refactoring and fixes
only change in design: decouplage between MorphGeometry and MorphTransform technique no real change in behavior (i hope)
This commit is contained in:
@@ -31,7 +31,6 @@ RigTransformHardware::RigTransformHardware(const RigTransformHardware& rth, cons
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RigTransform(rth, copyop),
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_bonesPerVertex(rth._bonesPerVertex),
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_nbVertexes(rth._nbVertexes),
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_vertexIndexMatrixWeightList(rth._vertexIndexMatrixWeightList),
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_bonePalette(rth._bonePalette),
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_boneNameToPalette(rth._boneNameToPalette),
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_boneWeightAttribArrays(rth._boneWeightAttribArrays),
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@@ -41,14 +40,14 @@ RigTransformHardware::RigTransformHardware(const RigTransformHardware& rth, cons
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{
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}
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osg::Vec4Array* RigTransformHardware::getVertexAttrib(int index)
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osg::Vec4Array* RigTransformHardware::getVertexAttrib(unsigned int index)
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{
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if (index >= (int)_boneWeightAttribArrays.size())
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if (index >= _boneWeightAttribArrays.size())
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return 0;
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return _boneWeightAttribArrays[index].get();
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}
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int RigTransformHardware::getNumVertexAttrib()
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unsigned int RigTransformHardware::getNumVertexAttrib()
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{
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return _boneWeightAttribArrays.size();
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}
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@@ -61,68 +60,83 @@ osg::Uniform* RigTransformHardware::getMatrixPaletteUniform()
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void RigTransformHardware::computeMatrixPaletteUniform(const osg::Matrix& transformFromSkeletonToGeometry, const osg::Matrix& invTransformFromSkeletonToGeometry)
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{
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for (int i = 0; i < (int)_bonePalette.size(); i++)
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for (unsigned int i = 0; i < _bonePalette.size(); i++)
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{
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osg::ref_ptr<Bone> bone = _bonePalette[i].get();
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const osg::Matrix& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
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const osg::Matrix& boneMatrix = bone->getMatrixInSkeletonSpace();
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osg::Matrix resultBoneMatrix = invBindMatrix * boneMatrix;
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osg::Matrix result = transformFromSkeletonToGeometry * resultBoneMatrix * invTransformFromSkeletonToGeometry;
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const osg::Matrixf& invBindMatrix = bone->getInvBindMatrixInSkeletonSpace();
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const osg::Matrixf& boneMatrix = bone->getMatrixInSkeletonSpace();
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osg::Matrixf resultBoneMatrix = invBindMatrix * boneMatrix;
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osg::Matrixf result = transformFromSkeletonToGeometry * resultBoneMatrix * invTransformFromSkeletonToGeometry;
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if (!_uniformMatrixPalette->setElement(i, result))
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OSG_WARN << "RigTransformHardware::computeUniformMatrixPalette can't set uniform at " << i << " elements" << std::endl;
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}
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}
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int RigTransformHardware::getNumBonesPerVertex() const { return _bonesPerVertex;}
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int RigTransformHardware::getNumVertexes() const { return _nbVertexes;}
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unsigned int RigTransformHardware::getNumBonesPerVertex() const { return _bonesPerVertex;}
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unsigned int RigTransformHardware::getNumVertexes() const { return _nbVertexes;}
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bool RigTransformHardware::createPalette(int nbVertexes, BoneMap boneMap, const VertexInfluenceSet::VertexIndexToBoneWeightMap& vertexIndexToBoneWeightMap)
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typedef std::vector<std::vector<RigTransformHardware::IndexWeightEntry> > VertexIndexWeightList;
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void createVertexAttribList(RigTransformHardware& rig,const VertexIndexWeightList&_vertexIndexMatrixWeightList,RigTransformHardware::BoneWeightAttribList & boneWeightAttribArrays);
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bool RigTransformHardware::createPalette(unsigned int nbVertexes, const BoneMap &boneMap, const VertexInfluenceSet::VertIDToBoneWeightList& vertexIndexToBoneWeightMap)
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{
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_nbVertexes = nbVertexes;
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typedef std::map<std::string, int> BoneNameCountMap;
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BonePalette palette;
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_bonePalette.clear();
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_boneNameToPalette.clear();
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BoneNameCountMap boneNameCountMap;
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// init vertex attribute data
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VertexIndexWeightList vertexIndexWeight;
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vertexIndexWeight.resize(nbVertexes);
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int maxBonePerVertex = 0;
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for (VertexInfluenceSet::VertexIndexToBoneWeightMap::const_iterator vit = vertexIndexToBoneWeightMap.begin(); vit != vertexIndexToBoneWeightMap.end(); ++vit)
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unsigned int maxBonePerVertex = 0;
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if(vertexIndexToBoneWeightMap.size()!=nbVertexes) {
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OSG_WARN << "RigTransformHardware::some vertex has no transform " <<vertexIndexToBoneWeightMap.size()<<"!="<< nbVertexes << std::endl;
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return false;
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}
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unsigned int vertexID=0;
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BoneNamePaletteIndex::iterator boneName2PaletteIndex;
