From Cedric Pinson, The following commit include:
* Refactore of RigGeometry to support hardware skinning * Refactore of Timeline to split Action in differents files * Add example how to use hardware skinning
This commit is contained in:
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src/osgAnimation/RigTransformHardware.cpp
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250
src/osgAnimation/RigTransformHardware.cpp
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/* -*-c++-*-
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* Copyright (C) 2009 Cedric Pinson <cedric.pinson@plopbyte.net>
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgAnimation/RigTransformHardware>
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#include <osgAnimation/RigGeometry>
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#include <sstream>
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using namespace osgAnimation;
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osg::Vec4Array* RigTransformHardware::getVertexAttrib(int index)
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{
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if (index >= (int)_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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{
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return _boneWeightAttribArrays.size();
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}
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osg::Uniform* RigTransformHardware::getMatrixPaletteUniform()
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{
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return _uniformMatrixPalette.get();
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}
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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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{
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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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if (!_uniformMatrixPalette->setElement(i, result))
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osg::notify(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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bool RigTransformHardware::createPalette(int nbVertexes, BoneMap boneMap, const VertexInfluenceSet::VertexIndexToBoneWeightMap& vertexIndexToBoneWeightMap)
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{
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typedef std::map<std::string, int> BoneNameCountMap;
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typedef std::map<std::string, int> BoneNamePaletteIndex;
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BoneNamePaletteIndex bname2palette;
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BonePalette palette;
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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 it = vertexIndexToBoneWeightMap.begin(); it != vertexIndexToBoneWeightMap.end(); it++)
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{
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int vertexIndex = it->first;
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const VertexInfluenceSet::BoneWeightList& boneWeightList = it->second;
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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 (boneNameCountMap.find(bw.getBoneName()) != boneNameCountMap.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(bname2palette[bw.getBoneName()],bw.getWeight()));
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}
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else if (fabs(bw.getWeight()) > 1e-2) // dont use bone with weight too small
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{
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if (boneMap.find(bw.getBoneName()) == boneMap.end())
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{
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osg::notify(osg::WARN) << "RigTransformHardware::createPalette can't find bone " << bw.getBoneName() << " 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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bname2palette[bw.getBoneName()] = palette.size()-1;
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vertexIndexWeight[vertexIndex].push_back(IndexWeightEntry(bname2palette[bw.getBoneName()],bw.getWeight()));
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}
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else
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{
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osg::notify(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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}
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}
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maxBonePerVertex = osg::maximum(maxBonePerVertex, bonesForThisVertex);
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}
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osg::notify(osg::INFO) << "RigTransformHardware::createPalette maximum number of bone per vertex is " << maxBonePerVertex << std::endl;
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osg::notify(osg::INFO) << "RigTransformHardware::createPalette matrix palette has " << boneNameCountMap.size() << " entries" << std::endl;
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for (BoneNameCountMap::iterator it = boneNameCountMap.begin(); it != boneNameCountMap.end(); it++)
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{
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osg::notify(osg::INFO) << "RigTransformHardware::createPalette Bone " << it->first << " is used " << it->second << " times" << std::endl;
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}
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osg::notify(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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_uniformMatrixPalette = createVertexUniform();
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_boneWeightAttribArrays = createVertexAttribList();
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return true;
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}
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//
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// create vertex attribute by 2 bones
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// vec4(boneIndex0, weight0, boneIndex1, weight1)
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// if more bones are needed then other attributes are created
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// vec4(boneIndex2, weight2, boneIndex3, weight3)
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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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{
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BoneWeightAttribList arrayList;
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int nbArray = static_cast<int>(ceilf(getNumBonesPerVertex() * 0.5));
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if (!nbArray)
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return arrayList;
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arrayList.resize(nbArray);
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for (int i = 0; i < nbArray; i++)
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{
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osg::ref_ptr<osg::Vec4Array> array = new osg::Vec4Array;
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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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{
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for (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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(*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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{
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float boneIndex = static_cast<float>(_vertexIndexMatrixWeightList[j][boneIndexInList].getIndex());
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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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(*array)[j][1 + boneIndexInVec4] = boneWeight;
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}
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}
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}
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}
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return arrayList;
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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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return uniform;
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}
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void RigTransformHardware::setShader(osg::Shader* shader)
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{
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_shader = shader;
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}
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bool RigTransformHardware::init(RigGeometry& geom)
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{
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osg::Vec3Array* pos = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
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if (!pos) {
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osg::notify(osg::WARN) << "RigTransformHardware no vertex array in the geometry " << geom.getName() << std::endl;
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return false;
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}
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if (!geom.getSkeleton()) {
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osg::notify(osg::WARN) << "RigTransformHardware no skeleting set in geometry " << geom.getName() << std::endl;
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return false;
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}
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Bone::BoneMap bm = geom.getSkeleton()->getBoneMap();
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if (!createPalette(pos->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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if (!_shader.valid()) {
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osg::notify(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 toreplace = std::string("MAX_MATRIX");
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std::size_t start = str.find(toreplace);
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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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osg::notify(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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{
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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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geom.setVertexAttribData(attribIndex + i, osg::Geometry::ArrayData(getVertexAttrib(i),osg::Geometry::BIND_PER_VERTEX));
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osg::notify(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 = new osg::StateSet;
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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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geom.setStateSet(ss.get());
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_needInit = false;
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return true;
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}
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void RigTransformHardware::update(RigGeometry& geom)
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{
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computeMatrixPaletteUniform(geom.getMatrixFromSkeletonToGeometry(), geom.getInvMatrixFromSkeletonToGeometry());
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}
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