Exemplo n.º 1
0
Light::Light(LightType t, float x, float y, float z, float r, float g, float b, float konst/* =1.0f */, float linear/* =0.0f */, float quad/* =0.0f */)
{
	type = t;
	position = vec3(x, y, z);
	if(t == DIRECTIONAL)
		TransformDirection(position, currMatrix);
	else
		TransformPosition(position, currMatrix);
	color = Color(r, g, b);
	attenuation = vec3(konst, linear, quad);
	if(type == DIRECTIONAL)
		lightDir = glm::normalize(position);
}
Exemplo n.º 2
0
static void ExportSection(ExportContext& Context, const CBaseMeshLod& Lod, const CMeshVertex* Verts, int SectonIndex, FArchive& Ar)
{
	guard(ExportSection);

	int VertexSize = Context.IsSkeletal() ? sizeof(CSkelMeshVertex) : sizeof(CStaticMeshVertex);

	const CMeshSection& S = Lod.Sections[SectonIndex];
	bool bLast = (SectonIndex == Lod.Sections.Num()-1);

	// Remap section indices to local indices
	CIndexBuffer::IndexAccessor_t GetIndex = Lod.Indices.GetAccessor();
	TArray<int> indexRemap; // old vertex index -> new vertex index
	indexRemap.Init(-1, Lod.NumVerts);
	int numLocalVerts = 0;
	int numLocalIndices = S.NumFaces * 3;
	for (int idx = 0; idx < numLocalIndices; idx++)
	{
		int vertIndex = GetIndex(S.FirstIndex + idx);
		if (indexRemap[vertIndex] == -1)
		{
			indexRemap[vertIndex] = numLocalVerts++;
		}
	}

	// Prepare buffers
	int IndexBufIndex = Context.Data.AddZeroed();
	int PositionBufIndex = Context.Data.AddZeroed();
	int NormalBufIndex = Context.Data.AddZeroed();
	int TangentBufIndex = Context.Data.AddZeroed();

	int BonesBufIndex = -1;
	int WeightsBufIndex = -1;
	if (Context.IsSkeletal())
	{
		BonesBufIndex = Context.Data.AddZeroed();
		WeightsBufIndex = Context.Data.AddZeroed();
	}

	int UVBufIndex[MAX_MESH_UV_SETS];
	for (int i = 0; i < Lod.NumTexCoords; i++)
	{
		UVBufIndex[i] = Context.Data.AddZeroed();
	}

	BufferData& IndexBuf = Context.Data[IndexBufIndex];
	BufferData& PositionBuf = Context.Data[PositionBufIndex];
	BufferData& NormalBuf = Context.Data[NormalBufIndex];
	BufferData& TangentBuf = Context.Data[TangentBufIndex];
	BufferData* UVBuf[MAX_MESH_UV_SETS];
	BufferData* BonesBuf = NULL;
	BufferData* WeightsBuf = NULL;

	PositionBuf.Setup(numLocalVerts, "VEC3", BufferData::FLOAT, sizeof(CVec3));
	NormalBuf.Setup(numLocalVerts, "VEC3", BufferData::FLOAT, sizeof(CVec3));
	TangentBuf.Setup(numLocalVerts, "VEC4", BufferData::FLOAT, sizeof(CVec4));
	for (int i = 0; i < Lod.NumTexCoords; i++)
	{
		UVBuf[i] = &Context.Data[UVBufIndex[i]];
		UVBuf[i]->Setup(numLocalVerts, "VEC2", BufferData::FLOAT, sizeof(CMeshUVFloat));
	}

	if (Context.IsSkeletal())
	{
		BonesBuf = &Context.Data[BonesBufIndex];
		WeightsBuf = &Context.Data[WeightsBufIndex];
		BonesBuf->Setup(numLocalVerts, "VEC4", BufferData::UNSIGNED_SHORT, sizeof(uint16)*4);
		WeightsBuf->Setup(numLocalVerts, "VEC4", BufferData::UNSIGNED_BYTE, sizeof(uint32), /*InNormalized=*/ true);
	}

	// Prepare and build indices
	TArray<int> localIndices;
	localIndices.AddUninitialized(numLocalIndices);
	int* pIndex = localIndices.GetData();
	for (int i = 0; i < numLocalIndices; i++)
	{
		*pIndex++ = GetIndex(S.FirstIndex + i);
	}

	if (numLocalVerts <= 65536)
	{
		IndexBuf.Setup(numLocalIndices, "SCALAR", BufferData::UNSIGNED_SHORT, sizeof(uint16));
		for (int idx = 0; idx < numLocalIndices; idx++)
		{
			IndexBuf.Put<uint16>(indexRemap[localIndices[idx]]);
		}
	}
	else
	{
		IndexBuf.Setup(numLocalIndices, "SCALAR", BufferData::UNSIGNED_INT, sizeof(uint32));
		for (int idx = 0; idx < numLocalIndices; idx++)
		{
			IndexBuf.Put<uint32>(indexRemap[localIndices[idx]]);
		}
	}

