public static VertexBuffersData CreateVertexBuffersData(MeshInfo meshInfo) { VertexBuffersData vertexBuffers = new VertexBuffersData(); vertexBuffers.id = meshInfo.id; vertexBuffers.verticies = meshInfo.verticies; vertexBuffers.normals = meshInfo.normals; vertexBuffers.tangents = meshInfo.tangents; vertexBuffers.colors = meshInfo.colors; vertexBuffers.uv0 = meshInfo.uv0; vertexBuffers.uv1 = meshInfo.uv1; _vertexBuffersDataCache[meshInfo.id] = vertexBuffers; return(vertexBuffers); }
private static void ExportMesh(Mesh mesh, MeshRenderer meshRenderer, Transform gotrans, ExportSettings settings, List <PipelineData> storePipelines = null) { bool addedCullGroup = false; if (settings.autoAddCullNodes) { CullData culldata = new CullData(); Vector3 center = meshRenderer.bounds.center - gotrans.position; CoordSytemConverter.Convert(ref center); culldata.center = NativeUtils.ToNative(center); culldata.radius = meshRenderer.bounds.size.magnitude * 0.5f; GraphBuilderInterface.unity2vsg_AddCullGroupNode(culldata); addedCullGroup = true; } // Material[] materials = meshRenderer.sharedMaterials; if (mesh != null && mesh.isReadable && mesh.vertexCount > 0 && mesh.GetIndexCount(0) > 0) { int meshid = mesh.GetInstanceID(); MeshInfo meshInfo = MeshConverter.GetOrCreateMeshInfo(mesh); int subMeshCount = mesh.subMeshCount; // shader instance id, Material Data, sub mesh indicies Dictionary <int, Dictionary <MaterialInfo, List <int> > > meshMaterials = new Dictionary <int, Dictionary <MaterialInfo, List <int> > >(); for (int matindex = 0; matindex < materials.Length && matindex < subMeshCount; matindex++) { Material mat = materials[matindex]; if (mat == null) { continue; } MaterialInfo matdata = MaterialConverter.GetOrCreateMaterialData(mat); int matshaderid = matdata.shaderStages.id; if (!meshMaterials.ContainsKey(matshaderid)) { meshMaterials.Add(matshaderid, new Dictionary <MaterialInfo, List <int> >()); } if (!meshMaterials[matshaderid].ContainsKey(matdata)) { meshMaterials[matshaderid].Add(matdata, new List <int>()); } meshMaterials[matshaderid][matdata].Add(matindex); } if (subMeshCount > 1) { // create mesh data, if the mesh has already been created we only need to pass the ID to the addGeometry function foreach (int shaderkey in meshMaterials.Keys) { List <MaterialInfo> mds = new List <MaterialInfo>(meshMaterials[shaderkey].Keys); if (mds.Count == 0) { continue; } // add stategroup and pipeline for shader GraphBuilderInterface.unity2vsg_AddStateGroupNode(); PipelineData pipelineData = NativeUtils.CreatePipelineData(meshInfo); //WE NEED INFO ABOUT THE SHADER SO WE CAN BUILD A PIPLE LINE pipelineData.descriptorBindings = NativeUtils.WrapArray(mds[0].descriptorBindings.ToArray()); pipelineData.shaderStages = mds[0].shaderStages.ToNative(); pipelineData.useAlpha = mds[0].useAlpha; pipelineData.id = NativeUtils.ToNative(NativeUtils.GetIDForPipeline(pipelineData)); storePipelines.Add(pipelineData); if (GraphBuilderInterface.unity2vsg_AddBindGraphicsPipelineCommand(pipelineData, 1) == 1) { GraphBuilderInterface.unity2vsg_AddCommandsNode(); VertexBuffersData vertexBuffersData = MeshConverter.GetOrCreateVertexBuffersData(meshInfo); GraphBuilderInterface.unity2vsg_AddBindVertexBuffersCommand(vertexBuffersData); IndexBufferData indexBufferData = MeshConverter.GetOrCreateIndexBufferData(meshInfo); GraphBuilderInterface.unity2vsg_AddBindIndexBufferCommand(indexBufferData); foreach (MaterialInfo md in mds) { BindDescriptors(md, false); foreach (int submeshIndex in meshMaterials[shaderkey][md]) { DrawIndexedData drawIndexedData = MeshConverter.GetOrCreateDrawIndexedData(meshInfo, submeshIndex); GraphBuilderInterface.unity2vsg_AddDrawIndexedCommand(drawIndexedData); } } GraphBuilderInterface.unity2vsg_EndNode(); // step out of commands node for descriptors and draw indexed commands } GraphBuilderInterface.unity2vsg_EndNode(); // step out of stategroup node for shader } } else { List <int> sids = new List <int>(meshMaterials.Keys); if (sids.Count > 0) { List <MaterialInfo> mds = new List <MaterialInfo>(meshMaterials[sids[0]].Keys); if (mds.Count > 0) { // add stategroup and pipeline for shader GraphBuilderInterface.unity2vsg_AddStateGroupNode(); PipelineData pipelineData = NativeUtils.CreatePipelineData(meshInfo); //WE NEED INFO ABOUT THE SHADER SO WE CAN BUILD A PIPLE LINE pipelineData.descriptorBindings = NativeUtils.WrapArray(mds[0].descriptorBindings.ToArray()); pipelineData.shaderStages = mds[0].shaderStages.ToNative(); pipelineData.useAlpha = mds[0].useAlpha; pipelineData.id = NativeUtils.ToNative(NativeUtils.GetIDForPipeline(pipelineData)); storePipelines.Add(pipelineData); if (GraphBuilderInterface.unity2vsg_AddBindGraphicsPipelineCommand(pipelineData, 1) == 1) { BindDescriptors(mds[0], true); VertexIndexDrawData vertexIndexDrawData = MeshConverter.GetOrCreateVertexIndexDrawData(meshInfo); GraphBuilderInterface.unity2vsg_AddVertexIndexDrawNode(vertexIndexDrawData); GraphBuilderInterface.unity2vsg_EndNode(); // step out of vertex index draw node } GraphBuilderInterface.unity2vsg_EndNode(); // step out of stategroup node } } } } else { string reason = mesh == null ? "mesh is null." : (!mesh.isReadable ? "mesh '" + mesh.name + "' is not readable. Please enabled read/write in the models import settings." : "mesh '" + mesh.name + "' has an unknown error."); NativeLog.WriteLine("ExportMesh: Unable to export mesh for gameobject " + gotrans.gameObject.name + ", " + reason); } if (addedCullGroup) { GraphBuilderInterface.unity2vsg_EndNode(); } }