0fde03c0e0
Previously, vertex cache optimization was ran for the LOD meshes, but was never ran for the base mesh or for the shadow meshes, including shadow LOD chain (shadow LOD chain would sometimes get implicitly optimized for vertex cache as a byproduct of base LOD optimization, but not always). This could significantly affect the rendering performance of geometry heavy scenes, especially for depth or shadow passes where the fragment load is light.
139 lines
6.1 KiB
C++
139 lines
6.1 KiB
C++
/**************************************************************************/
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/* importer_mesh.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef IMPORTER_MESH_H
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#define IMPORTER_MESH_H
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#include "core/io/resource.h"
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#include "core/templates/local_vector.h"
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#include "scene/resources/3d/concave_polygon_shape_3d.h"
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#include "scene/resources/3d/convex_polygon_shape_3d.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/navigation_mesh.h"
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#include <cstdint>
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// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
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// so the data is not registered (hence, quality loss), importing happens faster and
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// its easier to modify before saving
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class ImporterMesh : public Resource {
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GDCLASS(ImporterMesh, Resource)
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struct Surface {
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Mesh::PrimitiveType primitive;
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Array arrays;
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struct BlendShape {
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Array arrays;
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};
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Vector<BlendShape> blend_shape_data;
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struct LOD {
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Vector<int> indices;
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float distance = 0.0f;
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};
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Vector<LOD> lods;
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Ref<Material> material;
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String name;
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uint64_t flags = 0;
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struct LODComparator {
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_FORCE_INLINE_ bool operator()(const LOD &l, const LOD &r) const {
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return l.distance < r.distance;
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}
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};
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void split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
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static void _split_normals(Array &r_arrays, const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals);
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};
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Vector<Surface> surfaces;
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Vector<String> blend_shapes;
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Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
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Ref<ArrayMesh> mesh;
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Ref<ImporterMesh> shadow_mesh;
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Size2i lightmap_size_hint;
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protected:
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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void _generate_lods_bind(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array);
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static void _bind_methods();
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public:
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void add_blend_shape(const String &p_name);
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int get_blend_shape_count() const;
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String get_blend_shape_name(int p_blend_shape) const;
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void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const TypedArray<Array> &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String(), const uint64_t p_flags = 0);
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int get_surface_count() const;
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void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
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Mesh::BlendShapeMode get_blend_shape_mode() const;
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Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
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String get_surface_name(int p_surface) const;
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void set_surface_name(int p_surface, const String &p_name);
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Array get_surface_arrays(int p_surface) const;
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Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
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int get_surface_lod_count(int p_surface) const;
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Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
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float get_surface_lod_size(int p_surface, int p_lod) const;
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Ref<Material> get_surface_material(int p_surface) const;
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uint64_t get_surface_format(int p_surface) const;
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void set_surface_material(int p_surface, const Ref<Material> &p_material);
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void optimize_indices_for_cache();
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void generate_lods(float p_normal_merge_angle, float p_normal_split_angle, Array p_skin_pose_transform_array, bool p_raycast_normals = false);
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void create_shadow_mesh();
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Ref<ImporterMesh> get_shadow_mesh() const;
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Vector<Face3> get_faces() const;
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Vector<Ref<Shape3D>> convex_decompose(const Ref<MeshConvexDecompositionSettings> &p_settings) const;
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Ref<ConvexPolygonShape3D> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
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Ref<ConcavePolygonShape3D> create_trimesh_shape() const;
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Ref<NavigationMesh> create_navigation_mesh();
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Error lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache);
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void set_lightmap_size_hint(const Size2i &p_size);
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Size2i get_lightmap_size_hint() const;
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bool has_mesh() const;
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Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
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void clear();
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};
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#endif // IMPORTER_MESH_H
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