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for (VertexInfluenceSet::VertIDToBoneWeightList::const_iterator vit = vertexIndexToBoneWeightMap.begin();
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vit != vertexIndexToBoneWeightMap.end(); ++vit,++vertexID)
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{
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int vertexIndex = vit->first;
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const VertexInfluenceSet::BoneWeightList& boneWeightList = vit->second;
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int bonesForThisVertex = 0;
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const VertexInfluenceSet::BoneWeightList& boneWeightList = *vit;
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unsigned int bonesForThisVertex = 0;
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for (VertexInfluenceSet::BoneWeightList::const_iterator it = boneWeightList.begin(); it != boneWeightList.end(); ++it)
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{
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const VertexInfluenceSet::BoneWeight& bw = *it;
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if(fabs(bw.getWeight()) > 1e-2) // don't use bone with weight too small
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if(fabs(bw.getWeight()) > 1e-4) // don't use bone with weight too small
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{
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if (boneNameCountMap.find(bw.getBoneName()) != boneNameCountMap.end())
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if ((boneName2PaletteIndex= _boneNameToPalette.find(bw.getBoneName())) != _boneNameToPalette.end())
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{
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boneNameCountMap[bw.getBoneName()]++;
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bonesForThisVertex++; // count max number of bones per vertexes
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vertexIndexWeight[vertexIndex].push_back(IndexWeightEntry(_boneNameToPalette[bw.getBoneName()],bw.getWeight()));
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vertexIndexWeight[vertexID].push_back(IndexWeightEntry(boneName2PaletteIndex->second,bw.getWeight()));
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}
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else
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{
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if (boneMap.find(bw.getBoneName()) == boneMap.end())
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BoneMap::const_iterator bonebyname;
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if ((bonebyname=boneMap.find(bw.getBoneName())) == boneMap.end())
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{
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OSG_INFO << "RigTransformHardware::createPalette can't find bone " << bw.getBoneName() << " skip this influence" << std::endl;
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OSG_WARN << "RigTransformHardware::createPalette can't find bone " << bw.getBoneName() << "in skeleton bonemap: skip this influence" << std::endl;
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continue;
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}
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boneNameCountMap[bw.getBoneName()] = 1; // for stats
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bonesForThisVertex++;
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palette.push_back(boneMap[bw.getBoneName()]);
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_boneNameToPalette[bw.getBoneName()] = palette.size()-1;
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vertexIndexWeight[vertexIndex].push_back(IndexWeightEntry(_boneNameToPalette[bw.getBoneName()],bw.getWeight()));
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}
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_boneNameToPalette[bw.getBoneName()] = _bonePalette.size() ;
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vertexIndexWeight[vertexID].push_back(IndexWeightEntry(_bonePalette.size(),bw.getWeight()));
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_bonePalette.push_back(bonebyname->second);
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}
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}
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else
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{
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OSG_WARN << "RigTransformHardware::createPalette Bone " << bw.getBoneName() << " has a weight " << bw.getWeight() << " for vertex " << vertexIndex << " this bone will not be in the palette" << std::endl;
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OSG_WARN << "RigTransformHardware::createPalette Bone " << bw.getBoneName() << " has a weight " << bw.getWeight() << " for vertex " << vertexID << " this bone will not be in the palette" << std::endl;
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}
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}
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if(bonesForThisVertex==0) {
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OSG_WARN << "RigTransformHardware::no transform for vertex " << vertexID << " this will induce a bug in vertex shader" << std::endl;
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}
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maxBonePerVertex = osg::maximum(maxBonePerVertex, bonesForThisVertex);
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}
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OSG_INFO << "RigTransformHardware::createPalette maximum number of bone per vertex is " << maxBonePerVertex << std::endl;
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@@ -136,15 +150,12 @@ bool RigTransformHardware::createPalette(int nbVertexes, BoneMap boneMap, const
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OSG_INFO << "RigTransformHardware::createPalette will use " << boneNameCountMap.size() * 4 << " uniforms" << std::endl;
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for (int i = 0 ; i < (int)vertexIndexWeight.size(); i++)
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vertexIndexWeight[i].resize(maxBonePerVertex);
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_nbVertexes = nbVertexes;
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_bonesPerVertex = maxBonePerVertex;
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_bonePalette = palette;
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_vertexIndexMatrixWeightList = vertexIndexWeight;
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for (int i = 0 ; i < (int)vertexIndexWeight.size(); i++)
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vertexIndexWeight[i].resize(maxBonePerVertex);
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_uniformMatrixPalette = createVertexUniform();
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_boneWeightAttribArrays = createVertexAttribList();
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createVertexAttribList(*this,vertexIndexWeight,this->_boneWeightAttribArrays);
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return true;
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}
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@@ -157,33 +168,34 @@ bool RigTransformHardware::createPalette(int nbVertexes, BoneMap boneMap, const
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// the idea is to use this format to have a granularity smaller
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// than the 4 bones using two vertex attributes
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//
