Utility: Make mesh loader use the parameters vertex declaration

This commit is contained in:
Lynix 2017-10-21 04:51:05 +02:00
parent 2951b7811e
commit 9daadb73bc
9 changed files with 181 additions and 71 deletions

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@ -2,7 +2,8 @@
Nazara Engine: Nazara Engine:
- VertexMapper:GetComponentPtr no longer throw an error if component is disabled or incompatible with template type, instead a null pointer is returned. - VertexMapper:GetComponentPtr no longer throw an error if component is disabled or incompatible with template type, instead a null pointer is returned.
- MeshParams now hold a ConstRef to the VertexDeclaration (preventing it to be freed before usage) - Bitset swap operation is now correctly marked as noexcept`
- Mesh loaders now takes MeshParams vertexDeclaration into account
# 0.4: # 0.4:

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@ -48,7 +48,7 @@ namespace Nz
* If the declaration has a Vector3f Normals component enabled, Normals are generated. * If the declaration has a Vector3f Normals component enabled, Normals are generated.
* If the declaration has a Vector3f Tangents component enabled, Tangents are generated. * If the declaration has a Vector3f Tangents component enabled, Tangents are generated.
*/ */
VertexDeclarationConstRef vertexDeclaration = VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent); VertexDeclaration* vertexDeclaration = VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent);
bool IsValid() const; bool IsValid() const;
}; };

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@ -32,6 +32,7 @@ SOFTWARE.
#include <Nazara/Utility/MaterialData.hpp> #include <Nazara/Utility/MaterialData.hpp>
#include <Nazara/Utility/Skeleton.hpp> #include <Nazara/Utility/Skeleton.hpp>
#include <Nazara/Utility/StaticMesh.hpp> #include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexMapper.hpp>
#include <assimp/cfileio.h> #include <assimp/cfileio.h>
#include <assimp/cimport.h> #include <assimp/cimport.h>
#include <assimp/config.h> #include <assimp/config.h>
@ -119,13 +120,27 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
long long vertexLimit = 1'000'000; long long vertexLimit = 1'000'000;
parameters.custom.GetIntegerParameter("AssimpLoader_VertexLimit", &vertexLimit); parameters.custom.GetIntegerParameter("AssimpLoader_VertexLimit", &vertexLimit);
int excludedComponents = 0;
if (!parameters.vertexDeclaration->HasComponent(VertexComponent_Color))
excludedComponents |= aiComponent_COLORS;
if (!parameters.vertexDeclaration->HasComponent(VertexComponent_Normal))
excludedComponents |= aiComponent_NORMALS;
if (!parameters.vertexDeclaration->HasComponent(VertexComponent_Tangent))
excludedComponents |= aiComponent_TANGENTS_AND_BITANGENTS;
if (!parameters.vertexDeclaration->HasComponent(VertexComponent_TexCoord))
excludedComponents |= aiComponent_TEXCOORDS;
aiPropertyStore* properties = aiCreatePropertyStore(); aiPropertyStore* properties = aiCreatePropertyStore();
aiSetImportPropertyFloat(properties, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, float(smoothingAngle)); aiSetImportPropertyFloat(properties, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, float(smoothingAngle));
aiSetImportPropertyInteger(properties, AI_CONFIG_PP_LBW_MAX_WEIGHTS, 4); aiSetImportPropertyInteger(properties, AI_CONFIG_PP_LBW_MAX_WEIGHTS, 4);
aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SBP_REMOVE, ~aiPrimitiveType_TRIANGLE); //< We only want triangles aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SBP_REMOVE, ~aiPrimitiveType_TRIANGLE); //< We only want triangles
aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_TRIANGLE_LIMIT, int(triangleLimit)); aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_TRIANGLE_LIMIT, int(triangleLimit));
aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_VERTEX_LIMIT, int(vertexLimit)); aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_VERTEX_LIMIT, int(vertexLimit));
