimizeMeshesProcess::CanJoin ( unsigned int a, unsigned int b, unsigned int verts, unsigned int faces )
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{
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if (meshes[a].vertex_format != meshes[b].vertex_format)
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return false;
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aiMesh* ma = mScene->mMeshes[a], *mb = mScene->mMeshes[b];
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if ((NotSet != max_verts && verts+mb->mNumVertices > max_verts) ||
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(NotSet != max_faces && faces+mb->mNumFaces > max_faces)) {
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return false;
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}
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// Never merge unskinned meshes with skinned meshes
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if (ma->mMaterialIndex != mb->mMaterialIndex || ma->HasBones() != mb->HasBones())
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return false;
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// Never merge meshes with different kinds of primitives if SortByPType did already
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// do its work. We would destroy everything again ...
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if (pts && ma->mPrimitiveTypes != mb->mPrimitiveTypes)
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return false;
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// If both meshes are skinned, check whether we have many bones defined in both meshes.
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// If yes, we can join them.
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if (ma->HasBones()) {
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// TODO
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return false;
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Build a LUT of all instanced meshes
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void OptimizeMeshesProcess::FindInstancedMeshes (aiNode* pNode)
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{
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for( unsigned int i = 0; i < pNode->mNumMeshes; ++i ) {
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++meshes[ pNode->mMeshes[ i ] ].instance_cnt;
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}
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for( unsigned int i = 0; i < pNode->mNumChildren; ++i ) {
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FindInstancedMeshes( pNode->mChildren[ i ] );
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}
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}
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// ------------------------------------------------------------------------------------------------
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#endif // !! ASSIMP_BUILD_NO_OPTIMIZEMESHES_PROCESS
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