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RigTransformHardware::BoneWeightAttribList RigTransformHardware::createVertexAttribList()
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void createVertexAttribList(RigTransformHardware& rig,const VertexIndexWeightList& _vertexIndexMatrixWeightList, RigTransformHardware::BoneWeightAttribList& boneWeightAttribArrays)
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{
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BoneWeightAttribList arrayList;
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int nbArray = static_cast<int>(ceilf(getNumBonesPerVertex() * 0.5));
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unsigned int nbVertices= rig.getNumVertexes();
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unsigned int maxbonepervertex=rig.getNumBonesPerVertex();
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unsigned int nbArray = static_cast<unsigned int>(ceilf( ((float)maxbonepervertex) * 0.5f));
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if (!nbArray)
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return arrayList;
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return ;
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arrayList.resize(nbArray);
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for (int i = 0; i < nbArray; i++)
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boneWeightAttribArrays.resize(nbArray);
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for (unsigned int i = 0; i < nbArray; i++)
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{
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osg::ref_ptr<osg::Vec4Array> array = new osg::Vec4Array(osg::Array::BIND_PER_VERTEX);
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arrayList[i] = array;
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int nbVertexes = getNumVertexes();
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array->resize(nbVertexes);
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for (int j = 0; j < nbVertexes; j++)
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boneWeightAttribArrays[i] = array;
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array->resize( nbVertices);
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for (unsigned int j = 0; j < nbVertices; j++)
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{
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for (int b = 0; b < 2; b++)
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for (unsigned int b = 0; b < 2; b++)
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{
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// the granularity is 2 so if we have only one bone
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// it's convenient to init the second with a weight 0
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int boneIndexInList = i*2 + b;
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int boneIndexInVec4 = b*2;
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unsigned int boneIndexInList = i*2 + b;
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unsigned int boneIndexInVec4 = b*2;
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(*array)[j][0 + boneIndexInVec4] = 0;
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(*array)[j][1 + boneIndexInVec4] = 0;
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if (boneIndexInList < getNumBonesPerVertex())
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if (boneIndexInList < maxbonepervertex)
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{
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float boneIndex = static_cast<float>(_vertexIndexMatrixWeightList[j][boneIndexInList].getIndex());
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float boneIndex = static_cast<float>(_vertexIndexMatrixWeightList[j][boneIndexInList].getBoneIndex());
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float boneWeight = _vertexIndexMatrixWeightList[j][boneIndexInList].getWeight();
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// fill the vec4
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(*array)[j][0 + boneIndexInVec4] = boneIndex;
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@@ -192,10 +204,9 @@ RigTransformHardware::BoneWeightAttribList RigTransformHardware::createVertexAtt
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}
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}
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}
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return arrayList;
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return ;
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}
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osg::Uniform* RigTransformHardware::createVertexUniform()
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{
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osg::Uniform* uniform = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "matrixPalette", _bonePalette.size());
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@@ -210,6 +221,15 @@ void RigTransformHardware::setShader(osg::Shader* shader)
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bool RigTransformHardware::init(RigGeometry& geom)
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{
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if (!geom.getSkeleton())
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{
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OSG_WARN << "RigTransformHardware no skeleton set in geometry " << geom.getName() << std::endl;
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return false;
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}
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BoneMapVisitor mapVisitor;
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geom.getSkeleton()->accept(mapVisitor);
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BoneMap bm = mapVisitor.getBoneMap();
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osg::Geometry& source = *geom.getSourceGeometry();
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osg::Vec3Array* positionSrc = dynamic_cast<osg::Vec3Array*>(source.getVertexArray());
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if (!positionSrc)
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@@ -218,72 +238,93 @@ bool RigTransformHardware::init(RigGeometry& geom)
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return false;
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}
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if (!geom.getSkeleton())
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{
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OSG_WARN << "RigTransformHardware no skeleton set in geometry " << geom.getName() << std::endl;
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return false;
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}
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// copy shallow from source geometry to rig
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geom.copyFrom(source);
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BoneMapVisitor mapVisitor;
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geom.getSkeleton()->accept(mapVisitor);
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BoneMap bm = mapVisitor.getBoneMap();
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if (!createPalette(positionSrc->size(),bm, geom.getVertexInfluenceSet().getVertexToBoneList()))
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if (!createPalette(positionSrc->size(),bm,geom.getVertexInfluenceSet().getVertexToBoneList()))
