[395] | 1 | // Copyright (C) 2011-2015 ChaosForge Ltd
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| 2 | // http://chaosforge.org/
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| 3 | //
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| 4 | // This file is part of Nova libraries.
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| 5 | // For conditions of distribution and use, see copying.txt file in root folder.
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[227] | 6 |
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| 7 | #include "nv/gfx/skeletal_mesh.hh"
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| 8 |
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| 9 | #include "nv/interface/context.hh"
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| 10 | #include "nv/interface/device.hh"
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[392] | 11 | #include "nv/stl/unordered_map.hh"
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[227] | 12 |
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[299] | 13 | nv::skeletal_mesh_cpu::skeletal_mesh_cpu( context* a_context, const mesh_data* a_mesh_data, const mesh_nodes_data* bones )
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[302] | 14 | : skeletal_mesh( a_context )
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[227] | 15 | {
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[412] | 16 | const raw_data_channel* pnt_chan = a_mesh_data->get_channel<md5_vtx_pnt>();
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| 17 | const raw_data_channel* pntiw_chan = a_mesh_data->get_channel<md5_vtx_pntiw>();
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| 18 |
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[415] | 19 | m_pntdata.assign( pnt_chan->data_cast< md5_vtx_pnt >(), pnt_chan->size() );
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[287] | 20 | m_bone_offset.resize( bones->get_count() );
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[289] | 21 | m_transform.resize( bones->get_count() );
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| 22 |
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[287] | 23 | for ( uint32 i = 0; i < bones->get_count(); ++i )
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| 24 | {
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| 25 | m_bone_offset[i] = transform( bones->get_node(i)->transform );
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| 26 | }
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[412] | 27 |
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[287] | 28 | m_vtx_data = a_mesh_data->get_channel_data<md5_vtx_pntiw>();
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| 29 | m_indices = a_mesh_data->get_count();
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[412] | 30 | m_va = a_context->create_vertex_array();
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| 31 |
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| 32 | array_view< raw_data_channel* > channels = a_mesh_data->get_raw_channels();
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| 33 | for ( uint32 ch = 0; ch < channels.size(); ++ch )
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| 34 | {
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| 35 | const raw_data_channel* channel = channels[ch];
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[415] | 36 | if ( channel->size() > 0 && channel != pntiw_chan )
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[412] | 37 | {
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| 38 | const data_descriptor& desc = channel->descriptor();
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| 39 | if ( desc[0].vslot == slot::INDEX )
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| 40 | {
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| 41 | buffer b = a_context->get_device()->create_buffer( INDEX_BUFFER, STREAM_DRAW, channel->raw_size(), channel->raw_data() );
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| 42 | a_context->set_index_buffer( m_va, b, desc[0].etype, true );
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| 43 | }
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| 44 | else
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| 45 | {
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| 46 | buffer b = a_context->get_device()->create_buffer( VERTEX_BUFFER, STREAM_DRAW, channel->raw_size(), channel->raw_data() );
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| 47 | a_context->add_vertex_buffers( m_va, b, channel );
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| 48 | }
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| 49 | }
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| 50 | }
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| 51 |
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[313] | 52 | m_pbuffer = a_context->find_buffer( m_va, slot::POSITION );
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[239] | 53 | }
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[227] | 54 |
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[296] | 55 | void nv::skeletal_mesh_cpu::update_animation( animation_entry* a_anim, uint32 a_anim_time )
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[227] | 56 | {
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[283] | 57 | if ( a_anim )
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[241] | 58 | {
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[406] | 59 | skeletal_animation_entry_cpu * anim = static_cast<skeletal_animation_entry_cpu*>( a_anim );
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| 60 | anim->update_skeleton( m_transform.data(), static_cast<float>( a_anim_time ) );
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[287] | 61 | {
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| 62 | size_t skeleton_size = m_bone_offset.size();
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| 63 | size_t vertex_count = m_pntdata.size();
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| 64 | m_pos_offset.resize( skeleton_size );
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| 65 | for ( unsigned int i = 0; i < skeleton_size; ++i )
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| 66 | {
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| 67 | m_pos_offset[i] = m_transform[i] * m_bone_offset[i];
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| 68 | }
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| 69 |
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[383] | 70 | fill( m_pntdata.raw_data(), m_pntdata.raw_data() + m_pntdata.raw_size(), 0 );
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[287] | 71 | for ( unsigned int i = 0; i < vertex_count; ++i )
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| 72 | {
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| 73 | const md5_vtx_pntiw& vert = m_vtx_data[i];
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| 74 |
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[406] | 75 | for ( int j = 0; j < 4; ++j )
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[287] | 76 | {
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[406] | 77 | unsigned index = unsigned( vert.boneindex[j] );
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[323] | 78 | float weight = vert.boneweight[j];
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[287] | 79 | const quat& orient = m_transform[index].get_orientation();
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| 80 | const transform& offset = m_pos_offset[index];
