public static MeshInfo CreateMeshInfo(Mesh mesh) { MeshInfo meshinfo = new MeshInfo(); meshinfo.id = mesh.GetInstanceID(); int[] triangles = mesh.triangles; CoordSytemConverter.FlipTriangleFaces(triangles); meshinfo.triangles = NativeUtils.WrapArray(triangles); meshinfo.use32BitIndicies = mesh.indexFormat == IndexFormat.UInt32 ? 1 : 0; for (int i = 0; i < mesh.subMeshCount; i++) { MeshInfo.SubMesh submesh = new MeshInfo.SubMesh { firstIndex = mesh.GetIndexStart(i), indexCount = mesh.GetIndexCount(i) }; meshinfo.submeshs.Add(submesh); } Vector3[] vertices = mesh.vertices; CoordSytemConverter.Convert(vertices); meshinfo.verticies = NativeUtils.WrapArray(vertices); Vector3[] normals = mesh.normals; CoordSytemConverter.Convert(normals); meshinfo.normals = NativeUtils.WrapArray(normals); Vector4[] tangents = mesh.tangents; CoordSytemConverter.Convert(tangents); meshinfo.tangents = NativeUtils.WrapArray(tangents); meshinfo.colors = NativeUtils.WrapArray(mesh.colors); meshinfo.uv0 = NativeUtils.WrapArray(mesh.uv); meshinfo.uv1 = NativeUtils.WrapArray(mesh.uv2); _meshInfoCache[meshinfo.id] = meshinfo; return(meshinfo); }
public static TerrainInfo CreateTerrainInfo(Terrain terrain, GraphBuilder.ExportSettings settings) { TerrainInfo terrainInfo = new TerrainInfo(); bool usingCustomMaterial = false; if (terrain.materialType == Terrain.MaterialType.Custom) { // try and load a shader mapping file to match the custom terrain material terrainInfo.shaderMapping = ShaderMappingIO.ReadFromJsonFile(terrain.materialTemplate.shader); if (terrainInfo.shaderMapping != null) { usingCustomMaterial = true; } } else { // load the default terrain shader mapping file terrainInfo.shaderMapping = ShaderMappingIO.ReadFromJsonFile(ShaderMappingIO.GetPathForShaderMappingFile("DefaultTerrain")); } if (terrainInfo.shaderMapping == null) { // no mapping loaded, use a default shader so we can at least export and render the terrain mesh NativeLog.WriteLine("GraphBuilder: Failed to load Terrain Shader Mapping file for terrain '" + terrain.name + "'."); terrainInfo.shaderMapping = ShaderMappingIO.ReadFromJsonFile(ShaderMappingIO.GetPathForShaderMappingFile("Default")); usingCustomMaterial = true; return(null); } terrainInfo.shaderDefines.Add("VSG_LIGHTING"); // build mesh int samplew = terrain.terrainData.heightmapWidth; int sampleh = terrain.terrainData.heightmapHeight; int cellw = terrain.terrainData.heightmapWidth - 1; int cellh = terrain.terrainData.heightmapHeight - 1; Vector3 size = terrain.terrainData.size; Vector2 cellsize = new Vector3(size.x / cellw, size.z / cellh); Vector2 uvcellsize = new Vector2(1.0f / cellw, 1.0f / cellh); float[,] terrainHeights = terrain.terrainData.GetHeights(0, 0, samplew, sampleh); int vertcount = samplew * sampleh; Vector3[] verts = new Vector3[vertcount]; Vector3[] normals = new Vector3[vertcount]; Vector2[] uvs = new Vector2[vertcount]; int[] indicies = new int[(cellw * cellh) * 6]; // vertices and UVs for (int y = 0; y < samplew; y++) { for (int x = 0; x < sampleh; x++) { verts[y * samplew + x].Set(x * cellsize.x, terrainHeights[y, x] * size.y, y * cellsize.y); normals[y * samplew + x] = terrain.terrainData.GetInterpolatedNormal((float)x / (float)samplew, (float)y / (float)sampleh); uvs[y * samplew + x].Set(x * uvcellsize.x, y * uvcellsize.y); } } CoordSytemConverter.Convert(verts); CoordSytemConverter.Convert(normals); // triangles