Moved skinning to algorithms

Former-commit-id: ab31467438f55e8381daa8f238c201c46ba96f52
This commit is contained in:
Lynix 2014-06-21 16:21:33 +02:00
parent c8ae34f20b
commit 5310c8b0d6
4 changed files with 119 additions and 177 deletions

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@ -14,6 +14,16 @@
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Utility/IndexIterator.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
struct NzSkinningData
{
const NzJoint* joints;
const NzMeshVertex* inputVertex;
NzMeshVertex* outputVertex;
const NzVertexWeight* vertexWeights;
const NzWeight* weights;
};
NAZARA_API void NzComputeBoxIndexVertexCount(const NzVector3ui& subdivision, unsigned int* indexCount, unsigned int* vertexCount);
NAZARA_API unsigned int NzComputeCacheMissCount(NzIndexIterator indices, unsigned int indexCount);
@ -33,6 +43,10 @@ NAZARA_API void NzGenerateUvSphere(float size, unsigned int sliceCount, unsigned
NAZARA_API void NzOptimizeIndices(NzIndexIterator indices, unsigned int indexCount);
NAZARA_API void NzSkinPosition(const NzSkinningData& data, unsigned int startVertex, unsigned int vertexCount);
NAZARA_API void NzSkinPositionNormal(const NzSkinningData& data, unsigned int startVertex, unsigned int vertexCount);
NAZARA_API void NzSkinPositionNormalTangent(const NzSkinningData& data, unsigned int startVertex, unsigned int vertexCount);
template<typename T> void NzTransformVertices(T* vertices, unsigned int vertexCount, const NzMatrix4f& matrix);
#include <Nazara/Utility/Algorithm.inl>

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@ -55,9 +55,6 @@ class NAZARA_API NzSkeletalMesh final : public NzSubMesh
bool IsAnimated() const final;
bool IsValid() const;
void Skin(NzMeshVertex* outputBuffer) const;
void Skin(NzMeshVertex* outputBuffer, const NzSkeleton* skeleton) const;
void SetIndexBuffer(const NzIndexBuffer* indexBuffer);
private:

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@ -818,7 +818,7 @@ void NzGenerateCone(float length, float radius, unsigned int subdivision, const
NzVector3f lExtend = NzVector3f::Left()*radius;
NzVector3f fExtend = NzVector3f::Forward()*radius;
// Et on ajoute ensuite les quatres extrémités de la pyramide
// Et on ajoute ensuite les quatres extrémités de la pyramide
aabb->ExtendTo(base + lExtend + fExtend);
aabb->ExtendTo(base + lExtend - fExtend);
aabb->ExtendTo(base - lExtend + fExtend);
@ -961,7 +961,7 @@ void NzGenerateUvSphere(float size, unsigned int sliceCount, unsigned int stackC
}
}
/************************************Autres***********************************/
/************************************NzOptimize***********************************/
void NzOptimizeIndices(NzIndexIterator indices, unsigned int indexCount)
{
@ -969,3 +969,106 @@ void NzOptimizeIndices(NzIndexIterator indices, unsigned int indexCount)
if (optimizer.Optimize(indices, indexCount) != VertexCacheOptimizer::Success)
NazaraWarning("Indices optimizer failed");
}
/************************************NzSkin***********************************/
void NzSkinPosition(const NzSkinningData& data, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &data.inputVertex[startVertex];
NzMeshVertex* outputVertex = &data.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
unsigned int weightCount = data.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = data.weights[data.vertexWeights[i].weights[j]];
NzMatrix4f mat(data.joints[weight.jointIndex].GetSkinningMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
}
outputVertex->position = finalPosition;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
void NzSkinPositionNormal(const NzSkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
NzVector3f finalNormal(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetSkinningMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
}
finalNormal.Normalize();
outputVertex->normal = finalNormal;
outputVertex->position = finalPosition;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
void NzSkinPositionNormalTangent(const NzSkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
NzVector3f finalNormal(NzVector3f::Zero());
NzVector3f finalTangent(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetSkinningMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
finalTangent += mat.Transform(inputVertex->tangent, 0.f);
}
finalNormal.Normalize();
finalTangent.Normalize();
outputVertex->normal = finalNormal;
outputVertex->position = finalPosition;
outputVertex->tangent = finalTangent;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}

