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#include "Headers/SkinnedSubMesh.h"
#include "Headers/SkinnedMesh.h"

#include "Core/Headers/ParamHandler.h"
#include "Core/Math/Headers/Transform.h"
#include "Managers/Headers/SceneManager.h"
#include "Geometry/Animations/Headers/AnimationController.h"

SkinnedSubMesh::~SkinnedSubMesh()
{
	SAFE_DELETE(_animator);
}

/// After we loaded our mesh, we need to add submeshes as children nodes
void SkinnedSubMesh::postLoad(SceneGraphNode* const sgn){
	//sgn->getTransform()->setTransforms(_localMatrix);
	/// If the mesh has animation data, use dynamic VBO's if we use software skinning
	getGeometryVBO()->Create(!_softwareSkinning);
	Object3D::postLoad(sgn);
}

void SkinnedSubMesh::sceneUpdate(const U32 sceneTime, SceneGraphNode* const sgn, SceneState& sceneState){
	if(_playAnimations)
		sgn->animationTransforms(_animator->GetTransforms(_deltaTime));
	else             
		sgn->animationTransforms().clear();

	Object3D::sceneUpdate(sceneTime,sgn,sceneState);
}

/// Create a mesh animator from assimp imported data
bool SkinnedSubMesh::createAnimatorFromScene(const aiScene* scene,U8 subMeshPointer){
	assert(scene != NULL);
	/// Delete old animator if any
	SAFE_UPDATE(_animator,New SceneAnimator());
	_animator->Init(scene,subMeshPointer);

	return true;
}

void SkinnedSubMesh::renderSkeleton(SceneGraphNode* const sgn){
	if(!_skeletonAvailable || !GET_ACTIVE_SCENE()->renderState().drawSkeletons()) return;
	// update possible animation
	assert(_animator != NULL);

	_animator->setGlobalMatrix(sgn->getTransform()->getGlobalMatrix());
	_animator->RenderSkeleton(_deltaTime);
}

// update possible animations
void SkinnedSubMesh::updateAnimations(D32 timeIndex, SceneGraphNode* const sgn){
	_skeletonAvailable = false;
	_deltaTime = timeIndex;

	if(!_animator ||!GFX_DEVICE.isCurrentRenderStage(DISPLAY_STAGE))
		return;

	if(ParamHandler::getInstance().getParam<bool>("mesh.playAnimations")){
		_playAnimations = dynamic_cast<SkinnedMesh*>(getParentMesh())->playAnimations();
	}else{
		_playAnimations = false;
		return;
	}

	//All animation data is valid, so we have a skeleton to render if needed
	_skeletonAvailable = true;

	///Software skinning
	if(!_softwareSkinning)
		return;

	if(_origVerts.empty()){
		for(U32 i = 0; i < _geometry->getPosition().size(); i++){
			_origVerts.push_back(_geometry->getPosition()[i]);
			_origNorms.push_back(_geometry->getNormal()[i]);
		}
	}

	const vectorImpl<vec4<U8>  >& indices = _geometry->getBoneIndices();
	const vectorImpl<vec4<F32> >& weights = _geometry->getBoneWeights();
	const vectorImpl<mat4<F32> >& trans   = sgn->animationTransforms();

	vec4<F32> pos1, pos2, pos3, pos4, finalPos;
	vec4<F32> norm1, norm2, norm3, norm4, finalNorm;
	// loop through all vertex weights of all bones
	for( size_t i = 0; i < _geometry->getPosition().size(); ++i) {
		const vec3<F32>& pos  = _origVerts[i];
		const vec3<F32>& norm = _origNorms[i];
		const vec4<U8>&  ind  = indices[i];
		const vec4<F32>& wgh  = weights[i];

		F32 fwgh = 1.0f - ( wgh.x + wgh.y + wgh.z );

		pos1.set(wgh.x * (trans[ind.x] * pos));
		pos2.set(wgh.y * (trans[ind.y] * pos));
		pos3.set(wgh.z * (trans[ind.z] * pos));
		pos4.set(fwgh  * (trans[ind.w] * pos));
		finalPos = pos1 + pos2 + pos3 + pos4;
		_geometry->modifyPositionValue(i, finalPos.xyz());

		norm1.set(wgh.x * (trans[ind.x] * norm));
		norm2.set(wgh.y * (trans[ind.y] * norm));
		norm3.set(wgh.z * (trans[ind.z] * norm));
		norm4.set(fwgh  * (trans[ind.w] * norm));
		finalNorm = norm1 + norm2 + norm3 + norm4;
		_geometry->modifyPositionValue(i, finalNorm.xyz());
	}

