Added SkinningManager

Former-commit-id: ca3648dc16f5b1654cb8e3f5480d04f7fd22a3bc
This commit is contained in:
Lynix 2014-06-21 16:23:38 +02:00
parent 774df28d87
commit 6c1852299d
4 changed files with 286 additions and 3 deletions

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@ -0,0 +1,36 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_SKINNINGMANAGER_HPP
#define NAZARA_SKINNINGMANAGER_HPP
#include <Nazara/Prerequesites.hpp>
class NzSkeleton;
class NzSkeletalMesh;
class NzVertexBuffer;
class NAZARA_API NzSkinningManager
{
friend class NzGraphics;
public:
using SkinFunction = void (*)(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton, NzVertexBuffer* buffer);
NzSkinningManager() = delete;
~NzSkinningManager() = delete;
static NzVertexBuffer* GetBuffer(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton);
static void Skin();
private:
static bool Initialize();
static void Uninitialize();
static SkinFunction s_skinFunc;
};
#endif // NAZARA_SKINNINGMANAGER_HPP

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@ -11,6 +11,7 @@
#include <Nazara/Graphics/ForwardRenderTechnique.hpp> #include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Graphics/Material.hpp> #include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderTechniques.hpp> #include <Nazara/Graphics/RenderTechniques.hpp>
#include <Nazara/Graphics/SkinningManager.hpp>
#include <Nazara/Graphics/Loaders/Mesh.hpp> #include <Nazara/Graphics/Loaders/Mesh.hpp>
#include <Nazara/Graphics/Loaders/OBJ.hpp> #include <Nazara/Graphics/Loaders/OBJ.hpp>
#include <Nazara/Graphics/Loaders/Texture.hpp> #include <Nazara/Graphics/Loaders/Texture.hpp>
@ -39,7 +40,13 @@ bool NzGraphics::Initialize()
if (!NzMaterial::Initialize()) if (!NzMaterial::Initialize())
{ {
NazaraError("Failed to create material"); NazaraError("Failed to initialize materials");
return false;
}
if (!NzSkinningManager::Initialize())
{
NazaraError("Failed to initialize skinning cache");
return false; return false;
} }
@ -89,9 +96,9 @@ void NzGraphics::Uninitialize()
NzLoaders_OBJ_Unregister(); NzLoaders_OBJ_Unregister();
NzLoaders_Texture_Unregister(); NzLoaders_Texture_Unregister();
NzMaterial::Uninitialize();
NzDeferredRenderTechnique::Uninitialize(); NzDeferredRenderTechnique::Uninitialize();
NzMaterial::Uninitialize();
NzSkinningManager::Uninitialize();
NazaraNotice("Uninitialized: Graphics module"); NazaraNotice("Uninitialized: Graphics module");

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@ -10,6 +10,7 @@
#include <Nazara/Graphics/ColorBackground.hpp> #include <Nazara/Graphics/ColorBackground.hpp>
#include <Nazara/Graphics/RenderTechniques.hpp> #include <Nazara/Graphics/RenderTechniques.hpp>
#include <Nazara/Graphics/SceneRoot.hpp> #include <Nazara/Graphics/SceneRoot.hpp>
#include <Nazara/Graphics/SkinningManager.hpp>
#include <Nazara/Renderer/Config.hpp> #include <Nazara/Renderer/Config.hpp>
#include <functional> #include <functional>
#include <memory> #include <memory>
@ -219,6 +220,8 @@ void NzScene::Update()
void NzScene::UpdateVisible() void NzScene::UpdateVisible()
{ {
NzSkinningManager::Skin();
if (m_impl->update) if (m_impl->update)
{ {
for (NzUpdatable* node : m_impl->visibleUpdateList) for (NzUpdatable* node : m_impl->visibleUpdateList)