aiSetImportPropertyInteger(properties, AI_CONFIG_PP_RVC_FLAGS, aiComponent_COLORS); aiSetImportPropertyInteger(properties, AI_CONFIG_PP_RVC_FLAGS, excludedComponents);
const aiScene* scene = aiImportFileExWithProperties(userdata.originalFilePath, postProcess, &fileIO, properties); const aiScene* scene = aiImportFileExWithProperties(userdata.originalFilePath, postProcess, &fileIO, properties);
aiReleasePropertyStore(properties); aiReleasePropertyStore(properties);
@ -210,22 +225,56 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
if (normalTangentMatrix.HasScale()) if (normalTangentMatrix.HasScale())
normalTangentMatrix.ApplyScale(1.f / normalTangentMatrix.GetScale()); normalTangentMatrix.ApplyScale(1.f / normalTangentMatrix.GetScale());
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), vertexCount, parameters.storage, parameters.vertexBufferFlags); VertexBufferRef vertexBuffer = VertexBuffer::New(parameters.vertexDeclaration, vertexCount, parameters.storage, parameters.vertexBufferFlags);
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
MeshVertex* vertex = static_cast<MeshVertex*>(vertexMapper.GetPointer()); VertexMapper vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite);
auto posPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Position);
for (unsigned int j = 0; j < vertexCount; ++j) for (unsigned int j = 0; j < vertexCount; ++j)
{ {
aiVector3D position = iMesh->mVertices[j]; aiVector3D position = iMesh->mVertices[j];
aiVector3D normal = iMesh->mNormals[j]; *posPtr++ = parameters.matrix * Vector3f(position.x, position.y, position.z);
aiVector3D tangent = (iMesh->HasTangentsAndBitangents()) ? iMesh->mTangents[j] : aiVector3D(0.f, 1.f, 0.f); }
aiVector3D uv = (iMesh->HasTextureCoords(0)) ? iMesh->mTextureCoords[0][j] : aiVector3D(0.f);
vertex->position = parameters.matrix * Vector3f(position.x, position.y, position.z); if (auto normalPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Normal))
vertex->normal = normalTangentMatrix.Transform({normal.x, normal.y, normal.z}, 0.f); {
vertex->tangent = normalTangentMatrix.Transform({tangent.x, tangent.y, tangent.z}, 0.f); for (unsigned int j = 0; j < vertexCount; ++j)
vertex->uv.Set(parameters.texCoordOffset + Vector2f(uv.x, uv.y) * parameters.texCoordScale); {
vertex++; aiVector3D normal = iMesh->mNormals[j];
*normalPtr++ = normalTangentMatrix.Transform({normal.x, normal.y, normal.z}, 0.f);
}
}
bool generateTangents = false;
if (auto tangentPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Tangent))
{
if (iMesh->HasTangentsAndBitangents())
{
for (unsigned int j = 0; j < vertexCount; ++j)
{
aiVector3D tangent = iMesh->mTangents[j];
*tangentPtr++ = normalTangentMatrix.Transform({tangent.x, tangent.y, tangent.z}, 0.f);
}
}
else
generateTangents = true;
}
if (auto uvPtr = vertexMapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord))
{
if (iMesh->HasTextureCoords(0))
{
for (unsigned int j = 0; j < vertexCount; ++j)
{
aiVector3D uv = iMesh->mTextureCoords[0][j];
*uvPtr++ = parameters.texCoordOffset + Vector2f(uv.x, uv.y) * parameters.texCoordScale;
}
}
else
{
for (unsigned int j = 0; j < vertexCount; ++j)
*uvPtr++ = Vector2f::Zero();
}
} }
vertexMapper.Unmap(); vertexMapper.Unmap();
@ -238,6 +287,9 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
subMesh->GenerateAABB(); subMesh->GenerateAABB();
subMesh->SetMaterialIndex(iMesh->mMaterialIndex); subMesh->SetMaterialIndex(iMesh->mMaterialIndex);
if (generateTangents)
subMesh->GenerateTangents();
auto matIt = materials.find(iMesh->mMaterialIndex); auto matIt = materials.find(iMesh->mMaterialIndex);
if (matIt == materials.end()) if (matIt == materials.end())
{ {

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@ -1164,6 +1164,6 @@ namespace Nz
if (vertexPointers.tangentPtr) if (vertexPointers.tangentPtr)
*vertexPointers.tangentPtr++ = matrix.Transform(*vertexPointers.tangentPtr, 0.f) / scale; *vertexPointers.tangentPtr++ = matrix.Transform(*vertexPointers.tangentPtr, 0.f) / scale;
} }
} }
