diff --git a/include/Nazara/Utility/Algorithm.hpp b/include/Nazara/Utility/Algorithm.hpp index da9326cff..d168cbe94 100644 --- a/include/Nazara/Utility/Algorithm.hpp +++ b/include/Nazara/Utility/Algorithm.hpp @@ -14,6 +14,16 @@ #include #include #include +#include + +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 void NzTransformVertices(T* vertices, unsigned int vertexCount, const NzMatrix4f& matrix); #include diff --git a/include/Nazara/Utility/SkeletalMesh.hpp b/include/Nazara/Utility/SkeletalMesh.hpp index 1237d6db9..c8c60a19c 100644 --- a/include/Nazara/Utility/SkeletalMesh.hpp +++ b/include/Nazara/Utility/SkeletalMesh.hpp @@ -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: diff --git a/src/Nazara/Utility/Algorithm.cpp b/src/Nazara/Utility/Algorithm.cpp index e7559a3b9..d1f203977 100644 --- a/src/Nazara/Utility/Algorithm.cpp +++ b/src/Nazara/Utility/Algorithm.cpp @@ -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++; + } +} diff --git a/src/Nazara/Utility/SkeletalMesh.cpp b/src/Nazara/Utility/SkeletalMesh.cpp index 735f30b33..314d0a46a 100644 --- a/src/Nazara/Utility/SkeletalMesh.cpp +++ b/src/Nazara/Utility/SkeletalMesh.cpp @@ -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 - #include -#include -#include #include #include -#include -#include #include #include #include -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 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;