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| 81 | m_pntdata[i].position += offset.transformed( vert.position ) * weight;
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| 82 | m_pntdata[i].normal += ( orient * vert.normal ) * weight;
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| 83 | m_pntdata[i].tangent += ( orient * vert.tangent ) * weight;
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| 84 | }
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| 85 | }
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| 86 | }
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| 87 |
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[302] | 88 | m_context->update( m_pbuffer, m_pntdata.data(), 0, m_pntdata.raw_size() );
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[227] | 89 | }
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| 90 | }
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| 91 |
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[289] | 92 |
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[296] | 93 | void nv::skeletal_animation_entry_cpu::update_skeleton( transform* skeleton, float time ) const
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[289] | 94 | {
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[406] | 95 | float frame_duration = 1000.f / static_cast<float>( m_node_data->get_frame_rate() );
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[289] | 96 | float anim_duration = frame_duration * m_node_data->get_duration();
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| 97 | float new_time = fmodf( time, anim_duration ) * 0.001f;
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| 98 |
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| 99 | float frame_num = new_time * m_node_data->get_frame_rate();
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| 100 | for ( size_t i = 0; i < m_node_data->get_count(); ++i )
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| 101 | {
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| 102 | skeleton[i] = m_node_data->get_node(i)->data->get_transform( frame_num );
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| 103 | }
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| 104 | }
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| 105 |
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[288] | 106 | void nv::skeletal_animation_entry_gpu::initialize()
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[283] | 107 | {
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[287] | 108 | m_prepared = false;
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| 109 | m_children = nullptr;
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| 110 | m_offsets = nullptr;
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[288] | 111 | uint32 node_count = m_node_data->get_count();
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[287] | 112 | m_bone_ids = new sint16[ node_count ];
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| 113 |
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| 114 | if ( !m_node_data->is_flat() )
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| 115 | {
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[392] | 116 | m_children = new vector< uint32 >[ node_count ];
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[287] | 117 | for ( uint32 n = 0; n < node_count; ++n )
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| 118 | {
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| 119 | const mesh_node_data* node = m_node_data->get_node(n);
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| 120 | if ( node->parent_id != -1 )
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| 121 | {
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| 122 | m_children[ node->parent_id ].push_back( n );
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| 123 | }
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| 124 | }
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| 125 | }
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[283] | 126 | }
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| 127 |
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[287] | 128 | void nv::skeletal_animation_entry_gpu::update_skeleton( mat4* data, uint32 time ) const
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[283] | 129 | {
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[290] | 130 | float tick_time = ( time * 0.001f ) * m_frame_rate;
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| 131 | float anim_time = m_start;
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| 132 | if ( m_duration > 0.0f ) anim_time += fmodf( tick_time, m_duration );
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[287] | 133 |
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| 134 | if ( !m_node_data->is_flat() )
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| 135 | {
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| 136 | animate_rec( data, anim_time, 0, mat4() );
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| 137 | return;
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| 138 | }
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| 139 |
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| 140 | for ( uint32 n = 0; n < m_node_data->get_count(); ++n )
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| 141 | if ( m_bone_ids[n] >= 0 )
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| 142 | {
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| 143 | const mesh_node_data* node = m_node_data->get_node(n);
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| 144 | nv::mat4 node_mat( node->transform );
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| 145 |
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| 146 | if ( node->data )
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| 147 | {
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| 148 | node_mat = node->data->get_matrix( anim_time );
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| 149 | }
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| 150 |
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| 151 | sint16 bone_id = m_bone_ids[n];
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| 152 | data[ bone_id ] = node_mat * m_offsets[ bone_id ];
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| 153 | }
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[283] | 154 | }
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| 155 |
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[287] | 156 | void nv::skeletal_animation_entry_gpu::prepare( const mesh_nodes_data* bones )
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[283] | 157 | {
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[287] | 158 | if ( m_prepared ) return;
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[392] | 159 | unordered_map< std::string, nv::uint16 > bone_names;
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[287] | 160 | m_offsets = new mat4[ bones->get_count() ];
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| 161 | for ( nv::uint16 bi = 0; bi < bones->get_count(); ++bi )
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| 162 | {
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| 163 | const mesh_node_data* bone = bones->get_node(bi);
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| 164 | bone_names[ bone->name ] = bi;
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| 165 | m_offsets[bi] = bone->transform;
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| 166 | }