	_geometry->queueRefresh();
}

void SkinnedSubMesh::updateTransform(SceneGraphNode* const sgn){
	Transform* transform = sgn->getTransform();
	//a submesh should always have a transform
	assert(transform);
	if(transform->isDirty() && _animator != NULL  && _playAnimations){
		_animator->setGlobalMatrix(sgn->getTransform()->getGlobalMatrix());
	}
	transform = sgn->getParent()->getTransform();
	//a mesh should always have a transform
	assert(transform);
	//if(transform->isDirty()){
		sgn->updateBoundingBoxTransform(transform->getGlobalMatrix());
	//}
}

void SkinnedSubMesh::preFrameDrawEnd(SceneGraphNode* const sgn){
	renderSkeleton(sgn);
	SceneNode::preFrameDrawEnd(sgn);
}

void SkinnedSubMesh::updateBBatCurrentFrame(SceneGraphNode* const sgn){
	if(!_animator || !_playAnimations) return;
	
	_currentAnimationID = _animator->GetAnimationIndex();
	_currentFrameIndex  = _animator->GetFrameIndex();

	if(_boundingBoxes.find(_currentAnimationID) == _boundingBoxes.end()){
		_bbsPerFrame.clear();

		const vectorImpl<vec3<F32> >& verts   = _geometry->getPosition();
		const vectorImpl<vec4<U8>  >& indices = _geometry->getBoneIndices();
		const vectorImpl<vec4<F32> >& weights = _geometry->getBoneWeights();

	    vec4<F32> pos1,pos2,pos3,pos4;
		BoundingBox bb;

		for(U16 i = 0; i < _animator->GetFrameCount(); i++){
			bb.reset();

			const vectorImpl<mat4<F32> >& transforms = _animator->GetTransformsByIndex(i);

			/// loop through all vertex weights of all bones
			for( size_t j = 0; j < verts.size(); ++j) {
				const vec4<U8>&  ind        = indices[j];
				const vec4<F32>& wgh        = weights[j];
                const vec3<F32>& curentVert = verts[j];

				F32 fwgh = 1.0f - ( wgh.x + wgh.y + wgh.z );

				pos1.set(wgh.x * (transforms[ind.x] * curentVert));
				pos2.set(wgh.y * (transforms[ind.y] * curentVert));
				pos3.set(wgh.z * (transforms[ind.z] * curentVert));
				pos4.set(fwgh  * (transforms[ind.w] * curentVert));
 				bb.Add( pos1 + pos2 + pos3 + pos4 );
			}

			bb.setComputed(true);
			_bbsPerFrame[i] = bb;
		}

		_boundingBoxes.insert(std::make_pair(_currentAnimationID,_bbsPerFrame));
	}

	const BoundingBox& bb1 = _boundingBoxes[_currentAnimationID][_currentFrameIndex];
	const BoundingBox& bb2 = sgn->getBoundingBox();
	if(!bb1.Compare(bb2)){
		sgn->updateBoundingBox(bb1);
		SceneNode::computeBoundingBox(sgn);
		sgn->getParent()->updateBB(true);
	}
}

Commits for Divide-Framework/trunk/Source Code/Geometry/Shapes/SkinnedSubMesh.cpp

Diff revisions: vs.
Revision Author Commited Message
168 Diff Diff k1ngp1n picture k1ngp1n Sat 26 Oct, 2013 19:03:21 +0000

- Reworked the Camera class[[BR]]
— Now fully quaternion based [[BR]]
— Basic camera types added but not used yet (third person, first person, orbit) [[BR]]
- Cleaned up Material and Texture handling [[BR]]
- Added clipping plane support [[BR]]
— Similar to OpenGL fixed-function clip planes but fully shader driven [[BR]]
— Added a new class, “Plane”, that helps define clip planes [[BR]]
- Optimized the Singleton class to allow faster “getInstance” calls without performance penalties [[BR]]
-- “createInstance” must be called for each singleton class before usage. Or “gerOrCreateInstance” can be used, which is basically the former “getInstance” implementation [[BR]]
- Improved console logging by changing some heap allocations to stack and removing dependencies on the std::string class [[BR]]
- Added a lot of performance optimizations related to coding standards and redundant calculations [[BR]]
— e.g. Frustum AABB check didn’t need to recompute the AABB points as they were calculated already [[BR]]
— e.g. A vector did not need to be set to 0 on initialization as that is already it’s default state on creation [[BR]]
— e.g. Faster Framerate and Timing calculations by using less member variables that are not needed outsied of calling functions [[BR]]
- The SceneState now contains the SceneRenderState and is passed on to the SceneGraph’s update calls [[BR]]
- Better material export/import to/from XML format [[BR]]
- More bug fixes and cleanups [[BR]]

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 Diff Diff k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]

146 k1ngp1n picture k1ngp1n Wed 10 Apr, 2013 13:20:15 +0000

[Ionut] [[BR]]
*Final LightBranch updates 2/3 : Main trunk merge and build test (VC90, VC100, gDebugger) [[BR]]
-Merged light branch with trunk [[BR]]
-Deleted light branch [[BR]]