	// Build reverse index map for fast lookup of vertex by its new index.
	// It maps new vertex index to old vertex index.
	TArray<int> revIndexMap;
	revIndexMap.AddUninitialized(numLocalVerts);
	for (int i = 0; i < indexRemap.Num(); i++)
	{
		int newIndex = indexRemap[i];
		if (newIndex != -1)
		{
			revIndexMap[newIndex] = i;
		}
	}

	// Build vertices
	for (int i = 0; i < numLocalVerts; i++)
	{
		int vertIndex = revIndexMap[i];
		const CMeshVertex& V = VERT(vertIndex);

		CVec3 Position = V.Position;

		CVec4 Normal, Tangent;
		Unpack(Normal, V.Normal);
		Unpack(Tangent, V.Tangent);
		// Unreal (and we are) using normal.w for computing binormal. glTF
		// uses tangent.w for that. Make this value exactly 1.0 of -1.0 to make glTF
		// validator happy.
	#if 0
		// There's some problem: V.Normal.W == 0x80 -> -1.008 instead of -1.0
		if (Normal.w > 1.001 || Normal.w < -1.001)
		{
			appError("%X -> %g\n", V.Normal.Data, Normal.w);
		}
	#endif
		Tangent.w = (Normal.w < 0) ? -1 : 1;

		TransformPosition(Position);
		TransformDirection(Normal);
		TransformDirection(Tangent);

		Normal.Normalize();
		Tangent.Normalize();

		// Fill buffers
		PositionBuf.Put(Position);
		NormalBuf.Put(Normal.xyz);
		TangentBuf.Put(Tangent);
		UVBuf[0]->Put(V.UV);
	}

	// Compute bounds for PositionBuf
	CVec3 Mins, Maxs;
	ComputeBounds((CVec3*)PositionBuf.Data, numLocalVerts, sizeof(CVec3), Mins, Maxs);
	char buf[256];
	appSprintf(ARRAY_ARG(buf), "[ %g, %g, %g ]", VECTOR_ARG(Mins));
	PositionBuf.BoundsMin = buf;
	appSprintf(ARRAY_ARG(buf), "[ %g, %g, %g ]", VECTOR_ARG(Maxs));
	PositionBuf.BoundsMax = buf;

	if (Context.IsSkeletal())
	{
		for (int i = 0; i < numLocalVerts; i++)
		{
			int vertIndex = revIndexMap[i];
			const CMeshVertex& V0 = VERT(vertIndex);
			const CSkelMeshVertex& V = static_cast<const CSkelMeshVertex&>(V0);

			int16 Bones[NUM_INFLUENCES];
			static_assert(NUM_INFLUENCES == 4, "Code designed for 4 influences");
			static_assert(sizeof(Bones) == sizeof(V.Bone), "Unexpected V.Bones size");
			memcpy(Bones, V.Bone, sizeof(Bones));
			for (int j = 0; j < NUM_INFLUENCES; j++)
			{
				// We have INDEX_NONE as list terminator, should replace with something else for glTF
				if (Bones[j] == INDEX_NONE)
				{
					Bones[j] = 0;
				}
			}

			BonesBuf->Put(*(uint64*)&Bones);
			WeightsBuf->Put(V.PackedWeights);
		}
	}

	// Secondary UVs
	for (int uvIndex = 1; uvIndex < Lod.NumTexCoords; uvIndex++)
	{
		BufferData* pBuf = UVBuf[uvIndex];
		const CMeshUVFloat* srcUV = Lod.ExtraUV[uvIndex-1];
		for (int i = 0; i < numLocalVerts; i++)
		{
			int vertIndex = revIndexMap[i];
			pBuf->Put(srcUV[vertIndex]);
		}
	}

	// Write primitive information to json
	Ar.Printf(
		"        {\n"
		"          \"attributes\" : {\n"
		"            \"POSITION\" : %d,\n"
		"            \"NORMAL\" : %d,\n"
		"            \"TANGENT\" : %d,\n",
		PositionBufIndex, NormalBufIndex, TangentBufIndex
	);
	if (Context.IsSkeletal())
	{
		Ar.Printf(
			"            \"JOINTS_0\" : %d,\n"
			"            \"WEIGHTS_0\" : %d,\n",
			BonesBufIndex, WeightsBufIndex
		);
	}
	for (int i = 0; i < Lod.NumTexCoords; i++)
	{
		Ar.Printf(
			"            \"TEXCOORD_%d\" : %d%s\n",
			i, UVBufIndex[i], i < (Lod.NumTexCoords-1) ? "," : ""
		);
	}

	Ar.Printf(
		"          },\n"
		"          \"indices\" : %d,\n"
		"          \"material\" : %d\n"
		"        }%s\n",
		IndexBufIndex, SectonIndex,
		SectonIndex < (Lod.Sections.Num()-1) ? "," : ""
	);

	unguard;
}
Exemplo n.º 3
0
void TransformRay(Ray &ray, const mat4 &matrix)
{
	TransformPosition(ray.origin, matrix);
	TransformDirection(ray.direction, matrix);
	ray.direction = glm::normalize(ray.direction);
}