Add support for GPU skinning (WIP)

This commit is contained in:
SirLynix
2022-04-18 19:10:34 +02:00
committed by Jérôme Leclercq
parent 5d8ecd11df
commit 104f60f3e7
22 changed files with 667 additions and 141 deletions

View File

@@ -62,22 +62,27 @@ namespace Nz
Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
for (UInt32 i = 0; i < jointCount; ++i)
{
int parent = joints[i].parent;
for (UInt32 j = 0; j < frameCount; ++j)
{
SequenceJoint& sequenceJoint = sequenceJoints[j*jointCount + i];
//Matrix4f matrix = Matrix4f::Transform(Nz::Vector3f::Zero(), rotationQuat, Vector3f(1.f / 40.f));
//matrix *= parameters.matrix;
if (parent >= 0)
rotationQuat = Quaternionf::Identity();
for (UInt32 frameIndex = 0; frameIndex < frameCount; ++frameIndex)
{
for (UInt32 jointIndex = 0; jointIndex < jointCount; ++jointIndex)
{
SequenceJoint& sequenceJoint = sequenceJoints[frameIndex * jointCount + jointIndex];
Int32 parentId = joints[jointIndex].parent;
if (parentId >= 0)
{
sequenceJoint.position = frames[j].joints[i].pos;
sequenceJoint.rotation = frames[j].joints[i].orient;
sequenceJoint.position = frames[frameIndex].joints[jointIndex].pos;
sequenceJoint.rotation = frames[frameIndex].joints[jointIndex].orient;
}
else
{
sequenceJoint.position = rotationQuat * frames[j].joints[i].pos;
sequenceJoint.rotation = rotationQuat * frames[j].joints[i].orient;
sequenceJoint.position = rotationQuat * frames[frameIndex].joints[jointIndex].pos;
sequenceJoint.rotation = rotationQuat * frames[frameIndex].joints[jointIndex].orient;
}
sequenceJoint.scale.Set(1.f);

