Add support for GPU skinning (WIP)
This commit is contained in:
committed by
Jérôme Leclercq
parent
5d8ecd11df
commit
104f60f3e7
@@ -1067,33 +1067,43 @@ namespace Nz
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void SkinPosition(const SkinningData& skinningInfos, UInt64 startVertex, UInt64 vertexCount)
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{
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const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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MeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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NazaraAssert(skinningInfos.inputJointIndices, "missing input joint indices");
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NazaraAssert(skinningInfos.inputJointWeights, "missing input joint weights");
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UInt64 endVertex = startVertex + vertexCount - 1;
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for (UInt64 i = startVertex; i <= endVertex; ++i)
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if (skinningInfos.outputPositions)
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{
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Vector3f finalPosition(Vector3f::Zero());
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NazaraAssert(skinningInfos.inputPositions, "missing input positions");
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NazaraAssert(skinningInfos.joints, "missing skeleton joints");
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for (Int32 j = 0; j < inputVertex->weightCount; ++j)
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for (UInt64 i = startVertex; i <= endVertex; ++i)
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{
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Matrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
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mat *= inputVertex->weights[j];
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Vector3f finalPosition(Vector3f::Zero());
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finalPosition += mat.Transform(inputVertex->position);
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for (Int32 j = 0; j < 4; ++j)
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{
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Matrix4f mat(skinningInfos.joints[skinningInfos.inputJointIndices[i][j]].GetSkinningMatrix());
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mat *= skinningInfos.inputJointWeights[i][j];
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finalPosition += mat.Transform(skinningInfos.inputPositions[i]);
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}
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skinningInfos.outputPositions[i] = finalPosition;
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}
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}
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outputVertex->position = finalPosition;
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outputVertex->uv = inputVertex->uv;
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if (skinningInfos.outputUv)
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{
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NazaraAssert(skinningInfos.inputUv, "missing input uv");
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inputVertex++;
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outputVertex++;
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for (UInt64 i = startVertex; i <= endVertex; ++i)
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skinningInfos.outputUv[i] = skinningInfos.inputUv[i];
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}
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}
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void SkinPositionNormal(const SkinningData& skinningInfos, UInt64 startVertex, UInt64 vertexCount)
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{
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const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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/*const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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MeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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UInt64 endVertex = startVertex + vertexCount - 1;
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@@ -1102,7 +1112,7 @@ namespace Nz
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Vector3f finalPosition(Vector3f::Zero());
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Vector3f finalNormal(Vector3f::Zero());
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for (Int32 j = 0; j < inputVertex->weightCount; ++j)
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for (Int32 j = 0; j < 4; ++j)
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{
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Matrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
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mat *= inputVertex->weights[j];
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@@ -1119,12 +1129,12 @@ namespace Nz
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inputVertex++;
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outputVertex++;
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}
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}*/
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}
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void SkinPositionNormalTangent(const SkinningData& skinningInfos, UInt64 startVertex, UInt64 vertexCount)
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{
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const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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/*const SkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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MeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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UInt64 endVertex = startVertex + vertexCount - 1;
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@@ -1134,7 +1144,7 @@ namespace Nz
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Vector3f finalNormal(Vector3f::Zero());
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Vector3f finalTangent(Vector3f::Zero());
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for (int j = 0; j < inputVertex->weightCount; ++j)
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for (int j = 0; j < 4; ++j)
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{
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Matrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
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mat *= inputVertex->weights[j];
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@@ -1154,6 +1164,6 @@ namespace Nz
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inputVertex++;
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outputVertex++;
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}
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}*/
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}
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}
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@@ -62,22 +62,27 @@ namespace Nz
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Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
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Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
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for (UInt32 i = 0; i < jointCount; ++i)
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{
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int parent = joints[i].parent;
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for (UInt32 j = 0; j < frameCount; ++j)