} }

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@ -7,11 +7,12 @@
#include <Nazara/Core/Error.hpp> #include <Nazara/Core/Error.hpp>
#include <Nazara/Core/Stream.hpp> #include <Nazara/Core/Stream.hpp>
#include <Nazara/Math/Quaternion.hpp> #include <Nazara/Math/Quaternion.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/MaterialData.hpp> #include <Nazara/Utility/MaterialData.hpp>
#include <Nazara/Utility/Mesh.hpp> #include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp> #include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexMapper.hpp>
#include <Nazara/Utility/Formats/MD2Constants.hpp> #include <Nazara/Utility/Formats/MD2Constants.hpp>
#include <cassert>
#include <memory> #include <memory>
#include <Nazara/Utility/Debug.hpp> #include <Nazara/Utility/Debug.hpp>
@ -156,7 +157,7 @@ namespace Nz
} }
#endif #endif
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), header.num_vertices, parameters.storage, parameters.vertexBufferFlags); VertexBufferRef vertexBuffer = VertexBuffer::New(parameters.vertexDeclaration, header.num_vertices, parameters.storage, parameters.vertexBufferFlags);
StaticMeshRef subMesh = StaticMesh::New(mesh); StaticMeshRef subMesh = StaticMesh::New(mesh);
if (!subMesh->Create(vertexBuffer)) if (!subMesh->Create(vertexBuffer))
{ {
@ -189,23 +190,26 @@ namespace Nz
scale *= ScaleAdjust; scale *= ScaleAdjust;
translate *= ScaleAdjust; translate *= ScaleAdjust;
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite); VertexMapper vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite);
MeshVertex* vertex = static_cast<MeshVertex*>(vertexMapper.GetPointer());
// Loading texture coordinates // Loading texture coordinates
const unsigned int indexFix[3] = {0, 2, 1}; if (auto uvPtr = vertexMapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord))
Vector2f invSkinSize(1.f / header.skinwidth, 1.f / header.skinheight);
for (unsigned int i = 0; i < header.num_tris; ++i)
{ {
for (unsigned int j = 0; j < 3; ++j) const unsigned int indexFix[3] = {0, 2, 1};
Vector2f invSkinSize(1.f / header.skinwidth, 1.f / header.skinheight);
for (unsigned int i = 0; i < header.num_tris; ++i)
{ {
const unsigned int fixedIndex = indexFix[j]; //< Reverse winding order for (unsigned int j = 0; j < 3; ++j)
{
const unsigned int fixedIndex = indexFix[j]; //< Reverse winding order
const MD2_TexCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]]; const MD2_TexCoord& texC = texCoords[triangles[i].texCoords[fixedIndex]];
Vector2f uv(texC.u, texC.v); Vector2f uv(texC.u, texC.v);
uv *= invSkinSize; uv *= invSkinSize;
vertex[triangles[i].vertices[fixedIndex]].uv.Set(parameters.texCoordOffset + uv * parameters.texCoordScale); uvPtr[triangles[i].vertices[fixedIndex]].Set(parameters.texCoordOffset + uv * parameters.texCoordScale);
}
} }
} }
@ -216,18 +220,27 @@ namespace Nz
Nz::Matrix4f matrix = Matrix4f::Transform(translate, rotationQuat, scale); Nz::Matrix4f matrix = Matrix4f::Transform(translate, rotationQuat, scale);
matrix *= parameters.matrix; matrix *= parameters.matrix;
Nz::Matrix4f normalMatrix = Matrix4f::Rotate(rotationQuat); if (auto normalPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Normal))
normalMatrix *= parameters.matrix; {
Nz::Matrix4f normalMatrix = Matrix4f::Rotate(rotationQuat);
normalMatrix *= parameters.matrix;
for (unsigned int v = 0; v < header.num_vertices; ++v)
{
const MD2_Vertex& vert = vertices[v];
*normalPtr++ = normalMatrix.Transform(md2Normals[vert.n], 0.f);
}
}
auto posPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Position);
assert(posPtr);
for (unsigned int v = 0; v < header.num_vertices; ++v) for (unsigned int v = 0; v < header.num_vertices; ++v)
{ {
const MD2_Vertex& vert = vertices[v]; const MD2_Vertex& vert = vertices[v];
Vector3f position = matrix * Vector3f(vert.x, vert.y, vert.z);
vertex->position = position; *posPtr++ = matrix * Vector3f(vert.x, vert.y, vert.z);
vertex->normal = normalMatrix.Transform(md2Normals[vert.n], 0.f);
vertex++;
} }
