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#include "UnityPrefix.h"
#include "MeshCombiner.h"
#include "Runtime/Graphics/TriStripper.h"
#include "Runtime/Shaders/GraphicsCaps.h"
#include "Runtime/Profiler/Profiler.h"
#include <limits>
#define sqr(x) ((x)*(x))
PROFILER_INFORMATION(gCombineMeshesProfile, "CombineMeshes", kProfilerRender)
PROFILER_INFORMATION(gCombineVerticesProfile, "CombineVertices", kProfilerRender)
PROFILER_INFORMATION(gCombineIndicesProfile, "CombineIndices", kProfilerRender)
static void CombineBoneSkinning (const CombineInstances &in, Mesh& outCombinedMesh);
size_t ExtractMeshIndices(Mesh::TemporaryIndexContainer& srcIndices, const CombineInstance& in, bool useVertexOffsets, size_t& inoutTotalVertexOffset, UInt16* dstIndices)
{
srcIndices.clear();
if (in.subMeshIndex < 0 || in.subMeshIndex >= in.mesh->GetSubMeshCount())
return 0;
const int subMeshIndex = in.subMeshIndex;
const int vertexOffset = useVertexOffsets ? in.vertexOffset : inoutTotalVertexOffset;
inoutTotalVertexOffset += in.mesh->GetVertexCount();
in.mesh->GetTriangles( srcIndices, subMeshIndex );
size_t numIndices = srcIndices.size();
if (Dot (Cross(in.transform.GetAxisX(), in.transform.GetAxisY()), in.transform.GetAxisZ()) >= 0)
{
for ( size_t k=0; k!=numIndices; ++k )
dstIndices[k] = srcIndices[k] + vertexOffset;
}
else
{
// if trilist, then
// reverse Cull order by reversing indices
for ( size_t k=0; k!=numIndices; ++k )
dstIndices[k] = srcIndices[numIndices-k-1] + vertexOffset;
}
return numIndices;
}
static bool IsMeshBatchable (const Mesh* mesh, int subMeshIndex)
{
return mesh && mesh->HasVertexData() && subMeshIndex >= 0 && subMeshIndex < mesh->GetSubMeshCount();
}
void CombineMeshIndicesForStaticBatching(const CombineInstances& in, Mesh& inoutMesh, bool mergeSubMeshes, bool useVertexOffsets)
{
PROFILER_AUTO(gCombineIndicesProfile, &inoutMesh);
size_t size = in.size();
UInt32 maxIndices = 0;
for ( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
{
const UInt32 numTris = in[i].mesh->GetSubMeshFast( in[i].subMeshIndex ).indexCount;
if (mergeSubMeshes)
maxIndices += numTris;
else
maxIndices = std::max( maxIndices, numTris );
}
}
UInt16* dstIndices = new UInt16[maxIndices+1];
Mesh::TemporaryIndexContainer srcIndices;
srcIndices.reserve( maxIndices+1 );
size_t totalVertexOffset = 0;
if (mergeSubMeshes)
{
inoutMesh.SetSubMeshCount( 1 );
size_t totalNumIndices = 0;
for ( size_t s=0; s!=size; ++s )
{
if (in[s].mesh)
{
size_t numIndices = ExtractMeshIndices (srcIndices, in[s], useVertexOffsets, totalVertexOffset, dstIndices+totalNumIndices);
totalNumIndices += numIndices;
Assert(totalNumIndices <= (maxIndices+1));
}
}
int mask = Mesh::k16BitIndices;
inoutMesh.SetIndicesComplex (dstIndices, totalNumIndices, 0, kPrimitiveTriangles, mask);
}
else
{
inoutMesh.SetSubMeshCount( in.size() );
for ( size_t s=0; s!=size; ++s )
{
if (in[s].mesh)
{
size_t numIndices = ExtractMeshIndices (srcIndices, in[s], useVertexOffsets, totalVertexOffset, dstIndices);
Assert(numIndices <= (maxIndices+1));
int mask = Mesh::k16BitIndices;
inoutMesh.SetIndicesComplex (dstIndices, numIndices, s, kPrimitiveTriangles, mask);
}
}
}
delete []dstIndices;
}
void CombineMeshVerticesForStaticBatching ( const CombineInstances& in, const string& combinedMeshName, Mesh& outCombinedMesh, bool useTransforms )
{
PROFILER_AUTO(gCombineVerticesProfile, &outCombinedMesh);
int vertexCount = 0;
size_t size = in.size();
for( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
vertexCount += in[i].mesh->GetVertexCount();
}
bool hasNormals = false;
bool hasTangents = false;
bool hasUV0 = false;
bool hasUV1 = false;
bool hasColors = false;
bool hasSkin = false;
int bindposeCount = 0;
for( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
