protected static void TryLoadBVH(MeshFilter meshFilter)
 {
     if (meshFilter != null && meshFilter.sharedMesh != null)
     {
         if (!VertexBakerLib.Instance.LoadBVH(meshFilter, ref s_bvhHandle))
         {
             // Load from scratch
             VertexBakerLib.Log("Could not load BVH data, building from scratch");
             VertexBakerLib.BVHHandle[] bvhHandles = new VertexBakerLib.BVHHandle[1];
             // build BVH and get handle
             VertexBakerLib.Instance.BuildBVH(new MeshFilter[] { meshFilter }, ref bvhHandles);
             // make sure its good
             if (bvhHandles != null && VertexBakerLib.Instance.ValidHandle(bvhHandles[0].Ptr()))
             {
                 s_bvhHandle = bvhHandles[0];
                 if (VertexBakerLib.s_logging == VertexBakerLib.Logging.kVerbose)
                 {
                     VertexBakerLib.Log("BVH build success!");
                 }
             }
             else
             {
                 s_bvhHandle = null;
                 VertexBakerLib.LogError("Invalid BVH Handle, BVH not built");
             }
         }
     }
 }
示例#2
0
        protected static void Init(MeshFilter meshFilter, Mesh untessellatedMesh)
        {
            if (!Directory.Exists(FBSConstants.BasePath + "/Cache/"))
            {
                Directory.CreateDirectory(FBSConstants.BasePath + "/Cache/");
            }
            if (!Directory.Exists(FBSConstants.BasePath + "/BVHCache/"))
            {
                Directory.CreateDirectory(FBSConstants.BasePath + "/BVHCache/");
            }

            if (meshFilter.sharedMesh == null)
            {
                Debug.LogWarning(meshFilter.gameObject.GetPath() + " is missing its source mesh");
                return;
            }
            s_debugState = BakeData.Instance().GetDebugState();

#if _DAYDREAM_STATIC_LIGHTING_DEBUG
            DateTime start = DateTime.Now;

            // if we still have a handle for some reason try to free it
            if (s_lastInstanceId != meshFilter.GetUniqueId())
            {
                if (s_bvhHandle != null)
                {
                    VertexBakerLib.Instance.FreeHandle(s_bvhHandle.Ptr());
                }
                s_bvhHandle = null;

                BuildWorldVertices(meshFilter);

                s_debugState.m_tessFaces = null;
            }

            TryLoadBVH(meshFilter);

            s_lastInstanceId = meshFilter.GetUniqueId();

            if (s_bvhWrapper == null)
            {
                s_bvhWrapper = new BVHNode_FBWrapper();
            }

            string sourceAssetPath = AssetDatabase.GetAssetPath(untessellatedMesh);
            if (!string.IsNullOrEmpty(sourceAssetPath) && !Application.isPlaying)
            {
                Debug.LogWarning("Could not find asset " + untessellatedMesh.name + " the asset may be an instance. Some debug data may not be available.");
            }

            string path = BVH.ConvertMeshIdToBVHPath(s_lastInstanceId);
            s_bvhWrapper.SetPath(path);
            s_bvhWrapper.Validate();

            s_cacheWrapper.SetPath("" + s_lastInstanceId);
            s_cacheWrapper.Validate();

            VertexBakerLib.Log("Debug setup time: " + (DateTime.Now - start).TotalSeconds + " seconds");
#endif
        }
        //private static void BuildWorldVertices(DaydreamVertexLighting source)
        //{
        //    s_debugState.m_worldVerPos = source.m_sourceMesh.vertices;
        //    s_debugState.m_worldNormals = source.m_sourceMesh.normals;
        //    for (int i = 0; i < s_debugState.m_worldNormals.Length; ++i)
        //    {
        //        s_debugState.m_worldVerPos[i] = source.transform.TransformPoint(s_debugState.m_worldVerPos[i]);
        //        s_debugState.m_worldNormals[i] = source.transform.TransformVector(s_debugState.m_worldNormals[i]).normalized;
        //    }
        //}

        #region Test Methods
        public void TestBuildBVHNative(DaydreamVertexLighting source)
        {
            DateTime   start      = DateTime.Now;
            MeshFilter meshFilter = source.GetComponent <MeshFilter>();

            if (meshFilter != null)
            {
                VertexBakerLib.Instance.BuildBVH(new MeshFilter[] { meshFilter });;
            }

