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
10 changed files with 451 additions and 184 deletions

View File

@@ -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++;
}
}

View File

@@ -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;
}

View File

@@ -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;