Updated Skinning code
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@ -19,10 +19,8 @@
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struct NzSkinningData
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{
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const NzJoint* joints;
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const NzMeshVertex* inputVertex;
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const NzSkeletalMeshVertex* inputVertex;
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NzMeshVertex* outputVertex;
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const NzVertexWeight* vertexWeights;
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const NzWeight* weights;
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};
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NAZARA_API void NzComputeBoxIndexVertexCount(const NzVector3ui& subdivision, unsigned int* indexCount, unsigned int* vertexCount);
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@ -103,28 +103,26 @@ namespace
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void Skin_MonoCPU(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton, NzVertexBuffer* buffer)
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{
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NzBufferMapper<NzVertexBuffer> mapper(buffer, nzBufferAccess_DiscardAndWrite);
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NzBufferMapper<NzVertexBuffer> inputMapper(mesh->GetVertexBuffer(), nzBufferAccess_ReadOnly);
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NzBufferMapper<NzVertexBuffer> outputMapper(buffer, nzBufferAccess_DiscardAndWrite);
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NzSkinningData skinningData;
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skinningData.inputVertex = mesh->GetBindPoseBuffer();
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skinningData.outputVertex = static_cast<NzMeshVertex*>(mapper.GetPointer());
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skinningData.inputVertex = static_cast<NzSkeletalMeshVertex*>(inputMapper.GetPointer());
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skinningData.outputVertex = static_cast<NzMeshVertex*>(outputMapper.GetPointer());
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skinningData.joints = skeleton->GetJoints();
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skinningData.vertexWeights = mesh->GetVertexWeight(0);
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skinningData.weights = mesh->GetWeight(0);
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NzSkinPositionNormalTangent(skinningData, 0, mesh->GetVertexCount());
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}
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void Skin_MultiCPU(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton, NzVertexBuffer* buffer)
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{
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NzBufferMapper<NzVertexBuffer> mapper(buffer, nzBufferAccess_DiscardAndWrite);
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NzBufferMapper<NzVertexBuffer> inputMapper(mesh->GetVertexBuffer(), nzBufferAccess_ReadOnly);
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NzBufferMapper<NzVertexBuffer> outputMapper(buffer, nzBufferAccess_DiscardAndWrite);
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NzSkinningData skinningData;
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skinningData.inputVertex = mesh->GetBindPoseBuffer();
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skinningData.outputVertex = static_cast<NzMeshVertex*>(mapper.GetPointer());
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skinningData.inputVertex = static_cast<NzSkeletalMeshVertex*>(inputMapper.GetPointer());
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skinningData.outputVertex = static_cast<NzMeshVertex*>(outputMapper.GetPointer());
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skinningData.joints = skeleton->GetJoints();
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skinningData.vertexWeights = mesh->GetVertexWeight(0);
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skinningData.weights = mesh->GetWeight(0);
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// Afin d'empêcher les différents threads de vouloir mettre à jour la même matrice en même temps,
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// on se charge de la mettre à jour avant de les lancer
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@ -961,7 +961,7 @@ void NzGenerateUvSphere(float size, unsigned int sliceCount, unsigned int stackC
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}
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}
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/************************************NzOptimize***********************************/
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/**********************************NzOptimize*********************************/
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void NzOptimizeIndices(NzIndexIterator indices, unsigned int indexCount)
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{
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@ -972,23 +972,20 @@ void NzOptimizeIndices(NzIndexIterator indices, unsigned int indexCount)
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/************************************NzSkin***********************************/
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void NzSkinPosition(const NzSkinningData& data, unsigned int startVertex, unsigned int vertexCount)
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void NzSkinPosition(const NzSkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
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{
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const NzMeshVertex* inputVertex = &data.inputVertex[startVertex];
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NzMeshVertex* outputVertex = &data.outputVertex[startVertex];
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const NzSkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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unsigned int endVertex = startVertex + vertexCount - 1;
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for (unsigned int i = startVertex; i <= endVertex; ++i)
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{
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NzVector3f finalPosition(NzVector3f::Zero());
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unsigned int weightCount = data.vertexWeights[i].weights.size();
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for (unsigned int j = 0; j < weightCount; ++j)
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for (int j = 0; j < inputVertex->weightCount; ++j)
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{
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const NzWeight& weight = data.weights[data.vertexWeights[i].weights[j]];
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NzMatrix4f mat(data.joints[weight.jointIndex].GetSkinningMatrix());
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mat *= weight.weight;
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NzMatrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
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mat *= inputVertex->weights[j];
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finalPosition += mat.Transform(inputVertex->position);
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}
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@ -1003,7 +1000,7 @@ void NzSkinPosition(const NzSkinningData& data, unsigned int startVertex, unsign
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void NzSkinPositionNormal(const NzSkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
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{
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const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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const NzSkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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unsigned int endVertex = startVertex + vertexCount - 1;
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@ -1012,13 +1009,10 @@ void NzSkinPositionNormal(const NzSkinningData& skinningInfos, unsigned int star
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NzVector3f finalPosition(NzVector3f::Zero());
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NzVector3f finalNormal(NzVector3f::Zero());
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unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
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for (unsigned int j = 0; j < weightCount; ++j)
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for (int j = 0; j < inputVertex->weightCount; ++j)
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{
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const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
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NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetSkinningMatrix());
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mat *= weight.weight;
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NzMatrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
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mat *= inputVertex->weights[j];
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finalPosition += mat.Transform(inputVertex->position);
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finalNormal += mat.Transform(inputVertex->normal, 0.f);
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@ -1037,7 +1031,7 @@ void NzSkinPositionNormal(const NzSkinningData& skinningInfos, unsigned int star
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void NzSkinPositionNormalTangent(const NzSkinningData& skinningInfos, unsigned int startVertex, unsigned int vertexCount)
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{
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const NzMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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const NzSkeletalMeshVertex* inputVertex = &skinningInfos.inputVertex[startVertex];
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NzMeshVertex* outputVertex = &skinningInfos.outputVertex[startVertex];
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unsigned int endVertex = startVertex + vertexCount - 1;
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@ -1047,13 +1041,10 @@ void NzSkinPositionNormalTangent(const NzSkinningData& skinningInfos, unsigned i
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NzVector3f finalNormal(NzVector3f::Zero());
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NzVector3f finalTangent(NzVector3f::Zero());
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unsigned int weightCount = skinningInfos.vertexWeights[i].weights.size();
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for (unsigned int j = 0; j < weightCount; ++j)
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for (int j = 0; j < inputVertex->weightCount; ++j)
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{
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const NzWeight& weight = skinningInfos.weights[skinningInfos.vertexWeights[i].weights[j]];
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NzMatrix4f mat(skinningInfos.joints[weight.jointIndex].GetSkinningMatrix());
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mat *= weight.weight;
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NzMatrix4f mat(skinningInfos.joints[inputVertex->jointIndexes[j]].GetSkinningMatrix());
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mat *= inputVertex->weights[j];
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finalPosition += mat.Transform(inputVertex->position);
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finalNormal += mat.Transform(inputVertex->normal, 0.f);
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