int index = 0; for (int y = 0; y < cellw; y++) { for (int x = 0; x < cellh; x++) { indicies[index++] = (y * samplew) + x; indicies[index++] = ((y + 1) * samplew) + x; indicies[index++] = (y * samplew) + x + 1; indicies[index++] = ((y + 1) * samplew) + x; indicies[index++] = ((y + 1) * samplew) + x + 1; indicies[index++] = (y * samplew) + x + 1; } } CoordSytemConverter.FlipTriangleFaces(indicies); // convert to meshinfo MeshInfo mesh = null; if (!MeshConverter.GetMeshInfoFromCache(terrain.GetInstanceID(), out mesh)) { mesh = new MeshInfo { id = terrain.GetInstanceID(), verticies = NativeUtils.WrapArray(verts), normals = NativeUtils.WrapArray(normals), uv0 = NativeUtils.WrapArray(uvs), triangles = NativeUtils.WrapArray(indicies), use32BitIndicies = 1 }; MeshConverter.AddMeshInfoToCache(mesh, terrain.GetInstanceID()); } terrainInfo.terrainMesh = mesh; terrainInfo.terrainSize = size; // gather material info if (!usingCustomMaterial) { // use standard terrain layers TerrainLayer[] layers = terrain.terrainData.terrainLayers; for (int i = 0; i < layers.Length; i++) { ImageData layerData = TextureConverter.GetOrCreateImageData(layers[i].diffuseTexture); terrainInfo.diffuseTextureDatas.Add(layerData); terrainInfo.diffuseScales.Add(new Vector4(1.0f / layers[i].tileSize.x, 1.0f / layers[i].tileSize.y)); } for (int i = 0; i < terrain.terrainData.alphamapTextureCount; i++) { Texture2D srcmask = terrain.terrainData.GetAlphamapTexture(i); ImageData splatData = TextureConverter.GetOrCreateImageData(srcmask); terrainInfo.maskTextureDatas.Add(splatData); } if (terrainInfo.diffuseTextureDatas.Count > 0) { terrainInfo.descriptorBindings.Add(new VkDescriptorSetLayoutBinding() { binding = 0, descriptorType = VkDescriptorType.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, stageFlags = VkShaderStageFlagBits.VK_SHADER_STAGE_FRAGMENT_BIT, descriptorCount = (uint)terrainInfo.diffuseTextureDatas.Count }); terrainInfo.descriptorBindings.Add(new VkDescriptorSetLayoutBinding() { binding = 2, descriptorType = VkDescriptorType.VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, stageFlags = VkShaderStageFlagBits.VK_SHADER_STAGE_FRAGMENT_BIT, descriptorCount = (uint)terrainInfo.diffuseScales.Count }); terrainInfo.shaderConsts.Add(terrainInfo.diffuseTextureDatas.Count); terrainInfo.shaderDefines.Add("VSG_TERRAIN_LAYERS"); } terrainInfo.descriptorBindings.Add(new VkDescriptorSetLayoutBinding() { binding = 3, descriptorType = VkDescriptorType.VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, stageFlags = VkShaderStageFlagBits.VK_SHADER_STAGE_FRAGMENT_BIT, descriptorCount = 1 }); if (terrainInfo.maskTextureDatas.Count > 0) { terrainInfo.descriptorBindings.Add(new VkDescriptorSetLayoutBinding() { binding = 1, descriptorType = VkDescriptorType.VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, stageFlags = VkShaderStageFlagBits.VK_SHADER_STAGE_FRAGMENT_BIT, descriptorCount = (uint)terrainInfo.maskTextureDatas.Count }); terrainInfo.shaderConsts.Add(terrainInfo.maskTextureDatas.Count); } } else { Material customMaterial = terrain.materialTemplate; terrainInfo.customMaterial = MaterialConverter.CreateMaterialData(customMaterial, terrainInfo.shaderMapping); terrainInfo.customMaterial.customDefines = terrainInfo.shaderDefines; } return(terrainInfo); }