            VertexBakerLib.Log("Seconds to complete: " + (DateTime.Now - start).TotalSeconds);
        }
示例#4
0
        public void TestFileSystem()
        {
#if DDR_RUNTIME_DLL_LINKING_
            bool pass = Invoke <bool, _TestFileSystem>();
#else
            bool pass = _TestFileSystem();
#endif

            if (!pass)
            {
                VertexBakerLib.LogError("TestFileSystem failed");
            }
            else
            {
                VertexBakerLib.Log("TestFileSystem pass");
            }
        }
示例#5
0
        public string TestArrayOfInts(Matrix4x4 matrix)
        {
            int[] matrixArr = new int[16];
            for (int i = 0; i < 16; ++i)
            {
                matrixArr[i] = (int)matrix[i];
            }
            int size = matrixArr.Length;

            string msg = Marshal.PtrToStringAnsi(Invoke <IntPtr, _TestArrayOfInts>(matrixArr, size));

            for (int i = 0; i < 16; ++i)
            {
                VertexBakerLib.Log("val " + matrixArr[i]);
            }

            return(msg);
        }
        public void TestLoadBVH(DaydreamVertexLighting source)
        {
            DateTime   start      = DateTime.Now;
            MeshFilter meshFilter = source.GetComponent <MeshFilter>();

            if (meshFilter != null)
            {
                try
                {
                    VertexBakerLib.BVHHandle bvhHandle = null;
                    if (VertexBakerLib.Instance.LoadBVH(meshFilter, ref bvhHandle))
                    {
                        VertexBakerLib.Instance.FreeHandle(bvhHandle.Ptr());
                    }
                }
                catch (Exception e)
                {
                    Debug.LogError(e.Message + "\n" + e.StackTrace);
                }
            }

            VertexBakerLib.Log("Seconds to complete: " + (DateTime.Now - start).TotalSeconds);
        }
        public int BakeFinish(OnFinishedUpdate onUpdate)
        {
            VertexBakerLib.Assert(this != null && !m_run, "BakeFinished called but bake is still in process");

            string outputPath = BakeData.DataPath;

            if (!Directory.Exists(outputPath))
            {
                Directory.CreateDirectory(outputPath);
            }

            if (m_result != 0)
            {
                string error = VertexBakerLib.Instance.GetLastError();
                VertexBakerLib.LogError(error);
            }
            else if (!m_cancel && m_outBasis0[0] != IntPtr.Zero && m_outBasis1[0] != IntPtr.Zero && m_outBasis2[0] != IntPtr.Zero)
            {
                string bakeSetId = BakeData.Instance().GetBakeSettings().SelectedBakeSet.m_settingsId;

                BakeSets      bakeSets      = BakeData.Instance().GetBakeSets();
                MeshContainer meshContainer = BakeData.Instance().GetMeshContainer(bakeSetId);

                EditorUtility.SetDirty(meshContainer);
                AssetDatabase.SaveAssets();
                AssetDatabase.Refresh();

                AssetDatabase.StartAssetEditing();
                try
                {
                    int ptrOffset  = 0;
                    int meshOffset = 0;
                    for (int m = 0; m < m_meshes.Count; ++m)
                    {
                        int count      = m_vertCounts[m];
                        int floatCount = count * 3;

                        // the ID used to look up this mesh later
                        string objectId = "" + m_lightBakers[m].GetUniqueId();

                        m_lightBakers[m].m_currentContainer = meshContainer;


                        Mesh outputMesh = meshContainer.m_list.Find(delegate(Mesh mesh)
                        {
                            if (mesh != null)
                            {
                                return(mesh.name == bakeSetId + "_" + objectId);
                            }
                            return(false);
                        });

                        if (outputMesh == null)
                        {
                            if (m_lightBakers[m].VertexLighting != null)
                            {
                                // if we are here than the mesh name may have changed, try and remove the stale data
                                string oldName = m_lightBakers[m].VertexLighting.name;
                                Mesh   found   = meshContainer.m_list.Find(delegate(Mesh mesh)
                                {
                                    // remove the old reference
                                    if (mesh != null)
                                    {
                                        return(mesh.name == oldName);
                                    }
                                    // remove null mesh
                                    return(false);
                                });

                                if (found != null)
                                {
                                    GameObject.DestroyImmediate(found, true);
                                }
                            }

                            // if no mesh exists for this target create it here
                            outputMesh = new Mesh();

                            BakeData.Instance().AddToMeshContainer(meshContainer, outputMesh);

