Implement shadow meshes
-When importing, a vertex-only version of the mesh is created. -This version is used when rendering shadows, and improves performance by reducing bandwidth -It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
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13 changed files with 207 additions and 7 deletions
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@ -1129,6 +1129,7 @@ void ResourceImporterScene::get_import_options(List<ImportOption> *r_options, in
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/ensure_tangents"), true));
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r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/storage", PROPERTY_HINT_ENUM, "Built-In,Files (.mesh),Files (.tres)"), meshes_out ? 1 : 0));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/generate_lods"), true));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/create_shadow_meshes"), true));
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r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/light_baking", PROPERTY_HINT_ENUM, "Disabled,Enable,Gen Lightmaps", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), 0));
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r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "meshes/lightmap_texel_size", PROPERTY_HINT_RANGE, "0.001,100,0.001"), 0.1));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "skins/use_named_skins"), true));
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@ -1221,7 +1222,7 @@ Ref<Animation> ResourceImporterScene::import_animation_from_other_importer(Edito
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return importer->import_animation(p_path, p_flags, p_bake_fps);
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}
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void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods) {
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void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods, bool p_create_shadow_meshes) {
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EditorSceneImporterMeshNode3D *src_mesh_node = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
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if (src_mesh_node) {
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//is mesh
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@ -1237,8 +1238,12 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods)
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if (p_generate_lods) {
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src_mesh_node->get_mesh()->generate_lods();
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}
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if (p_create_shadow_meshes) {
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src_mesh_node->get_mesh()->create_shadow_mesh();
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}
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}
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mesh = src_mesh_node->get_mesh()->get_mesh();
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if (mesh.is_valid()) {
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mesh_node->set_mesh(mesh);
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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@ -1252,7 +1257,7 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods)
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}
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for (int i = 0; i < p_node->get_child_count(); i++) {
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_generate_meshes(p_node->get_child(i), p_generate_lods);
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_generate_meshes(p_node->get_child(i), p_generate_lods, p_create_shadow_meshes);
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}
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}
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Error ResourceImporterScene::import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files, Variant *r_metadata) {
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@ -1348,8 +1353,9 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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}
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bool gen_lods = bool(p_options["meshes/generate_lods"]);
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bool create_shadow_meshes = bool(p_options["meshes/create_shadow_meshes"]);
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_generate_meshes(scene, gen_lods);
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_generate_meshes(scene, gen_lods, create_shadow_meshes);
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err = OK;
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@ -121,7 +121,7 @@ class ResourceImporterScene : public ResourceImporter {
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};
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void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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void _generate_meshes(Node *p_node, bool p_generate_lods);
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void _generate_meshes(Node *p_node, bool p_generate_lods, bool p_create_shadow_meshes);
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public:
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static ResourceImporterScene *get_singleton() { return singleton; }
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@ -250,6 +250,11 @@ Ref<ArrayMesh> EditorSceneImporterMesh::get_mesh() {
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mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name);
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}
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}
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if (shadow_mesh.is_valid()) {
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Ref<ArrayMesh> shadow = shadow_mesh->get_mesh();
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mesh->set_shadow_mesh(shadow);
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}
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}
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return mesh;
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@ -261,6 +266,103 @@ void EditorSceneImporterMesh::clear() {
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mesh.unref();
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}
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void EditorSceneImporterMesh::create_shadow_mesh() {
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if (shadow_mesh.is_valid()) {
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shadow_mesh.unref();
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}
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//no shadow mesh for blendshapes
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if (blend_shapes.size() > 0) {
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return;
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}
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//no shadow mesh for skeletons
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for (int i = 0; i < surfaces.size(); i++) {
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if (surfaces[i].arrays[RS::ARRAY_BONES].get_type() != Variant::NIL) {
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return;
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}
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if (surfaces[i].arrays[RS::ARRAY_WEIGHTS].get_type() != Variant::NIL) {
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return;
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}
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}
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shadow_mesh.instance();
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for (int i = 0; i < surfaces.size(); i++) {
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LocalVector<int> vertex_remap;
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Vector<Vector3> new_vertices;
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Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX];
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int vertex_count = vertices.size();
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{
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Map<Vector3, int> unique_vertices;
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const Vector3 *vptr = vertices.ptr();
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for (int j = 0; j < vertex_count; j++) {
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Vector3 v = vptr[j];
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Map<Vector3, int>::Element *E = unique_vertices.find(v);
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if (E) {
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vertex_remap.push_back(E->get());
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} else {
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int vcount = unique_vertices.size();
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unique_vertices[v] = vcount;
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vertex_remap.push_back(vcount);
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new_vertices.push_back(v);
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}
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}
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}
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Array new_surface;
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new_surface.resize(RS::ARRAY_MAX);
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Dictionary lods;
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// print_line("original vertex count: " + itos(vertices.size()) + " new vertex count: " + itos(new_vertices.size()));
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new_surface[RS::ARRAY_VERTEX] = new_vertices;
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Vector<int> indices = surfaces[i].arrays[RS::ARRAY_INDEX];
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if (indices.size()) {
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int index_count = indices.size();
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const int *index_rptr = indices.ptr();
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Vector<int> new_indices;
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new_indices.resize(indices.size());
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int *index_wptr = new_indices.ptrw();
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for (int j = 0; j < index_count; j++) {
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int index = index_rptr[j];
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ERR_FAIL_INDEX(index, vertex_count);
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index_wptr[j] = vertex_remap[index];
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}
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new_surface[RS::ARRAY_INDEX] = new_indices;
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// Make sure the same LODs as the full version are used.
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// This makes it more coherent between rendered model and its shadows.
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for (int j = 0; j < surfaces[i].lods.size(); j++) {
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indices = surfaces[i].lods[j].indices;
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index_count = indices.size();
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index_rptr = indices.ptr();
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new_indices.resize(indices.size());
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index_wptr = new_indices.ptrw();
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for (int k = 0; k < index_count; k++) {
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int index = index_rptr[j];
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ERR_FAIL_INDEX(index, vertex_count);
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index_wptr[j] = vertex_remap[index];
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}
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lods[surfaces[i].lods[j].distance] = new_indices;
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}
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}
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shadow_mesh->add_surface(surfaces[i].primitive, new_surface, Array(), lods, Ref<Material>(), surfaces[i].name);
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}
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}
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Ref<EditorSceneImporterMesh> EditorSceneImporterMesh::get_shadow_mesh() const {
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return shadow_mesh;
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}
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void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) {
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clear();
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if (p_data.has("blend_shape_names")) {
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@ -61,6 +61,8 @@ class EditorSceneImporterMesh : public Resource {
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Ref<ArrayMesh> mesh;
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Ref<EditorSceneImporterMesh> shadow_mesh;
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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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@ -89,6 +91,9 @@ public:
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void generate_lods();
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void create_shadow_mesh();
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Ref<EditorSceneImporterMesh> get_shadow_mesh() const;
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bool has_mesh() const;
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Ref<ArrayMesh> get_mesh();
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void clear();
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