vertexMapper.Unmap(); vertexMapper.Unmap();
@ -236,7 +249,9 @@ namespace Nz
subMesh->SetMaterialIndex(0); subMesh->SetMaterialIndex(0);
subMesh->GenerateAABB(); subMesh->GenerateAABB();
subMesh->GenerateTangents();
if (parameters.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent_Tangent))
subMesh->GenerateTangents();
mesh->AddSubMesh(subMesh); mesh->AddSubMesh(subMesh);

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@ -11,6 +11,7 @@
#include <Nazara/Utility/SkeletalMesh.hpp> #include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/Skeleton.hpp> #include <Nazara/Utility/Skeleton.hpp>
#include <Nazara/Utility/StaticMesh.hpp> #include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexMapper.hpp>
#include <Nazara/Utility/Formats/MD5MeshParser.hpp> #include <Nazara/Utility/Formats/MD5MeshParser.hpp>
#include <memory> #include <memory>
#include <Nazara/Utility/Debug.hpp> #include <Nazara/Utility/Debug.hpp>
@ -128,6 +129,7 @@ namespace Nz
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly); BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
SkeletalMeshVertex* vertices = static_cast<SkeletalMeshVertex*>(vertexMapper.GetPointer()); SkeletalMeshVertex* vertices = static_cast<SkeletalMeshVertex*>(vertexMapper.GetPointer());
for (const MD5MeshParser::Vertex& vertex : md5Mesh.vertices) for (const MD5MeshParser::Vertex& vertex : md5Mesh.vertices)
{ {
// Skinning MD5 (Formule d'Id Tech) // Skinning MD5 (Formule d'Id Tech)
@ -254,13 +256,15 @@ namespace Nz
indexMapper.Unmap(); indexMapper.Unmap();
// Vertex buffer // Vertex buffer
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), UInt32(vertexCount), parameters.storage, parameters.vertexBufferFlags); VertexBufferRef vertexBuffer = VertexBuffer::New(parameters.vertexDeclaration, UInt32(vertexCount), parameters.storage, parameters.vertexBufferFlags);
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
VertexMapper vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite);
auto posPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Position);
MeshVertex* vertices = static_cast<MeshVertex*>(vertexMapper.GetPointer());
for (const MD5MeshParser::Vertex& md5Vertex : md5Mesh.vertices) for (const MD5MeshParser::Vertex& md5Vertex : md5Mesh.vertices)
{ {
// Skinning MD5 (Formule d'Id Tech) // Id Tech MD5 skinning
Vector3f finalPos(Vector3f::Zero()); Vector3f finalPos(Vector3f::Zero());
for (unsigned int j = 0; j < md5Vertex.weightCount; ++j) for (unsigned int j = 0; j < md5Vertex.weightCount; ++j)
{ {
@ -271,9 +275,13 @@ namespace Nz
} }
// On retourne le modèle dans le bon sens // On retourne le modèle dans le bon sens
vertices->position = matrix * finalPos; *posPtr++ = matrix * finalPos;
vertices->uv.Set(parameters.texCoordOffset + md5Vertex.uv * parameters.texCoordScale); }
vertices++;
if (auto uvPtr = vertexMapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord))
{
for (const MD5MeshParser::Vertex& md5Vertex : md5Mesh.vertices)
*uvPtr++ = parameters.texCoordOffset + md5Vertex.uv * parameters.texCoordScale;
} }
vertexMapper.Unmap(); vertexMapper.Unmap();
@ -287,9 +295,16 @@ namespace Nz
subMesh->SetIndexBuffer(indexBuffer); subMesh->SetIndexBuffer(indexBuffer);
subMesh->GenerateAABB(); subMesh->GenerateAABB();
subMesh->GenerateNormalsAndTangents();
subMesh->SetMaterialIndex(i); subMesh->SetMaterialIndex(i);
if (parameters.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent_Normal))
{
if (parameters.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent_Tangent))
subMesh->GenerateNormalsAndTangents();
else
subMesh->GenerateNormals();
}
mesh->AddSubMesh(subMesh); mesh->AddSubMesh(subMesh);
// Material // Material

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@ -4,11 +4,11 @@
#include <Nazara/Utility/Formats/OBJLoader.hpp> #include <Nazara/Utility/Formats/OBJLoader.hpp>
#include <Nazara/Core/ErrorFlags.hpp> #include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/IndexMapper.hpp> #include <Nazara/Utility/IndexMapper.hpp>