                            //meshContainer.m_list.Add(outputMesh);
                            //// add to the container asset
                            //string outputFileName = bakeSetId + "_lighting";
                            //AssetDatabase.AddObjectToAsset(outputMesh, outputPath + "/" + outputFileName + ".asset");
                        }

                        outputMesh.name = bakeSetId + "_" + objectId;

                        // HACK: Work around to make Unity happy. If vertices are not found the additional vertex stream fails
                        //outMeshes[m].vertices = m_meshes[m].sharedMesh.vertices;
                        outputMesh.vertices = m_meshes[m].sharedMesh.vertices;

                        // 3 floats per vector
                        float[] rawData0 = new float[floatCount];
                        float[] rawData1 = new float[floatCount];
                        float[] rawData2 = new float[floatCount];

                        // offset pointer to next mesh
                        IntPtr basis0 = new IntPtr(m_outBasis0[0].ToInt64() + ptrOffset * SIZE_FLOAT);
                        IntPtr basis1 = new IntPtr(m_outBasis1[0].ToInt64() + ptrOffset * SIZE_FLOAT);
                        IntPtr basis2 = new IntPtr(m_outBasis2[0].ToInt64() + ptrOffset * SIZE_FLOAT);
                        ptrOffset += floatCount;

                        // marshal data into float arrays
                        Marshal.Copy(basis0, rawData0, 0, floatCount);
                        Marshal.Copy(basis1, rawData1, 0, floatCount);
                        Marshal.Copy(basis2, rawData2, 0, floatCount);

                        // lists to hold output vectors
                        List <Color> colorList0 = new List <Color>();
                        colorList0.Resize(count, Color.black);
                        List <Vector3> colorList1 = new List <Vector3>();
                        colorList1.Resize(count, Vector3.zero);
                        List <Vector3> colorList2 = new List <Vector3>();
                        colorList2.Resize(count, Vector3.zero);

                        // copy float arrays into mesh data
                        for (int i = 0; i < count; ++i)
                        {
                            int idx = i * 3;
                            colorList0[i] = new Color(rawData0[idx], rawData0[idx + 1], rawData0[idx + 2], 1.0f);
                            colorList1[i] = new Vector3(rawData1[idx], rawData1[idx + 1], rawData1[idx + 2]);
                            colorList2[i] = new Vector3(rawData2[idx], rawData2[idx + 1], rawData2[idx + 2]);
                        }

                        // this offset is target uv sets 1, 2, and 3 for data destination
                        const int uvOffset = 1;

                        outputMesh.SetColors(colorList0);
                        outputMesh.SetUVs(uvOffset + 1, colorList1);
                        outputMesh.SetUVs(uvOffset + 2, colorList2);
                        //outputMesh.UploadMeshData(true);
                        meshOffset += count;

                        EditorUtility.SetDirty(meshContainer);
                        m_meshRenderers[m].additionalVertexStreams = outputMesh;
                        m_lightBakers[m].m_bakeSets     = bakeSets;
                        m_lightBakers[m].VertexLighting = outputMesh;
                        m_lightBakers[m].m_bakeId       = objectId;

                        EditorUtility.SetDirty(m_lightBakers[m]);

                        onUpdate("Uploading Mesh Data", m_meshCount / (float)m);
                    }

                    // remove any null slots
                    meshContainer.m_list.RemoveAll(delegate(Mesh m)
                    {
                        return(m == null);
                    });

                    // aggregate containers under one super container
                    int existingIdx = bakeSets.m_containers.FindIndex(delegate(MeshContainer mc) { return(mc.name == meshContainer.name); });
                    if (existingIdx != -1)
                    {
                        // replace existing entry
                        bakeSets.m_containers[existingIdx] = meshContainer;
                    }
                    else
                    {
                        bakeSets.m_containers.Add(meshContainer);
                    }

                    BakeSetsInspector.CleanupStaleReferences(bakeSets);
                    EditorUtility.SetDirty(bakeSets);
                    AssetDatabase.SaveAssets();
                }
                finally
                {
                    onUpdate("Uploading Mesh Data", 1f);
                    AssetDatabase.StopAssetEditing();
                }
            }
            else
            {
                VertexBakerLib.LogWarning("Bake completed successfully but there was no output data available");
            }

            // free data
            FreeContext(true);

            // since basis memory was allocated in one chunk
            // freeing this handle frees all basis memory
            VertexBakerLib.Instance.Free(m_outBasis0[0]);

            EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
            EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());