{
const Mesh* mesh = in[i].mesh;
const UInt32 channels = mesh->GetAvailableChannels();
hasNormals |= (channels & (1<<kShaderChannelNormal)) != 0;
hasTangents |= (channels & (1<<kShaderChannelTangent)) != 0;
hasUV0 |= (channels & (1<<kShaderChannelTexCoord0)) != 0;
hasUV1 |= (channels & (1<<kShaderChannelTexCoord1)) != 0 || (in[i].lightmapTilingOffset != Vector4f(1, 1, 0, 0));
hasColors |= (channels & (1<<kShaderChannelColor)) != 0;
hasSkin |= mesh->GetSkin().size() && mesh->GetBindpose().size();
bindposeCount += mesh->GetBindpose().size();
}
}
UInt32 channels = 1<<kShaderChannelVertex;
if ( hasNormals ) channels |= 1<<kShaderChannelNormal;
if ( hasTangents ) channels |= 1<<kShaderChannelTangent;
if ( hasUV0 ) channels |= 1<<kShaderChannelTexCoord0;
if ( hasUV1 ) channels |= 1<<kShaderChannelTexCoord1;
if ( hasColors ) channels |= 1<<kShaderChannelColor;
outCombinedMesh.Clear(true);
outCombinedMesh.ResizeVertices( vertexCount, channels );
outCombinedMesh.SetName( combinedMeshName.c_str() );
// Input meshes are already swizzled correctly, so we can copy colors directly
outCombinedMesh.SetVertexColorsSwizzled(gGraphicsCaps.needsToSwizzleVertexColors);
if ( hasSkin )
{
outCombinedMesh.GetSkin().resize_initialized(vertexCount);
outCombinedMesh.GetBindpose().resize_initialized(bindposeCount);
outCombinedMesh.GetBonePathHashes().resize_uninitialized(bindposeCount);
}
// avoid doing twice (in worst case)
Matrix4x4f* normalMatrices;
bool* isNonUniformScaleTransform;
ALLOC_TEMP (normalMatrices, Matrix4x4f, size);
ALLOC_TEMP (isNonUniformScaleTransform, bool, size);
if ( hasNormals || hasTangents )
{
for( size_t i=0; i!=size; ++i )
{
float uniformScale;
TransformType type = ComputeTransformType(in[i].transform, uniformScale);
Matrix4x4f m;
isNonUniformScaleTransform[i] = IsNonUniformScaleTransform(type);
if (isNonUniformScaleTransform[i])
{
Matrix4x4f::Invert_General3D( in[i].transform, normalMatrices[i] );
normalMatrices[i].Transpose();
}
else
{
normalMatrices[i] = Matrix3x3f(in[i].transform);
// Scale matrix to keep normals normalized
normalMatrices[i].Scale(Vector3f::one * (1.0f/uniformScale));
}
}
}
int offset = 0;
for( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
{
const Matrix4x4f& transform = in[i].transform;
const Mesh* mesh = in[i].mesh;
if (useTransforms)
TransformPoints3x4 (transform,
(Vector3f const*)mesh->GetChannelPointer (kShaderChannelVertex),
mesh->GetStride (kShaderChannelVertex),
(Vector3f*)outCombinedMesh.GetChannelPointer (kShaderChannelVertex, offset),
outCombinedMesh.GetStride (kShaderChannelVertex),
mesh->GetVertexCount());
else
strided_copy (mesh->GetVertexBegin (), mesh->GetVertexEnd (), outCombinedMesh.GetVertexBegin () + offset);
offset += mesh->GetVertexCount();
}
}
if ( hasNormals )
{
offset = 0;
for( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
{
const Mesh* mesh = in[i].mesh;
int vertexCount = mesh->GetVertexCount ();
if (!mesh->IsAvailable (kShaderChannelNormal))
std::fill(outCombinedMesh.GetNormalBegin () + offset, outCombinedMesh.GetNormalBegin () + offset + vertexCount, Vector3f(0.0f,1.0f,0.0f));
else
{
const Matrix4x4f& transform = normalMatrices[i];
StrideIterator<Vector3f> outNormal = outCombinedMesh.GetNormalBegin () + offset;
if (useTransforms)
{
if (isNonUniformScaleTransform[i])
{
for (StrideIterator<Vector3f> it = mesh->GetNormalBegin (), end = mesh->GetNormalEnd (); it != end; ++it, ++outNormal)
*outNormal = Normalize( transform.MultiplyVector3( *it) );
}
else
{
for (StrideIterator<Vector3f> it = mesh->GetNormalBegin (), end = mesh->GetNormalEnd (); it != end; ++it, ++outNormal)
*outNormal = transform.MultiplyVector3( *it);
}
}
else