#include <Nazara/Utility/MaterialData.hpp> #include <Nazara/Utility/MaterialData.hpp>
#include <Nazara/Utility/Mesh.hpp> #include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/StaticMesh.hpp> #include <Nazara/Utility/StaticMesh.hpp>
#include <Nazara/Utility/VertexMapper.hpp>
#include <Nazara/Utility/Formats/MTLParser.hpp> #include <Nazara/Utility/Formats/MTLParser.hpp>
#include <Nazara/Utility/Formats/OBJParser.hpp> #include <Nazara/Utility/Formats/OBJParser.hpp>
#include <limits> #include <limits>
@ -232,7 +232,7 @@ namespace Nz
// Création des buffers // Création des buffers
IndexBufferRef indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits<UInt16>::max(), UInt32(indices.size()), parameters.storage, parameters.indexBufferFlags); IndexBufferRef indexBuffer = IndexBuffer::New(vertexCount > std::numeric_limits<UInt16>::max(), UInt32(indices.size()), parameters.storage, parameters.indexBufferFlags);
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), UInt32(vertexCount), parameters.storage, parameters.vertexBufferFlags); VertexBufferRef vertexBuffer = VertexBuffer::New(parameters.vertexDeclaration, UInt32(vertexCount), parameters.storage, parameters.vertexBufferFlags);
// Remplissage des indices // Remplissage des indices
IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly); IndexMapper indexMapper(indexBuffer, BufferAccess_WriteOnly);
@ -250,30 +250,45 @@ namespace Nz
bool hasNormals = true; bool hasNormals = true;
bool hasTexCoords = true; bool hasTexCoords = true;
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
MeshVertex* meshVertices = static_cast<MeshVertex*>(vertexMapper.GetPointer()); VertexMapper vertexMapper(vertexBuffer, BufferAccess_DiscardAndWrite);
auto normalPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Normal);
auto posPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent_Position);
auto uvPtr = vertexMapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord);
if (!normalPtr)
hasNormals = false;
if (!uvPtr)
hasTexCoords = false;
for (auto& vertexPair : vertices) for (auto& vertexPair : vertices)
{ {
const OBJParser::FaceVertex& vertexIndices = vertexPair.first; const OBJParser::FaceVertex& vertexIndices = vertexPair.first;
unsigned int index = vertexPair.second; unsigned int index = vertexPair.second;
MeshVertex& vertex = meshVertices[index];
const Vector4f& vec = positions[vertexIndices.position-1]; const Vector4f& vec = positions[vertexIndices.position-1];
vertex.position = Vector3f(parameters.matrix * vec); posPtr[index] = Vector3f(parameters.matrix * vec);
if (vertexIndices.normal > 0) if (hasNormals)
vertex.normal = normalMatrix.Transform(normals[vertexIndices.normal - 1], 0.f);
else
hasNormals = false;
if (vertexIndices.texCoord > 0)
{ {
Vector2f uv = Vector2f(texCoords[vertexIndices.texCoord - 1]); if (vertexIndices.normal > 0)
vertex.uv.Set(parameters.texCoordOffset + uv * parameters.texCoordScale); normalPtr[index] = normalMatrix.Transform(normals[vertexIndices.normal - 1], 0.f);
else
hasNormals = false;
}
if (hasTexCoords)
{
if (vertexIndices.texCoord > 0)
{
Vector2f uv = Vector2f(texCoords[vertexIndices.texCoord - 1]);
uvPtr[index] = Vector2f(parameters.texCoordOffset + uv * parameters.texCoordScale);
}
else
hasTexCoords = false;
} }
else
hasTexCoords = false;
} }
vertexMapper.Unmap(); vertexMapper.Unmap();
@ -298,7 +313,7 @@ namespace Nz
subMesh->GenerateTangents(); subMesh->GenerateTangents();
else if (hasTexCoords) else if (hasTexCoords)
subMesh->GenerateNormalsAndTangents(); subMesh->GenerateNormalsAndTangents();
else else if (normalPtr)
subMesh->GenerateNormals(); subMesh->GenerateNormals();
mesh->AddSubMesh(meshes[i].name + '_' + materials[meshes[i].material], subMesh); mesh->AddSubMesh(meshes[i].name + '_' + materials[meshes[i].material], subMesh);

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@ -47,6 +47,12 @@ namespace Nz
return false; return false;
} }
if (!vertexDeclaration->HasComponent(VertexComponent_Position))
{
