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 Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI.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
187 lines
5.6 KiB
C++
187 lines
5.6 KiB
C++
/*
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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
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following 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.h
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* @brief Declares a post processing step to join meshes, if possible
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*/
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#ifndef AI_OPTIMIZEMESHESPROCESS_H_INC
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#define AI_OPTIMIZEMESHESPROCESS_H_INC
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#include "Common/BaseProcess.h"
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#include <assimp/types.h>
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#include <vector>
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struct aiMesh;
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struct aiNode;
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class OptimizeMeshesProcessTest;
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namespace Assimp {
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// ---------------------------------------------------------------------------
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/** @brief Postprocessing step to optimize mesh usage
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*
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* The implementation looks for meshes that could be joined and joins them.
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* Usually this will reduce the number of drawcalls.
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*
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* @note Instanced meshes are currently not processed.
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*/
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class OptimizeMeshesProcess : public BaseProcess {
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public:
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/// @brief The class constructor.
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OptimizeMeshesProcess();
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/// @brief The class destructor.
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~OptimizeMeshesProcess();
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/** @brief Internal utility to store additional mesh info
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*/
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struct MeshInfo {
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MeshInfo() AI_NO_EXCEPT
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: instance_cnt(0)
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, vertex_format(0)
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, output_id(0xffffffff) {
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// empty
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}
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//! Number of times this mesh is referenced
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unsigned int instance_cnt;
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//! Vertex format id
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unsigned int vertex_format;
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//! Output ID
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unsigned int output_id;
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};
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public:
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// -------------------------------------------------------------------
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bool IsActive( unsigned int pFlags) const;
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// -------------------------------------------------------------------
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void Execute( aiScene* pScene);
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// -------------------------------------------------------------------
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void SetupProperties(const Importer* pImp);
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// -------------------------------------------------------------------
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/** @brief Specify whether you want meshes with different
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* primitive types to be merged as well.
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*
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* IsActive() sets this property automatically to true if the
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* aiProcess_SortByPType flag is found.
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*/
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void EnablePrimitiveTypeSorting(bool enable) {
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pts = enable;
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}
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// Getter
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bool IsPrimitiveTypeSortingEnabled () const {
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return pts;
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}
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// -------------------------------------------------------------------
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/** @brief Specify a maximum size of a single output mesh.
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*
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* If a single input mesh already exceeds this limit, it won't
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* be split.
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* @param verts Maximum number of vertices per mesh
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* @param faces Maximum number of faces per mesh
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*/
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void SetPreferredMeshSizeLimit (unsigned int verts, unsigned int faces)
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{
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max_verts = verts;
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max_faces = faces;
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}
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protected:
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// -------------------------------------------------------------------
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/** @brief Do the actual optimization on all meshes of this node
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* @param pNode Node we're working with
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*/
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void ProcessNode( aiNode* pNode);
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// -------------------------------------------------------------------
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/** @brief Returns true if b can be joined with a
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*
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* @param verts Number of output verts up to now
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* @param faces Number of output faces up to now
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*/
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bool CanJoin ( unsigned int a, unsigned int b,
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unsigned int verts, unsigned int faces );
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// -------------------------------------------------------------------
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/** @brief Find instanced meshes, for the moment we're excluding
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* them from all optimizations
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*/
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void FindInstancedMeshes (aiNode* pNode);
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private:
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//! Scene we're working with
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aiScene* mScene;
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//! Per mesh info
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std::vector<MeshInfo> meshes;
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//! Output meshes
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std::vector<aiMesh*> output;
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//! @see EnablePrimitiveTypeSorting
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mutable bool pts;
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//! @see SetPreferredMeshSizeLimit
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mutable unsigned int max_verts,max_faces;
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//! Temporary storage
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std::vector<aiMesh*> merge_list;
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};
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} // end of namespace Assimp
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#endif // AI_CALCTANGENTSPROCESS_H_INC
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