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@ -0,0 +1,237 @@
// Copyright (C) 2014 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/SkinningManager.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/ResourceListener.hpp>
#include <Nazara/Core/TaskScheduler.hpp>
#include <Nazara/Utility/Algorithm.hpp>
#include <Nazara/Utility/SkeletalMesh.hpp>
#include <Nazara/Utility/VertexBuffer.hpp>
#include <Nazara/Utility/VertexMapper.hpp>
#include <memory>
#include <unordered_map>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
enum ResourceType
{
ResourceType_SkeletalMesh,
ResourceType_Skeleton,
};
struct BufferData
{
NzVertexBufferRef buffer;
bool updated;
};
struct SkinningData
{
const NzSkeletalMesh* mesh;
const NzSkeleton* skeleton;
NzVertexBuffer* buffer;
};
using MeshMap = std::unordered_map<const NzSkeletalMesh*, BufferData>;
using SkeletonMap = std::unordered_map<const NzSkeleton*, MeshMap>;
SkeletonMap s_cache;
std::vector<SkinningData> s_skinningQueue;
class ResourceListener : public NzResourceListener
{
public:
bool OnResourceDestroy(const NzResource* resource, int index)
{
switch (index)
{
case ResourceType_SkeletalMesh:
{
for (auto& pair : s_cache)
{
MeshMap& meshMap = pair.second;
meshMap.erase(static_cast<const NzSkeletalMesh*>(resource));
}
break;
}
case ResourceType_Skeleton:
s_cache.erase(static_cast<const NzSkeleton*>(resource));
break;
}
return false;
}
bool OnResourceModified(const NzResource* resource, int index, unsigned int code)
{
NazaraUnused(code);
switch (index)
{
case ResourceType_SkeletalMesh:
{
for (auto& pair : s_cache)
{
MeshMap& meshMap = pair.second;
for (auto& pair2 : meshMap)
pair2.second.updated = false;
}
break;
}
case ResourceType_Skeleton:
{
for (auto& pair : s_cache.at(static_cast<const NzSkeleton*>(resource)))
pair.second.updated = false;
break;
}
}
return true;
}
void OnResourceReleased(const NzResource* resource, int index)
{
OnResourceDestroy(resource, index);
}
};
ResourceListener listener;
void Skin_MonoCPU(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton, NzVertexBuffer* buffer)
{
NzBufferMapper<NzVertexBuffer> mapper(buffer, nzBufferAccess_DiscardAndWrite);
NzSkinningData skinningData;
skinningData.inputVertex = mesh->GetBindPoseBuffer();
skinningData.outputVertex = static_cast<NzMeshVertex*>(mapper.GetPointer());
skinningData.joints = skeleton->GetJoints();
skinningData.vertexWeights = mesh->GetVertexWeight(0);
skinningData.weights = mesh->GetWeight(0);
NzSkinPositionNormalTangent(skinningData, 0, mesh->GetVertexCount());
}
void Skin_MultiCPU(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton, NzVertexBuffer* buffer)
{
NzBufferMapper<NzVertexBuffer> mapper(buffer, nzBufferAccess_DiscardAndWrite);
NzSkinningData skinningData;
skinningData.inputVertex = mesh->GetBindPoseBuffer();
skinningData.outputVertex = static_cast<NzMeshVertex*>(mapper.GetPointer());
skinningData.joints = skeleton->GetJoints();
skinningData.vertexWeights = mesh->GetVertexWeight(0);
skinningData.weights = mesh->GetWeight(0);
// Afin d'empêcher les différents threads de vouloir mettre à jour la même matrice en même temps,
// on se charge de la mettre à jour avant de les lancer
unsigned int jointCount = skeleton->GetJointCount();
for (unsigned int i = 0; i < jointCount; ++i)
skinningData.joints[i].EnsureSkinningMatrixUpdate();
unsigned int workerCount = NzTaskScheduler::GetWorkerCount();
std::ldiv_t div = std::ldiv(mesh->GetVertexCount(), workerCount);
for (unsigned int i = 0; i < workerCount; ++i)
NzTaskScheduler::AddTask(NzSkinPositionNormalTangent, skinningData, i*div.quot, (i == workerCount-1) ? div.quot + div.rem : div.quot);
NzTaskScheduler::Run();
NzTaskScheduler::WaitForTasks();
}
}
NzVertexBuffer* NzSkinningManager::GetBuffer(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton)
{
#if NAZARA_GRAPHICS_SAFE
if (!mesh)
{
NazaraError("Invalid mesh");
return nullptr;
}
if (!skeleton)
{
NazaraError("Invalid skeleton");
return nullptr;
}
#endif
NzErrorFlags flags(nzErrorFlag_ThrowException);
SkeletonMap::iterator it = s_cache.find(skeleton);
if (it == s_cache.end())
{
it = s_cache.insert(std::make_pair(skeleton, SkeletonMap::mapped_type())).first;
skeleton->AddResourceListener(&listener, ResourceType_Skeleton);
}
NzVertexBuffer* buffer;
MeshMap& meshMap = it->second;
MeshMap::iterator it2 = meshMap.find(mesh);
if (it2 == meshMap.end())
{
std::unique_ptr<NzVertexBuffer> vertexBuffer(new NzVertexBuffer);
vertexBuffer->SetPersistent(false);
vertexBuffer->Reset(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Normal_UV_Tangent), mesh->GetVertexCount(), nzBufferStorage_Hardware, nzBufferUsage_Dynamic);
BufferData data({vertexBuffer.get(), true});
meshMap.insert(std::make_pair(mesh, data));
mesh->AddResourceListener(&listener, ResourceType_SkeletalMesh);
s_skinningQueue.push_back(SkinningData{mesh, skeleton, vertexBuffer.get()});
buffer = vertexBuffer.release();
}
else
{
BufferData& data = it2->second;
if (!data.updated)
{
s_skinningQueue.push_back(SkinningData{mesh, skeleton, data.buffer});
data.updated = true;
}
buffer = data.buffer;
}
return buffer;
}
void NzSkinningManager::Skin()
{
for (SkinningData& data : s_skinningQueue)
s_skinFunc(data.mesh, data.skeleton, data.buffer);
s_skinningQueue.clear();
}
bool NzSkinningManager::Initialize()
{
///TODO: GPU Skinning
if (NzTaskScheduler::Initialize())
s_skinFunc = Skin_MultiCPU;
else
s_skinFunc = Skin_MonoCPU;
return true; // Rien de particulier à faire
}
void NzSkinningManager::Uninitialize()
{
for (auto& pair : s_cache)
{
pair.first->RemoveResourceListener(&listener);
MeshMap& meshMap = pair.second;
for (auto& pair2 : meshMap)
pair2.first->RemoveResourceListener(&listener);
}
s_cache.clear();
s_skinningQueue.clear();
}
NzSkinningManager::SkinFunction NzSkinningManager::s_skinFunc = nullptr;