strided_copy (mesh->GetNormalBegin (), mesh->GetNormalEnd (), outCombinedMesh.GetNormalBegin () + offset);
}
offset += vertexCount;
}
}
}
if ( hasTangents )
{
offset = 0;
for ( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
{
const Mesh* mesh = in[i].mesh;
int vertexCount = mesh->GetVertexCount ();
if (!mesh->IsAvailable (kShaderChannelTangent))
std::fill(outCombinedMesh.GetTangentBegin () + offset, outCombinedMesh.GetTangentBegin () + offset + vertexCount, Vector4f(1.0f,0.0f,0.0f,1.0f));
else
{
const Matrix4x4f& transform = normalMatrices[i];
StrideIterator<Vector4f> outTanget = outCombinedMesh.GetTangentBegin () + offset;
if (useTransforms)
{
if (isNonUniformScaleTransform[i])
{
for (StrideIterator<Vector4f> it = mesh->GetTangentBegin (), end = mesh->GetTangentEnd (); it != end; ++it, ++outTanget)
{
Vector3f t3 = Normalize(transform.MultiplyVector3(Vector3f(it->x, it->y, it->z)));
*outTanget = Vector4f(t3.x,t3.y,t3.z,it->w);
}
}
else
{
for (StrideIterator<Vector4f> it = mesh->GetTangentBegin (), end = mesh->GetTangentEnd (); it != end; ++it, ++outTanget)
{
Vector3f t3 = transform.MultiplyVector3(Vector3f(it->x, it->y, it->z));
*outTanget = Vector4f(t3.x,t3.y,t3.z,it->w);
}
}
}
else
strided_copy (mesh->GetTangentBegin (), mesh->GetTangentEnd (), outCombinedMesh.GetTangentBegin () + offset);
}
offset += vertexCount;
}
}
}
if ( hasUV0 )
{
offset = 0;
for ( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
{
const Mesh* mesh = in[i].mesh;
int vertexCount = mesh->GetVertexCount ();
if (!mesh->IsAvailable (kShaderChannelTexCoord0))
std::fill (outCombinedMesh.GetUvBegin (0) + offset, outCombinedMesh.GetUvBegin (0) + offset + vertexCount, Vector2f(0.0f,0.0f));
else
strided_copy (mesh->GetUvBegin (0), mesh->GetUvEnd (0), outCombinedMesh.GetUvBegin (0) + offset);
offset += vertexCount;
}
}
}
if ( hasUV1 )
{
offset = 0;
for ( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
{
const Mesh* mesh = in[i].mesh;
const int uvIndex = (mesh->GetAvailableChannels() & (1<<kShaderChannelTexCoord1))!=0? 1 : 0;
StrideIterator<Vector2f> it = in[i].mesh->GetUvBegin( uvIndex );
StrideIterator<Vector2f> end = in[i].mesh->GetUvEnd( uvIndex );
int vertexCount = mesh->GetVertexCount ();
if ( it == end)
std::fill (outCombinedMesh.GetUvBegin (1) + offset, outCombinedMesh.GetUvBegin (1) + offset + vertexCount, Vector2f(0.0f,0.0f));
else
{
// we have to apply lightmap UV scale and offset factors
// callee is responsible to reset lightmapTilingOffset on the Renderer afterwards
const Vector4f uvScaleOffset = in[i].lightmapTilingOffset;
if ( uvScaleOffset != Vector4f(1, 1, 0, 0) )
{
StrideIterator<Vector2f> outUV = outCombinedMesh.GetUvBegin (1) + offset;
for (; it != end; ++it, ++outUV)
{
outUV->x = it->x * uvScaleOffset.x + uvScaleOffset.z;
outUV->y = it->y * uvScaleOffset.y + uvScaleOffset.w;
}
}
else
strided_copy (it, end, outCombinedMesh.GetUvBegin (1) + offset);
}
offset += vertexCount;
}
}
}
if ( hasColors )
{
offset = 0;
for ( size_t i=0; i!=size; ++i )
{
if (IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
{
const Mesh* mesh = in[i].mesh;
int vertexCount = mesh->GetVertexCount ();
if (!mesh->IsAvailable (kShaderChannelColor))
std::fill (outCombinedMesh.GetColorBegin () + offset, outCombinedMesh.GetColorBegin () + offset + vertexCount, ColorRGBA32(255,255,255,255));
else
{
DebugAssert(mesh->GetVertexColorsSwizzled() == outCombinedMesh.GetVertexColorsSwizzled());
strided_copy (mesh->GetColorBegin (), mesh->GetColorEnd (), outCombinedMesh.GetColorBegin () + offset);
}
offset += vertexCount;
}
}
}
if ( hasSkin )
{
CombineBoneSkinning (in, outCombinedMesh);
}
}
static void CalculateRootBonePathHash (const CombineInstances &in, Mesh& outCombinedMesh)
{
// We always pick the root bone path hash of the first combine instance.