View File

@@ -44,6 +44,19 @@ namespace Nz
return nullptr;
}
UInt32 maxWeightCount = 4;
long long customMaxWeightCount;
if (parameters.custom.GetIntegerParameter("MaxWeightCount", &customMaxWeightCount))
{
maxWeightCount = SafeCast<UInt32>(customMaxWeightCount);
if (maxWeightCount > 4)
{
NazaraWarning("MaxWeightCount cannot be over 4");
maxWeightCount = 4;
}
}
// Pour que le squelette soit correctement aligné, il faut appliquer un quaternion "de correction" aux joints à la base du squelette
Quaternionf rotationQuat = Quaternionf::RotationBetween(Vector3f::UnitX(), Vector3f::Forward()) *
Quaternionf::RotationBetween(Vector3f::UnitZ(), Vector3f::Up());
@@ -55,6 +68,8 @@ namespace Nz
Matrix4f matrix = Matrix4f::Transform(Nz::Vector3f::Zero(), rotationQuat, Vector3f(1.f / 40.f));
matrix *= parameters.matrix;
rotationQuat = Quaternionf::Identity();
const MD5MeshParser::Joint* joints = parser.GetJoints();
const MD5MeshParser::Mesh* meshes = parser.GetMeshes();
UInt32 jointCount = parser.GetJointCount();
@@ -120,8 +135,12 @@ namespace Nz
std::vector<Weight> tempWeights;
BufferMapper<VertexBuffer> vertexMapper(*vertexBuffer, 0, vertexBuffer->GetVertexCount());
SkeletalMeshVertex* vertices = static_cast<SkeletalMeshVertex*>(vertexMapper.GetPointer());
VertexMapper vertexMapper(*vertexBuffer);
auto posPtr = vertexMapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
auto jointIndicesPtr = vertexMapper.GetComponentPtr<Vector4i32>(VertexComponent::JointIndices);
auto jointWeightPtr = vertexMapper.GetComponentPtr<Vector4f>(VertexComponent::JointWeights);
auto uvPtr = vertexMapper.GetComponentPtr<Vector2f>(VertexComponent::TexCoord);
for (const MD5MeshParser::Vertex& vertex : md5Mesh.vertices)
{
@@ -130,21 +149,21 @@ namespace Nz
// On stocke tous les poids dans le tableau temporaire en même temps qu'on calcule la position finale du sommet.
tempWeights.resize(vertex.weightCount);
for (unsigned int j = 0; j < vertex.weightCount; ++j)
for (unsigned int weightIndex = 0; weightIndex < vertex.weightCount; ++weightIndex)
{
const MD5MeshParser::Weight& weight = md5Mesh.weights[vertex.startWeight + j];
const MD5MeshParser::Weight& weight = md5Mesh.weights[vertex.startWeight + weightIndex];
const MD5MeshParser::Joint& joint = joints[weight.joint];
finalPos += (joint.bindPos + joint.bindOrient*weight.pos) * weight.bias;
finalPos += (joint.bindPos + joint.bindOrient * weight.pos) * weight.bias;
// Avant d'ajouter les poids, il faut s'assurer qu'il n'y en ait pas plus que le maximum supporté
// et dans le cas contraire, garder les poids les plus importants et les renormaliser
tempWeights[j] = {weight.bias, weight.joint};
tempWeights[weightIndex] = {weight.bias, weight.joint};
}
// Avons nous plus de poids que le moteur ne peut en supporter ?
unsigned int weightCount = vertex.weightCount;
if (weightCount > NAZARA_UTILITY_SKINNING_MAX_WEIGHTS)
UInt32 weightCount = vertex.weightCount;
if (weightCount > maxWeightCount)
{
// Pour augmenter la qualité du skinning tout en ne gardant que X poids, on ne garde que les poids
// les plus importants, ayant le plus d'impact sur le sommet final
@@ -154,36 +173,43 @@ namespace Nz
// Sans oublier bien sûr de renormaliser les poids (que leur somme soit 1)
float weightSum = 0.f;
for (unsigned int j = 0; j < NAZARA_UTILITY_SKINNING_MAX_WEIGHTS; ++j)
for (UInt32 j = 0; j < maxWeightCount; ++j)
weightSum += tempWeights[j].bias;
for (unsigned int j = 0; j < NAZARA_UTILITY_SKINNING_MAX_WEIGHTS; ++j)
for (UInt32 j = 0; j < maxWeightCount; ++j)
tempWeights[j].bias /= weightSum;
weightCount = NAZARA_UTILITY_SKINNING_MAX_WEIGHTS;
weightCount = maxWeightCount;
}
vertices->weightCount = weightCount;
for (unsigned int j = 0; j < NAZARA_UTILITY_SKINNING_MAX_WEIGHTS; ++j)
if (posPtr)
*posPtr++ = /*finalPos * */Vector3f(1.f / 40.f);
if (uvPtr)
*uvPtr++ = Vector2f(parameters.texCoordOffset + vertex.uv * parameters.texCoordScale);
if (jointIndicesPtr)
{
if (j < weightCount)
{
// On donne une valeur aux poids présents
vertices->weights[j] = tempWeights[j].bias;
vertices->jointIndexes[j] = tempWeights[j].jointIndex;
}
else
{
// Et un poids de 0 sur le joint 0 pour les autres (nécessaire pour le GPU Skinning)
// La raison est que le GPU ne tiendra pas compte du nombre de poids pour des raisons de performances.
vertices->weights[j] = 0.f;
vertices->jointIndexes[j] = 0;
}
Vector4i32& jointIndices = *jointIndicesPtr++;
for (UInt32 j = 0; j < maxWeightCount; ++j)
jointIndices[j] = (j < weightCount) ? tempWeights[j].jointIndex : 0;
}
vertices->position = finalPos;
vertices->uv.Set(parameters.texCoordOffset + vertex.uv * parameters.texCoordScale);
vertices++;
if (jointWeightPtr)
{
Vector4f& jointWeights = *jointWeightPtr++;
for (UInt32 j = 0; j < maxWeightCount; ++j)
jointWeights[j] = (j < weightCount) ? tempWeights[j].bias : 0;
}
}
// Vertex colors (.md5mesh files have no vertex color)
if (auto colorPtr = vertexMapper.GetComponentPtr<Color>(VertexComponent::Color))
{
for (std::size_t j = 0; j < md5Mesh.vertices.size(); ++j)
*colorPtr++ = Color::White;
}
vertexMapper.Unmap();
@@ -196,7 +222,15 @@ namespace Nz
// Submesh
std::shared_ptr<SkeletalMesh> subMesh = std::make_shared<SkeletalMesh>(vertexBuffer, indexBuffer);
subMesh->GenerateNormalsAndTangents();
if (parameters.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent::Normal))
{
if (parameters.vertexDeclaration->HasComponentOfType<Vector3f>(VertexComponent::Tangent))
subMesh->GenerateNormalsAndTangents();
else
subMesh->GenerateNormals();
}
subMesh->SetMaterialIndex(i);
mesh->AddSubMesh(subMesh);