Merge remote-tracking branch 'origin/RenderTechnique-Update'

Former-commit-id: 85e5af81ed3381af19e87c6ca0ee14e79955e563
This commit is contained in:
Lynix 2014-06-24 12:56:10 +02:00
commit b70f693b8c
10 changed files with 451 additions and 184 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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@ -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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@ -21,18 +21,26 @@ class NAZARA_API NzJoint : public NzNode
NzJoint(const NzJoint& joint);
~NzJoint() = default;
NzMatrix4f GetInverseBindMatrix() const;
void EnsureSkinningMatrixUpdate() const;
const NzMatrix4f& GetInverseBindMatrix() const;
NzString GetName() const;
NzSkeleton* GetSkeleton();
const NzSkeleton* GetSkeleton() const;
const NzMatrix4f& GetSkinningMatrix() const;
void SetInverseBindMatrix(const NzMatrix4f& matrix);
void SetName(const NzString& name);
private:
void InvalidateNode();
void UpdateSkinningMatrix() const;
NzMatrix4f m_inverseBindMatrix;
mutable NzMatrix4f m_skinningMatrix;
NzString m_name;
NzSkeleton* m_skeleton;
mutable bool m_skinningMatrixUpdated;
};
#endif // NAZARA_JOINT_HPP

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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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@ -11,6 +11,7 @@
#include <Nazara/Graphics/ForwardRenderTechnique.hpp>
#include <Nazara/Graphics/Material.hpp>
#include <Nazara/Graphics/RenderTechniques.hpp>
#include <Nazara/Graphics/SkinningManager.hpp>
#include <Nazara/Graphics/Loaders/Mesh.hpp>
#include <Nazara/Graphics/Loaders/OBJ.hpp>
#include <Nazara/Graphics/Loaders/Texture.hpp>
@ -39,7 +40,13 @@ bool NzGraphics::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;
}
@ -89,9 +96,9 @@ void NzGraphics::Uninitialize()
NzLoaders_OBJ_Unregister();
NzLoaders_Texture_Unregister();
NzMaterial::Uninitialize();
NzDeferredRenderTechnique::Uninitialize();
NzMaterial::Uninitialize();
NzSkinningManager::Uninitialize();
NazaraNotice("Uninitialized: Graphics module");

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@ -10,6 +10,7 @@
#include <Nazara/Graphics/ColorBackground.hpp>
#include <Nazara/Graphics/RenderTechniques.hpp>
#include <Nazara/Graphics/SceneRoot.hpp>
#include <Nazara/Graphics/SkinningManager.hpp>
#include <Nazara/Renderer/Config.hpp>
#include <functional>
#include <memory>
@ -240,6 +241,8 @@ void NzScene::Update()
void NzScene::UpdateVisible()
{
NzSkinningManager::Skin();
if (m_impl->update)
{
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;

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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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@ -7,7 +7,8 @@
#include <Nazara/Utility/Debug.hpp>
NzJoint::NzJoint(NzSkeleton* skeleton) :
m_skeleton(skeleton)
m_skeleton(skeleton),
m_skinningMatrixUpdated(false)
{
}
@ -15,11 +16,18 @@ NzJoint::NzJoint(const NzJoint& joint) :
NzNode(joint),
m_inverseBindMatrix(joint.m_inverseBindMatrix),
m_name(joint.m_name),
m_skeleton(joint.m_skeleton)
m_skeleton(joint.m_skeleton),
m_skinningMatrixUpdated(false)
{
}
NzMatrix4f NzJoint::GetInverseBindMatrix() const
void NzJoint::EnsureSkinningMatrixUpdate() const
{
if (!m_skinningMatrixUpdated)
UpdateSkinningMatrix();
}
const NzMatrix4f& NzJoint::GetInverseBindMatrix() const
{
return m_inverseBindMatrix;
}
@ -39,9 +47,18 @@ const NzSkeleton* NzJoint::GetSkeleton() const
return m_skeleton;
}
const NzMatrix4f& NzJoint::GetSkinningMatrix() const
{
if (!m_skinningMatrixUpdated)
UpdateSkinningMatrix();
return m_skinningMatrix;
}
void NzJoint::SetInverseBindMatrix(const NzMatrix4f& matrix)
{
m_inverseBindMatrix = matrix;
m_skinningMatrixUpdated = false;
}
void NzJoint::SetName(const NzString& name)
@ -50,3 +67,20 @@ void NzJoint::SetName(const NzString& name)
m_skeleton->InvalidateJointMap();
}
void NzJoint::InvalidateNode()
{
NzNode::InvalidateNode();
m_skinningMatrixUpdated = false;
}
void NzJoint::UpdateSkinningMatrix() const
{
if (!m_transformMatrixUpdated)
UpdateTransformMatrix();
m_skinningMatrix.Set(m_inverseBindMatrix);
m_skinningMatrix.ConcatenateAffine(m_transformMatrix);
m_skinningMatrixUpdated = true;
}

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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;