// This is because anything else gives unpredictable behaviour and makes it impossible for the user
// to setup the skinned mesh renderer T/R/S correctly.
outCombinedMesh.SetRootBonePathHash(in[0].mesh->GetRootBonePathHash());
// If we made it so that the skinnedmeshrenderer always used the default pose from the Avatar
// Then it would be possible to pick the root bone from the mesh with the most bones instead.
#if 0
size_t size = in.size();
BindingHash rootBonePathHash = 0;
int boneCount = 0;
for (size_t i=0; i<size; ++i)
{
}
}
if (rootBonePathHash)
outCombinedMesh.SetRootBonePathHash(rootBonePathHash);
#endif
}
static void CombineBoneSkinning (const CombineInstances &in, Mesh& outCombinedMesh)
{
size_t size = in.size();
int boneOffset = 0;
int offset = 0;
for ( size_t i=0; i!=size; ++i )
{
if (!IsMeshBatchable(in[i].mesh, in[i].subMeshIndex))
continue;
const Mesh* mesh = in[i].mesh;
Mesh::BoneInfluenceContainer& outSkin = outCombinedMesh.GetSkin();
const Mesh::BoneInfluenceContainer& inSkin = mesh->GetSkin();
int vertexCount = mesh->GetVertexCount ();
if (inSkin.empty())
{
for(int i=0; i<vertexCount;i++)
{
outSkin[offset+i].weight[0] = 0;
outSkin[offset+i].weight[1] = 0;
outSkin[offset+i].weight[2] = 0;
outSkin[offset+i].weight[3] = 0;
outSkin[offset+i].boneIndex[0] = 0;
outSkin[offset+i].boneIndex[1] = 0;
outSkin[offset+i].boneIndex[2] = 0;
outSkin[offset+i].boneIndex[3] = 0;
}
}
else
{
for(int i=0; i<vertexCount;i++)
{
outSkin[offset+i].weight[0] = inSkin[i].weight[0];
outSkin[offset+i].weight[1] = inSkin[i].weight[1];
outSkin[offset+i].weight[2] = inSkin[i].weight[2];
outSkin[offset+i].weight[3] = inSkin[i].weight[3];
outSkin[offset+i].boneIndex[0] = inSkin[i].boneIndex[0]+boneOffset;
outSkin[offset+i].boneIndex[1] = inSkin[i].boneIndex[1]+boneOffset;
outSkin[offset+i].boneIndex[2] = inSkin[i].boneIndex[2]+boneOffset;
outSkin[offset+i].boneIndex[3] = inSkin[i].boneIndex[3]+boneOffset;
}
}
offset += vertexCount;
int poseCount = mesh->GetBindpose().size();
int bindingHashCount = mesh->GetBonePathHashes().size();
memcpy(outCombinedMesh.GetBindpose().begin() + boneOffset, mesh->GetBindpose().begin(), poseCount*sizeof(Matrix4x4f));
// Old asset bundles might not have bindingHashCount in sync with bind poses.
if (poseCount == bindingHashCount)
memcpy(outCombinedMesh.GetBonePathHashes().begin () + boneOffset, mesh->GetBonePathHashes().begin(), poseCount*sizeof(BindingHash));
else
memset(outCombinedMesh.GetBonePathHashes().begin () + boneOffset, 0, poseCount*sizeof(BindingHash));
boneOffset += poseCount;
}
CalculateRootBonePathHash (in, outCombinedMesh);
}
void CombineMeshes (const CombineInstances &in, Mesh& out, bool mergeSubMeshes, bool useTransforms)
{
if (!out.CanAccessFromScript())
{
ErrorStringMsg("Cannot combine into mesh that does not allow access: %s", out.GetName());
return;
}
for (size_t i = 0; i < in.size(); ++i)
{
Mesh* mesh = in[i].mesh;
if (!mesh)
{
WarningStringMsg("Combine mesh instance %" PRINTF_SIZET_FORMAT " is null.", i);
}
if (mesh && (in[i].subMeshIndex < 0 || in[i].subMeshIndex >= mesh->GetSubMeshCount()))
{
WarningStringMsg("Submesh index %d is invalid for mesh %s.", in[i].subMeshIndex, mesh->GetName());
}
if (mesh && !mesh->CanAccessFromScript())
{
ErrorStringMsg("Cannot combine mesh that does not allow access: %s", mesh->GetName());
return;
}
if (mesh == &out)
{
ErrorStringMsg("Cannot combine into a mesh that is also in the CombineInstances input: %s", mesh->GetName());
return;
}
}
CombineMeshVerticesForStaticBatching (in, out.GetName(), out, useTransforms);
CombineMeshIndicesForStaticBatching (in, out, mergeSubMeshes, false);
out.RecalculateBounds();
out.UpdateVertexFormat();
}
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