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{
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SequenceJoint& sequenceJoint = sequenceJoints[j*jointCount + i];
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//Matrix4f matrix = Matrix4f::Transform(Nz::Vector3f::Zero(), rotationQuat, Vector3f(1.f / 40.f));
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//matrix *= parameters.matrix;
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if (parent >= 0)
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rotationQuat = Quaternionf::Identity();
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for (UInt32 frameIndex = 0; frameIndex < frameCount; ++frameIndex)
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{
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for (UInt32 jointIndex = 0; jointIndex < jointCount; ++jointIndex)
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{
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SequenceJoint& sequenceJoint = sequenceJoints[frameIndex * jointCount + jointIndex];
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Int32 parentId = joints[jointIndex].parent;
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if (parentId >= 0)
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{
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sequenceJoint.position = frames[j].joints[i].pos;
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sequenceJoint.rotation = frames[j].joints[i].orient;
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sequenceJoint.position = frames[frameIndex].joints[jointIndex].pos;
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sequenceJoint.rotation = frames[frameIndex].joints[jointIndex].orient;
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}
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else
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{
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sequenceJoint.position = rotationQuat * frames[j].joints[i].pos;
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sequenceJoint.rotation = rotationQuat * frames[j].joints[i].orient;
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sequenceJoint.position = rotationQuat * frames[frameIndex].joints[jointIndex].pos;
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sequenceJoint.rotation = rotationQuat * frames[frameIndex].joints[jointIndex].orient;
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}
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sequenceJoint.scale.Set(1.f);
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@@ -44,6 +44,19 @@ namespace Nz
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return nullptr;
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}
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UInt32 maxWeightCount = 4;
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long long customMaxWeightCount;
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if (parameters.custom.GetIntegerParameter("MaxWeightCount", &customMaxWeightCount))
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{
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maxWeightCount = SafeCast<UInt32>(customMaxWeightCount);
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if (maxWeightCount > 4)
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{
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NazaraWarning("MaxWeightCount cannot be over 4");
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maxWeightCount = 4;
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}
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}
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// Pour que le squelette soit correctement aligné, il faut appliquer un quaternion "de correction" aux joints à la base du squelette
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Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
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Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
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@@ -55,6 +68,8 @@ namespace Nz
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Matrix4f matrix = Matrix4f::Transform(Nz::Vector3f::Zero(), rotationQuat, Vector3f(1.f / 40.f));
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matrix *= parameters.matrix;
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rotationQuat = Quaternionf::Identity();
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const MD5MeshParser::Joint* joints = parser.GetJoints();
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const MD5MeshParser::Mesh* meshes = parser.GetMeshes();
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UInt32 jointCount = parser.GetJointCount();
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@@ -120,8 +135,12 @@ namespace Nz
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std::vector<Weight> tempWeights;
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BufferMapper<VertexBuffer> vertexMapper(*vertexBuffer, 0, vertexBuffer->GetVertexCount());
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SkeletalMeshVertex* vertices = static_cast<SkeletalMeshVertex*>(vertexMapper.GetPointer());
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VertexMapper vertexMapper(*vertexBuffer);
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auto posPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
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auto jointIndicesPtr = vertexMapper.GetComponentPtr<Vector4i32>(VertexComponent::JointIndices);
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auto jointWeightPtr = vertexMapper.GetComponentPtr<Vector4f>(VertexComponent::JointWeights);
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auto uvPtr = vertexMapper.GetComponentPtr<Vector2f>(VertexComponent::TexCoord);
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for (const MD5MeshParser::Vertex& vertex : md5Mesh.vertices)
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{
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@@ -130,21 +149,21 @@ namespace Nz
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// On stocke tous les poids dans le tableau temporaire en même temps qu'on calcule la position finale du sommet.
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tempWeights.resize(vertex.weightCount);
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for (unsigned int j = 0; j < vertex.weightCount; ++j)
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for (unsigned int weightIndex = 0; weightIndex < vertex.weightCount; ++weightIndex)
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{
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const MD5MeshParser::Weight& weight = md5Mesh.weights[vertex.startWeight + j];
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const MD5MeshParser::Weight& weight = md5Mesh.weights[vertex.startWeight + weightIndex];
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const MD5MeshParser::Joint& joint = joints[weight.joint];
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finalPos += (joint.bindPos + joint.bindOrient*weight.pos) * weight.bias;
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finalPos += (joint.bindPos + joint.bindOrient * weight.pos) * weight.bias;
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// Avant d'ajouter les poids, il faut s'assurer qu'il n'y en ait pas plus que le maximum supporté
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// et dans le cas contraire, garder les poids les plus importants et les renormaliser
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tempWeights[j] = {weight.bias, weight.joint};
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tempWeights[weightIndex] = {weight.bias, weight.joint};
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}
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// Avons nous plus de poids que le moteur ne peut en supporter ?