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| 167 |
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| 168 | for ( uint32 n = 0; n < m_node_data->get_count(); ++n )
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| 169 | {
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| 170 | const mesh_node_data* node = m_node_data->get_node(n);
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| 171 | sint16 bone_id = -1;
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| 172 |
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| 173 | auto bi = bone_names.find( node->name );
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| 174 | if ( bi != bone_names.end() )
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| 175 | {
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[406] | 176 | bone_id = sint16( bi->second );
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[287] | 177 | }
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| 178 | m_bone_ids[n] = bone_id;
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| 179 | }
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| 180 | m_prepared = true;
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[283] | 181 | }
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| 182 |
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[287] | 183 | void nv::skeletal_animation_entry_gpu::animate_rec( mat4* data, float time, uint32 node_id, const mat4& parent_mat ) const
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| 184 | {
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| 185 | // TODO: fix transforms, which are now embedded,
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| 186 | // see note in assimp_loader.cc:load_node
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| 187 | const mesh_node_data* node = m_node_data->get_node( node_id );
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| 188 | mat4 node_mat( node->transform );
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| 189 |
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| 190 | if ( node->data )
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| 191 | {
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| 192 | node_mat = node->data->get_matrix( time );
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| 193 | }
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| 194 |
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| 195 | mat4 global_mat = parent_mat * node_mat;
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| 196 |
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| 197 | sint16 bone_id = m_bone_ids[ node_id ];
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| 198 | if ( bone_id >= 0 )
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| 199 | {
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| 200 | data[ bone_id ] = global_mat * m_offsets[ bone_id ];
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| 201 | }
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| 202 |
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| 203 | for ( auto child : m_children[ node_id ] )
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| 204 | {
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| 205 | animate_rec( data, time, child, global_mat );
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| 206 | }
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| 207 | }
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| 208 |
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| 209 | nv::skeletal_animation_entry_gpu::~skeletal_animation_entry_gpu()
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| 210 | {
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| 211 | delete[] m_offsets;
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| 212 | delete[] m_children;
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| 213 | delete[] m_bone_ids;
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| 214 | }
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| 215 |
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[299] | 216 | nv::skeletal_mesh_gpu::skeletal_mesh_gpu( context* a_context, const mesh_data* a_mesh, const mesh_nodes_data* a_bone_data )
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[302] | 217 | : skeletal_mesh( a_context ), m_bone_data( a_bone_data ), m_transform( nullptr )
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[287] | 218 | {
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[313] | 219 | m_va = a_context->create_vertex_array( a_mesh, nv::STATIC_DRAW );
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[287] | 220 | m_index_count = a_mesh->get_count();
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| 221 | if ( m_bone_data )
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| 222 | {
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| 223 | m_transform = new mat4[ m_bone_data->get_count() ];
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| 224 | }
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| 225 | }
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| 226 |
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[283] | 227 | void nv::skeletal_mesh_gpu::update_animation( animation_entry* a_anim, uint32 a_anim_time )
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| 228 | {
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[287] | 229 | if ( m_bone_data && a_anim )
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[283] | 230 | {
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[406] | 231 | skeletal_animation_entry_gpu * anim = static_cast<skeletal_animation_entry_gpu*>( a_anim );
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[296] | 232 | anim->prepare( m_bone_data );
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[287] | 233 | anim->update_skeleton( m_transform, a_anim_time );
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[283] | 234 | }
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| 235 | }
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| 236 |
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[303] | 237 | void nv::skeletal_mesh_gpu::update( program a_program )
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[283] | 238 | {
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[287] | 239 | if ( m_bone_data )
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[303] | 240 | m_context->get_device()->set_opt_uniform_array( a_program, "nv_m_bones", m_transform, m_bone_data->get_count() );
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[287] | 241 | }
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| 242 |
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| 243 | nv::transform nv::skeletal_mesh_gpu::get_node_transform( uint32 node_id ) const
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| 244 | {
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[290] | 245 | if ( node_id == 0 ) return transform();
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[287] | 246 | return transform( m_transform[ node_id ] );
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| 247 | }
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| 248 |
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| 249 | nv::mat4 nv::skeletal_mesh_gpu::get_node_matrix( uint32 node_id ) const
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| 250 | {
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| 251 | return m_transform[ node_id ];
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| 252 | }
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