bool FD3D9MeshUtilities::LayoutUVs( struct FRawMesh& RawMesh, uint32 TextureResolution, uint32 TexCoordIndex, FText& OutError ) { OutError = FText(); if(!IsValid() || !RawMesh.IsValid()) { OutError = LOCTEXT("LayoutUVs_FailedInvalid", "LayoutUVs failed, mesh was invalid."); return false; } int32 NumTexCoords = 0; for (int32 i = 0; i < MAX_MESH_TEXTURE_COORDS; ++i) { if (RawMesh.WedgeTexCoords[i].Num() != RawMesh.WedgeIndices.Num()) { break; } NumTexCoords++; } if (TexCoordIndex > (uint32)NumTexCoords) { OutError = LOCTEXT("LayoutUVs_FailedUVs", "LayoutUVs failed, incorrect number of texcoords."); return false; } // Sort the mesh's triangles by whether they need to be charted, or just to be packed into the atlas. FRawMesh MeshToAtlas = RawMesh; if (TexCoordIndex > 0) { MeshToAtlas.WedgeTexCoords[TexCoordIndex] = MeshToAtlas.WedgeTexCoords[0]; } TRefCountPtr<ID3DXMesh> ChartMesh; TArray<uint32> AtlasAndChartAdjacency; TArray<int32> AtlasAndChartTriangleCharts; TRefCountPtr<ID3DXMesh> MergedMesh; TArray<uint32> MergedAdjacency; TArray<int32> MergedTriangleCharts; TRefCountPtr<ID3DXMesh> AtlasOnlyMesh; TArray<uint32> AtlasOnlyAdjacency; TArray<int32> AtlasOnlyTriangleCharts; { // Create a D3DXMesh for the triangles that only need to be atlassed. const bool bRemoveDegenerateTriangles = true; if (!ConvertRawMeshToD3DXMesh(Device,MeshToAtlas,bRemoveDegenerateTriangles,AtlasOnlyMesh)) { OutError = LOCTEXT("LayoutUVs_FailedConvert", "LayoutUVs failed, couldn't convert to a D3DXMesh."); return false; } // generate mapping orientations info FLayoutUVWindingInfo WindingInfo(AtlasOnlyMesh, TexCoordIndex); // Generate adjacency for the pre-charted triangles based on their input charts. GenerateAdjacency(AtlasOnlyMesh,AtlasOnlyAdjacency,FUVChartAdjacencyFilter(TexCoordIndex), &WindingInfo); ////clean the mesh TRefCountPtr<ID3DXMesh> TempMesh; TArray<uint32> CleanedAdjacency; CleanedAdjacency.AddUninitialized(AtlasOnlyMesh->GetNumFaces() * 3); if( FAILED(D3DXCleanMesh( D3DXCLEAN_SIMPLIFICATION, AtlasOnlyMesh, (::DWORD *)AtlasOnlyAdjacency.GetTypedData(), TempMesh.GetInitReference(), (::DWORD *)CleanedAdjacency.GetTypedData(), NULL ) ) ) { OutError = LOCTEXT("LayoutUVs_FailedClean", "LayoutUVs failed, couldn't clean mesh."); return false; } // Group the pre-charted triangles into indexed charts based on their adjacency in the chart. AssignMinimalAdjacencyGroups(CleanedAdjacency,AtlasOnlyTriangleCharts); MergedMesh = TempMesh; MergedAdjacency = CleanedAdjacency; MergedTriangleCharts = AtlasOnlyTriangleCharts; } if(MergedMesh) { // Create a buffer to hold the triangle chart data. TRefCountPtr<ID3DXBuffer> MergedTriangleChartsBuffer; VERIFYD3D9RESULT(D3DXCreateBuffer( MergedTriangleCharts.Num() * sizeof(int32), MergedTriangleChartsBuffer.GetInitReference() )); uint32* MergedTriangleChartsBufferPointer = (uint32*)MergedTriangleChartsBuffer->GetBufferPointer(); for(int32 TriangleIndex = 0;TriangleIndex < MergedTriangleCharts.Num();TriangleIndex++) { *MergedTriangleChartsBufferPointer++ = MergedTriangleCharts[TriangleIndex]; } const float GutterSize = 2.0f; // Pack the charts into a unified atlas. HRESULT Result = D3DXUVAtlasPack( MergedMesh, TextureResolution, TextureResolution, GutterSize, TexCoordIndex, (::DWORD *)MergedAdjacency.GetTypedData(), NULL, 0, NULL, 0, MergedTriangleChartsBuffer ); if (FAILED(Result)) { UE_LOG(LogD3D9MeshUtils, Warning, TEXT("D3DXUVAtlasPack() returned %u."), Result ); OutError = LOCTEXT("LayoutUVs_FailedPack", "LayoutUVs failed, D3DXUVAtlasPack failed."); return false; } int32 NewNumTexCoords = FMath::Max<int32>(NumTexCoords, TexCoordIndex + 1); FRawMesh FinalMesh; if (!ConvertD3DXMeshToRawMesh(MergedMesh, FinalMesh, NewNumTexCoords)) { OutError = LOCTEXT("LayoutUVs_FailedSimple", "LayoutUVs failed, couldn't convert the simplified D3DXMesh back to a UStaticMesh."); return false; } RawMesh = FinalMesh; } return true; }
static UBOOL D3D9CompileShaderWrapper( const TCHAR* ShaderFilename, const TCHAR* FunctionName, const TCHAR* ShaderProfile, DWORD CompileFlags, const FShaderCompilerEnvironment& InEnvironment, const vector<D3DXMACRO>& Macros, FShaderCompilerOutput& Output, vector<FD3D9ConstantDesc>& Constants, FString& DisassemblyString, FString& ErrorString ) { const FString& SourceFile = LoadShaderSourceFile(ShaderFilename); TRefCountPtr<ID3DXBuffer> Shader; TRefCountPtr<ID3DXBuffer> Errors; FD3DIncludeEnvironment Environment(InEnvironment); TRefCountPtr<ID3DXConstantTable> ConstantTable; FTCHARToANSI AnsiSourceFile(SourceFile.c_str()); HRESULT Result = D3DXCompileShader( AnsiSourceFile, SourceFile.size(), &Macros[0], &Environment, TCHAR_TO_ANSI(FunctionName), TCHAR_TO_ANSI(ShaderProfile), CompileFlags, Shader.GetInitReference(), Errors.GetInitReference(), ConstantTable.GetInitReference()); if( FAILED(Result) ) { ErrorString = TEXT("Compile Failed without warnings!"); void* ErrorBuffer = Errors ? Errors->GetBufferPointer() : NULL; if( ErrorBuffer ) { FANSIToTCHAR Convert((ANSICHAR*)ErrorBuffer); ErrorString = Convert; } } else { // get the ShaderCode INT NumShaderBytes = Shader->GetBufferSize(); Output.ShaderCode.resize(NumShaderBytes); appMemcpy(&Output.ShaderCode[0], Shader->GetBufferPointer(), NumShaderBytes); // collect the constant table D3DXCONSTANTTABLE_DESC ConstantTableDesc; VERIFYD3DRESULT(ConstantTable->GetDesc(&ConstantTableDesc)); for(UINT ConstantIndex = 0; ConstantIndex < ConstantTableDesc.Constants; ++ConstantIndex) { D3DXHANDLE ConstantHandle = ConstantTable->GetConstant(NULL, ConstantIndex); D3DXCONSTANT_DESC ConstantDesc; UINT NumConstants = 1; VERIFYD3DRESULT(ConstantTable->GetConstantDesc(ConstantHandle, &ConstantDesc, &NumConstants)); FD3D9ConstantDesc NamedConstantDesc; appStrcpyANSI(NamedConstantDesc.Name, ConstantDesc.Name); NamedConstantDesc.bIsSampler = ConstantDesc.RegisterSet == D3DXRS_SAMPLER; NamedConstantDesc.RegisterIndex = ConstantDesc.RegisterIndex; NamedConstantDesc.RegisterCount = ConstantDesc.RegisterCount; Constants.push_back(NamedConstantDesc); } // disassemble a shader TRefCountPtr<ID3DXBuffer> DisassemblyBuffer; VERIFYD3DRESULT(D3DXDisassembleShader((const DWORD*)Shader->GetBufferPointer(), FALSE, NULL, DisassemblyBuffer.GetInitReference())); DisassemblyString = ANSI_TO_TCHAR((ANSICHAR*)DisassemblyBuffer->GetBufferPointer()); } return TRUE; }