Files
UnrealEngineUWP/Engine/Source/Developer/MeshBuilder/Private/MeshDescriptionHelper.cpp
JeanMichel Dignard 84facd6d15 Copy from dev-enterprise cl 11097196
#rb none
#rnx

[CL 11099277 by JeanMichel Dignard in Dev-Tools-Staging branch]
2020-01-23 16:28:59 -05:00

120 lines
5.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MeshDescriptionHelper.h"
#include "BuildStatisticManager.h"
#include "CoreMinimal.h"
#include "CoreTypes.h"
#include "Engine/EngineTypes.h"
#include "Engine/StaticMesh.h"
#include "IMeshReductionInterfaces.h"
#include "IMeshReductionManagerModule.h"
#include "Materials/Material.h"
#include "Modules/ModuleManager.h"
#include "RawMesh.h"
#include "RenderUtils.h"
#include "StaticMeshAttributes.h"
#include "Serialization/MemoryWriter.h"
#include "Serialization/MemoryReader.h"
#include "StaticMeshOperations.h"
#include "UObject/Package.h"
#include "UObject/UObjectGlobals.h"
//Enable all check
//#define ENABLE_NTB_CHECK
DEFINE_LOG_CATEGORY(LogMeshDescriptionBuildStatistic);
FMeshDescriptionHelper::FMeshDescriptionHelper(FMeshBuildSettings* InBuildSettings)
: BuildSettings(InBuildSettings)
{
}
void FMeshDescriptionHelper::SetupRenderMeshDescription(UObject* Owner, FMeshDescription& RenderMeshDescription)
{
TRACE_CPUPROFILER_EVENT_SCOPE(FMeshDescriptionHelper::GetRenderMeshDescription);
UStaticMesh* StaticMesh = Cast<UStaticMesh>(Owner);
check(StaticMesh);
float ComparisonThreshold = BuildSettings->bRemoveDegenerates ? THRESH_POINTS_ARE_SAME : 0.0f;
//This function make sure the Polygon Normals Tangents Binormals are computed and also remove degenerated triangle from the render mesh description.
FStaticMeshOperations::ComputePolygonTangentsAndNormals(RenderMeshDescription, ComparisonThreshold);
//OutRenderMeshDescription->ComputePolygonTangentsAndNormals(BuildSettings->bRemoveDegenerates ? SMALL_NUMBER : 0.0f);
FVertexInstanceArray& VertexInstanceArray = RenderMeshDescription.VertexInstances();
TVertexInstanceAttributesRef<FVector> Normals = RenderMeshDescription.VertexInstanceAttributes().GetAttributesRef<FVector>( MeshAttribute::VertexInstance::Normal );
TVertexInstanceAttributesRef<FVector> Tangents = RenderMeshDescription.VertexInstanceAttributes().GetAttributesRef<FVector>( MeshAttribute::VertexInstance::Tangent );
TVertexInstanceAttributesRef<float> BinormalSigns = RenderMeshDescription.VertexInstanceAttributes().GetAttributesRef<float>( MeshAttribute::VertexInstance::BinormalSign );
// Find overlapping corners to accelerate adjacency.
FStaticMeshOperations::FindOverlappingCorners(OverlappingCorners, RenderMeshDescription, ComparisonThreshold);
// Compute any missing normals or tangents.
{
// Static meshes always blend normals of overlapping corners.
EComputeNTBsFlags ComputeNTBsOptions = EComputeNTBsFlags::BlendOverlappingNormals;
ComputeNTBsOptions |= BuildSettings->bRemoveDegenerates ? EComputeNTBsFlags::IgnoreDegenerateTriangles : EComputeNTBsFlags::None;
ComputeNTBsOptions |= BuildSettings->bComputeWeightedNormals ? EComputeNTBsFlags::WeightedNTBs : EComputeNTBsFlags::None;
ComputeNTBsOptions |= BuildSettings->bRecomputeNormals ? EComputeNTBsFlags::Normals : EComputeNTBsFlags::None;
ComputeNTBsOptions |= BuildSettings->bRecomputeTangents ? EComputeNTBsFlags::Tangents : EComputeNTBsFlags::None;
ComputeNTBsOptions |= BuildSettings->bUseMikkTSpace ? EComputeNTBsFlags::UseMikkTSpace : EComputeNTBsFlags::None;
FStaticMeshOperations::ComputeTangentsAndNormals(RenderMeshDescription, ComputeNTBsOptions);
}
if (BuildSettings->bGenerateLightmapUVs && VertexInstanceArray.Num() > 0)
{
TVertexInstanceAttributesRef<FVector2D> VertexInstanceUVs = RenderMeshDescription.VertexInstanceAttributes().GetAttributesRef<FVector2D>(MeshAttribute::VertexInstance::TextureCoordinate);
int32 NumIndices = VertexInstanceUVs.GetNumIndices();
//Verify the src light map channel
if (BuildSettings->SrcLightmapIndex >= NumIndices)
{
BuildSettings->SrcLightmapIndex = 0;
}
//Verify the destination light map channel
if (BuildSettings->DstLightmapIndex >= NumIndices)
{
//Make sure we do not add illegal UV Channel index
if (BuildSettings->DstLightmapIndex >= MAX_MESH_TEXTURE_COORDS_MD)
{
BuildSettings->DstLightmapIndex = MAX_MESH_TEXTURE_COORDS_MD - 1;
}
//Add some unused UVChannel to the mesh description for the lightmapUVs
VertexInstanceUVs.SetNumIndices(BuildSettings->DstLightmapIndex + 1);
BuildSettings->DstLightmapIndex = NumIndices;
}
FStaticMeshOperations::CreateLightMapUVLayout(RenderMeshDescription,
BuildSettings->SrcLightmapIndex,
BuildSettings->DstLightmapIndex,
BuildSettings->MinLightmapResolution,
(ELightmapUVVersion)(StaticMesh->LightmapUVVersion),
OverlappingCorners);
}
}
void FMeshDescriptionHelper::ReduceLOD(const FMeshDescription& BaseMesh, FMeshDescription& DestMesh, const FMeshReductionSettings& ReductionSettings, const FOverlappingCorners& InOverlappingCorners, float &OutMaxDeviation)
{
IMeshReductionManagerModule& MeshReductionModule = FModuleManager::Get().LoadModuleChecked<IMeshReductionManagerModule>("MeshReductionInterface");
IMeshReduction* MeshReduction = MeshReductionModule.GetStaticMeshReductionInterface();
if (!MeshReduction)
{
// no reduction possible
OutMaxDeviation = 0.f;
return;
}
OutMaxDeviation = ReductionSettings.MaxDeviation;
MeshReduction->ReduceMeshDescription(DestMesh, OutMaxDeviation, BaseMesh, InOverlappingCorners, ReductionSettings);
}
void FMeshDescriptionHelper::FindOverlappingCorners(const FMeshDescription& MeshDescription, float ComparisonThreshold)
{
FStaticMeshOperations::FindOverlappingCorners(OverlappingCorners, MeshDescription, ComparisonThreshold);
}