NazaraError("Vertex declaration must contains a vertex position");
return false;
}
return true; return true;
} }
@ -54,7 +60,7 @@ namespace Nz
{ {
MeshImpl() MeshImpl()
{ {
materialData.resize(1); // Un matériau par défaut materialData.resize(1); // One material by default
} }
std::unordered_map<String, UInt32> subMeshMap; std::unordered_map<String, UInt32> subMeshMap;
@ -62,10 +68,10 @@ namespace Nz
std::vector<SubMeshRef> subMeshes; std::vector<SubMeshRef> subMeshes;
AnimationType animationType; AnimationType animationType;
Boxf aabb; Boxf aabb;
Skeleton skeleton; // Uniquement pour les meshs squelettiques Skeleton skeleton; // Only used by skeletal meshes
String animationPath; String animationPath;
bool aabbUpdated = false; bool aabbUpdated = false;
UInt32 jointCount; // Uniquement pour les meshs squelettiques UInt32 jointCount; // Only used by skeletal meshes
}; };
Mesh::~Mesh() Mesh::~Mesh()

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@ -28,12 +28,14 @@ namespace Nz
void SubMesh::GenerateNormals() void SubMesh::GenerateNormals()
{ {
VertexMapper mapper(this); VertexMapper mapper(this);
unsigned int vertexCount = GetVertexCount(); UInt32 vertexCount = mapper.GetVertexCount();
SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent_Normal); SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent_Normal);
SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent_Position); SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent_Position);
if (!normals || !positions)
return;
for (unsigned int i = 0; i < vertexCount; ++i) for (UInt32 i = 0; i < vertexCount; ++i)
normals[i].MakeZero(); normals[i].MakeZero();
TriangleIterator iterator(this); TriangleIterator iterator(this);
@ -52,21 +54,23 @@ namespace Nz
} }
while (iterator.Advance()); while (iterator.Advance());
for (unsigned int i = 0; i < vertexCount; ++i) for (UInt32 i = 0; i < vertexCount; ++i)
normals[i].Normalize(); normals[i].Normalize();
} }
void SubMesh::GenerateNormalsAndTangents() void SubMesh::GenerateNormalsAndTangents()
{ {
VertexMapper mapper(this); VertexMapper mapper(this);
unsigned int vertexCount = GetVertexCount(); UInt32 vertexCount = mapper.GetVertexCount();
SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent_Normal); SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent_Normal);
SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent_Position); SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent_Position);
SparsePtr<Vector3f> tangents = mapper.GetComponentPtr<Vector3f>(VertexComponent_Tangent); SparsePtr<Vector3f> tangents = mapper.GetComponentPtr<Vector3f>(VertexComponent_Tangent);
SparsePtr<Vector2f> texCoords = mapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord); SparsePtr<Vector2f> texCoords = mapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord);
if (!normals || !positions || !tangents || !texCoords)
return;
for (unsigned int i = 0; i < vertexCount; ++i) for (UInt32 i = 0; i < vertexCount; ++i)
{ {
normals[i].MakeZero(); normals[i].MakeZero();
tangents[i].MakeZero(); tangents[i].MakeZero();
@ -105,7 +109,7 @@ namespace Nz
} }
while (iterator.Advance()); while (iterator.Advance());
for (unsigned int i = 0; i < vertexCount; ++i) for (UInt32 i = 0; i < vertexCount; ++i)
{ {
normals[i].Normalize(); normals[i].Normalize();
tangents[i].Normalize(); tangents[i].Normalize();
@ -120,6 +124,8 @@ namespace Nz
SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent_Position); SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent_Position);
SparsePtr<Vector3f> tangents = mapper.GetComponentPtr<Vector3f>(VertexComponent_Tangent); SparsePtr<Vector3f> tangents = mapper.GetComponentPtr<Vector3f>(VertexComponent_Tangent);
SparsePtr<Vector2f> texCoords = mapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord); SparsePtr<Vector2f> texCoords = mapper.GetComponentPtr<Vector2f>(VertexComponent_TexCoord);
if (!normals || !positions || !tangents || !texCoords)
return;
TriangleIterator iterator(this); TriangleIterator iterator(this);
do do