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return false;
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->setName("HardwareSkinning");
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if (!_shader.valid())
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_shader = osg::Shader::readShaderFile(osg::Shader::VERTEX,"skinning.vert");
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osg::ref_ptr<osg::Program> program ;
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osg::ref_ptr<osg::Shader> vertexshader;
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osg::ref_ptr<osg::StateSet> stateset = geom.getOrCreateStateSet();
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if (!_shader.valid()) {
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//grab geom source program and vertex shader if _shader is not setted
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if(!_shader.valid() && (program = (osg::Program*)stateset->getAttribute(osg::StateAttribute::PROGRAM)))
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{
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for(unsigned int i=0;i<program->getNumShaders();++i)
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if(program->getShader(i)->getType()==osg::Shader::VERTEX){
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vertexshader=program->getShader(i);
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program->removeShader(vertexshader);
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}
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}else {
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program = new osg::Program;
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program->setName("HardwareSkinning");
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}
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//set default source if _shader is not user setted
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if (!vertexshader.valid()){
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if (!_shader.valid())
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vertexshader = osg::Shader::readShaderFile(osg::Shader::VERTEX,"skinning.vert");
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else vertexshader=_shader;
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}
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if (!vertexshader.valid()) {
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OSG_WARN << "RigTransformHardware can't load VertexShader" << std::endl;
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return false;
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}
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// replace max matrix by the value from uniform
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{
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std::string str = _shader->getShaderSource();
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std::string str = vertexshader->getShaderSource();
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std::string toreplace = std::string("MAX_MATRIX");
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std::size_t start = str.find(toreplace);
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if (std::string::npos != start) {
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std::stringstream ss;
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ss << getMatrixPaletteUniform()->getNumElements();
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str.replace(start, toreplace.size(), ss.str());
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_shader->setShaderSource(str);
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vertexshader->setShaderSource(str);
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}
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else
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{
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OSG_WARN << "MAX_MATRIX not found in Shader! " << str << std::endl;
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OSG_INFO<< "MAX_MATRIX not found in Shader! " << str << std::endl;
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}
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OSG_INFO << "Shader " << str << std::endl;
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}
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int attribIndex = 11;
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int nbAttribs = getNumVertexAttrib();
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for (int i = 0; i < nbAttribs; i++)
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unsigned int attribIndex = 11;
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unsigned int nbAttribs = getNumVertexAttrib();
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if(nbAttribs==0)
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OSG_WARN << "nbAttribs== " << nbAttribs << std::endl;
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for (unsigned int i = 0; i < nbAttribs; i++)
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{
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std::stringstream ss;
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ss << "boneWeight" << i;
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program->addBindAttribLocation(ss.str(), attribIndex + i);
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if(getVertexAttrib(i)->getNumElements()!=_nbVertexes)
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OSG_WARN << "getVertexAttrib== " << getVertexAttrib(i)->getNumElements() << std::endl;
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geom.setVertexAttribArray(attribIndex + i, getVertexAttrib(i));
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OSG_INFO << "set vertex attrib " << ss.str() << std::endl;
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}
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program->addShader(_shader.get());
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osg::ref_ptr<osg::StateSet> ss = geom.getOrCreateStateSet();
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ss->addUniform(getMatrixPaletteUniform());
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ss->addUniform(new osg::Uniform("nbBonesPerVertex", getNumBonesPerVertex()));
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ss->setAttributeAndModes(program.get());
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program->addShader(vertexshader.get());
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stateset->removeUniform("matrixPalette");
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stateset->addUniform(getMatrixPaletteUniform());
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stateset->removeUniform("nbBonesPerVertex");
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stateset->addUniform(new osg::Uniform("nbBonesPerVertex",_bonesPerVertex));
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stateset->removeAttribute(osg::StateAttribute::PROGRAM);
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if(!stateset->getAttribute(osg::StateAttribute::PROGRAM))
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stateset->setAttributeAndModes(program.get());
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_needInit = false;
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return true;
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}
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void RigTransformHardware::operator()(RigGeometry& geom)
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{
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if (_needInit)
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