            VertexBakerLib.Log("Bake time: " + (DateTime.Now - m_bakeStart).TotalSeconds + " seconds");

            while (VertexBakerLib.Instance.GetErrorCount() > 0)
            {
                string err = VertexBakerLib.Instance.GetLastError();
                VertexBakerLib.LogError(err);
            }

            GC.Collect();

            return(m_result);
        }
        private static void BakeHelper(GameObject[] bakeRoots)
        {
            VertexBakerLib.Instance.BakeReset();

            DateTime bakeStart = DateTime.Now;

            List <MeshFilter> meshes = new List <MeshFilter>();

            s_meshRenderers = new List <MeshRenderer>();

            // gather meshes in selection
            foreach (GameObject go in bakeRoots)
            {
                MeshFilter[] filters = go.GetComponentsInChildren <MeshFilter>();
                foreach (MeshFilter filter in filters)
                {
                    MeshRenderer mr = filter.GetComponent <MeshRenderer>();
                    if (filter.sharedMesh == null)
                    {
                        Debug.LogWarning(filter.gameObject.GetPath() + " has a missing mesh");
                    }

                    bool staticLit = (StaticEditorFlags.LightmapStatic & GameObjectUtility.GetStaticEditorFlags(filter.gameObject)) > 0;
                    if (filter.sharedMesh != null && filter.gameObject.activeSelf && staticLit && mr != null && mr.enabled)
                    {
                        s_meshRenderers.Add(mr);
                        meshes.Add(filter);
                    }
                }
            }
            if (meshes.Count == 0)
            {
                EditorUtility.DisplayDialog(Styles.kEditorTitle, Styles.kNoStaticMeshes, "ok");
                return;
            }

            if (meshes.Count != s_meshRenderers.Count)
            {
                EditorUtility.DisplayDialog(Styles.kEditorTitle, "MeshRenderers are not 1 to 1 with Mesh Filters", "ok");
                return;
            }

            List <Light> lights       = new List <Light>();
            DDRSettings  settingsData = BakeData.Instance().GetBakeSettings();

            if (settingsData.SelectedBakeSet.m_forceAllLights)
            {
                List <GameObject> sceneRoots = Utilities.GetAllRoots();

                foreach (GameObject go in sceneRoots)
                {
                    Light[] lightList = go.GetComponentsInChildren <Light>();
                    foreach (Light light in lightList)
                    {
                        if (light.IsLightmapLight())
                        {
                            lights.Add(light);
                        }
                    }
                }
            }
            else
            {
                List <LightEntry>       lightFilter        = settingsData.SelectedBakeSet.m_lightList;
                Dictionary <int, Light> localFileIdToLight = Utilities.LightsByLocalFileId();

                foreach (LightEntry lightEntry in lightFilter)
                {
                    Light light = null;

                    // group if lights
                    if (!string.IsNullOrEmpty(lightEntry.m_group))
                    {
                        // get parent objects for each path that matches the group path
                        List <GameObject> parents = Utilities.FindAll(lightEntry.m_group);

                        // gather all lights under group
                        if (parents.Count > 0)
                        {
                            // add lights to the new group
                            foreach (GameObject parent in parents)
                            {
                                for (int i = 0; i < parent.transform.childCount; ++i)
                                {
                                    GameObject child = parent.transform.GetChild(i).gameObject;
                                    light = child.GetComponent <Light>();
                                    if (light.IsLightmapLight())
                                    {
                                        lights.Add(light);
                                    }
                                }
                            }
                        }
                    }
                    else
                    {
                        // ungrouped light
                        if (localFileIdToLight.TryGetValue(lightEntry.m_idInFile, out light))
                        {
                            if (light.IsLightmapLight())
                            {
                                lights.Add(light);
                            }
                        }
                    }
                }
            }



            VertexBakerLib.Log("Collect data time: " + (DateTime.Now - bakeStart).TotalSeconds + " seconds");

            ///////////////
            // native bake
            ///////////////
            try
            {
                // stop listening for changes
                m_ignoreNextChange = true;

//                int activeLightCount = DaydreamRendererSceneData.GetActiveLightCount();
//                DaydreamRendererSceneData sceneData = TypeExtensions.FindOrCreateScriptableAsset<DaydreamRendererSceneData>(VertexBakerLib.DataPath, "scenedata");

                s_bakeInProgress = true;
                VertexBakerLib.Instance.Bake(meshes, lights, delegate()
                {
                    s_bakeIsFinished = true;
                });
            }
            catch (Exception e)
            {
                Debug.LogError(e.Message);
                Debug.LogError(e.StackTrace);
            }
        }