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unsigned int weightCount = vertex.weightCount;
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if (weightCount > NAZARA_UTILITY_SKINNING_MAX_WEIGHTS)
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UInt32 weightCount = vertex.weightCount;
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if (weightCount > maxWeightCount)
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{
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// Pour augmenter la qualité du skinning tout en ne gardant que X poids, on ne garde que les poids
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// les plus importants, ayant le plus d'impact sur le sommet final
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@@ -154,36 +173,43 @@ namespace Nz
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// Sans oublier bien sûr de renormaliser les poids (que leur somme soit 1)
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float weightSum = 0.f;
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for (unsigned int j = 0; j < NAZARA_UTILITY_SKINNING_MAX_WEIGHTS; ++j)
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for (UInt32 j = 0; j < maxWeightCount; ++j)
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weightSum += tempWeights[j].bias;
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for (unsigned int j = 0; j < NAZARA_UTILITY_SKINNING_MAX_WEIGHTS; ++j)
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for (UInt32 j = 0; j < maxWeightCount; ++j)
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tempWeights[j].bias /= weightSum;
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weightCount = NAZARA_UTILITY_SKINNING_MAX_WEIGHTS;
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weightCount = maxWeightCount;
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}
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vertices->weightCount = weightCount;
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for (unsigned int j = 0; j < NAZARA_UTILITY_SKINNING_MAX_WEIGHTS; ++j)
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if (posPtr)
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*posPtr++ = /*finalPos * */Vector3f(1.f / 40.f);
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if (uvPtr)
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*uvPtr++ = Vector2f(parameters.texCoordOffset + vertex.uv * parameters.texCoordScale);
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if (jointIndicesPtr)
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{
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if (j < weightCount)
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{
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// On donne une valeur aux poids présents
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vertices->weights[j] = tempWeights[j].bias;
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vertices->jointIndexes[j] = tempWeights[j].jointIndex;
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}
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else
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{
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// Et un poids de 0 sur le joint 0 pour les autres (nécessaire pour le GPU Skinning)
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// La raison est que le GPU ne tiendra pas compte du nombre de poids pour des raisons de performances.
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vertices->weights[j] = 0.f;
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vertices->jointIndexes[j] = 0;
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}
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Vector4i32& jointIndices = *jointIndicesPtr++;
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for (UInt32 j = 0; j < maxWeightCount; ++j)
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jointIndices[j] = (j < weightCount) ? tempWeights[j].jointIndex : 0;
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}
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vertices->position = finalPos;
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vertices->uv.Set(parameters.texCoordOffset + vertex.uv * parameters.texCoordScale);
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vertices++;
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if (jointWeightPtr)
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{
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Vector4f& jointWeights = *jointWeightPtr++;
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for (UInt32 j = 0; j < maxWeightCount; ++j)
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jointWeights[j] = (j < weightCount) ? tempWeights[j].bias : 0;
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}
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}
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// Vertex colors (.md5mesh files have no vertex color)
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if (auto colorPtr = vertexMapper.GetComponentPtr<Color>(VertexComponent::Color))
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{
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for (std::size_t j = 0; j < md5Mesh.vertices.size(); ++j)
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*colorPtr++ = Color::White;
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}
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vertexMapper.Unmap();
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@@ -196,7 +222,15 @@ namespace Nz
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// Submesh
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std::shared_ptr<SkeletalMesh> subMesh = std::make_shared<SkeletalMesh>(vertexBuffer, indexBuffer);
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subMesh->GenerateNormalsAndTangents();
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if (parameters.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent::Normal))
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{
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if (parameters.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent::Tangent))
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subMesh->GenerateNormalsAndTangents();
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else
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subMesh->GenerateNormals();
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}
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subMesh->SetMaterialIndex(i);
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mesh->AddSubMesh(subMesh);
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@@ -280,19 +280,14 @@ namespace Nz
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0
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},
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{
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VertexComponent::Userdata,
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ComponentType::Int1,
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0 // Weight count
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},
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{
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VertexComponent::Userdata,
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VertexComponent::JointWeights,
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ComponentType::Float4,
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1 // Weights
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0
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},
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{
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VertexComponent::Userdata,
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VertexComponent::JointIndices,
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ComponentType::Int4,
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2 // Joint indexes
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0
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},
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});
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