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@ -2,135 +2,13 @@
// This file is part of the "Nazara Engine - Utility module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Core/TaskScheduler.hpp>
#include <Nazara/Utility/BufferMapper.hpp>
#include <Nazara/Utility/Config.hpp>
#include <Nazara/Utility/Mesh.hpp>
#include <Nazara/Utility/Skeleton.hpp>
#include <Nazara/Utility/VertexStruct.hpp>
#include <memory>
#include <vector>
#include <Nazara/Utility/Debug.hpp>
namespace
{
struct SkinningInfos
{
const NzJoint* joints;
const NzMeshVertex* inputVertex;
NzMeshVertex* outputVertex;
const NzVertexWeight* vertexWeights;
const NzWeight* weights;
};
void Skin_Position(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
}
outputVertex->position = finalPosition;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
void Skin_PositionNormal(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
NzVector3f finalNormal(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
}
finalNormal.Normalize();
outputVertex->normal = finalNormal;
outputVertex->position = finalPosition;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
void Skin_PositionNormalTangent(const SkinningInfos& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
{
const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
unsigned int endVertex = startVertex + vertexCount - 1;
for (unsigned int i = startVertex; i <= endVertex; ++i)
{
NzVector3f finalPosition(NzVector3f::Zero());
NzVector3f finalNormal(NzVector3f::Zero());
NzVector3f finalTangent(NzVector3f::Zero());
unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
for (unsigned int j = 0; j < weightCount; ++j)
{
const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetInverseBindMatrix());
mat.ConcatenateAffine(skinningInfos.joints[weight.jointIndex].GetTransformMatrix());
mat *= weight.weight;
finalPosition += mat.Transform(inputVertex->position);
finalNormal += mat.Transform(inputVertex->normal, 0.f);
finalTangent += mat.Transform(inputVertex->tangent, 0.f);
}
finalNormal.Normalize();
finalTangent.Normalize();
outputVertex->normal = finalNormal;
outputVertex->position = finalPosition;
outputVertex->tangent = finalTangent;
outputVertex->uv = inputVertex->uv;
inputVertex++;
outputVertex++;
}
}
}
struct NzSkeletalMeshImpl
{
std::unique_ptr<NzMeshVertex[]> bindPoseBuffer;
@ -336,56 +214,6 @@ bool NzSkeletalMesh::IsValid() const
return m_impl != nullptr;
}
void NzSkeletalMesh::Skin(NzMeshVertex* outputBuffer) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return;
}
#endif
Skin(outputBuffer, m_parent->GetSkeleton());
}
void NzSkeletalMesh::Skin(NzMeshVertex* outputBuffer, const NzSkeleton* skeleton) const
{
#if NAZARA_UTILITY_SAFE
if (!m_impl)
{
NazaraError("Skeletal mesh not created");
return;
}
#endif
SkinningInfos skinningInfos;
skinningInfos.inputVertex = m_impl->bindPoseBuffer.get();
skinningInfos.outputVertex = outputBuffer;
skinningInfos.joints = skeleton->GetJoints();
skinningInfos.vertexWeights = &m_impl->vertexWeights[0];
skinningInfos.weights = &m_impl->weights[0];
#if NAZARA_UTILITY_MULTITHREADED_SKINNING
unsigned int jointCount = skeleton->GetJointCount();
for (unsigned int i = 0; i < jointCount; ++i)
skinningInfos.joints[i].EnsureTransformMatrixUpdate();
unsigned int workerCount = NzTaskScheduler::GetWorkerCount();
std::ldiv_t div = std::ldiv(m_impl->vertexCount, workerCount); // Qui sait, peut-être que ça permet des optimisations plus efficaces
for (unsigned int i = 0; i < workerCount; ++i)
NzTaskScheduler::AddTask(Skin_PositionNormalTangent, skinningInfos, i*div.quot, (i == workerCount-1) ? div.quot + div.rem : div.quot);
NzTaskScheduler::Run();
NzTaskScheduler::WaitForTasks();
#else
Skin_PositionNormalTangent(skinningInfos, 0, m_impl->vertexCount);
#endif
m_impl->aabb = skeleton->GetAABB(); ///FIXME: Qu'est-ce que ça fait encore là ça ?
}
void NzSkeletalMesh::SetIndexBuffer(const NzIndexBuffer* indexBuffer)
{
m_impl->indexBuffer = indexBuffer;