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#include "Headers/AnimationComponent.h"

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

AnimationComponent::AnimationComponent(SceneAnimator* animator, SceneGraphNode* const parentSGN) : SGNComponent(SGNComponent::SGN_COMP_ANIMATION, parentSGN),
                                                                  _animator(animator),
                                                                  _skeletonAvailable(false),
                                                                  _playAnimations(true),
                                                                  _currentTimeStamp(-1.0),
                                                                  _currentAnimationID(0),
                                                                  _currentFrameIndex(0),
                                                                  _currentAnimIndex(0)
{
    assert(_animator != nullptr);

    _animationTransforms.clear();
    _animationTransforms.reserve(40);
    _readBuffer  = 1;
    _writeBuffer = 0;
    DIVIDE_ASSERT(_animator->GetBoneCount() <= Config::MAX_BONE_COUNT_PER_NODE, "AnimationComponent error: Too many bones for current node! Increase MAX_BONE_COUNT_PER_NODE in Config!"); 

    _boneTransformBuffer[_writeBuffer] = GFX_DEVICE.newSB();
    _boneTransformBuffer[_writeBuffer]->Create((U32)_animator->GetBoneCount(), sizeof(mat4<F32>));
    _boneTransformBuffer[_readBuffer] = GFX_DEVICE.newSB();
    _boneTransformBuffer[_readBuffer]->Create((U32)_animator->GetBoneCount(), sizeof(mat4<F32>));

}

AnimationComponent::~AnimationComponent()
{
    SAFE_DELETE(_boneTransformBuffer[0]);
    SAFE_DELETE(_boneTransformBuffer[1]);
}

void AnimationComponent::update(const U64 deltaTime) {
    SGNComponent::update(deltaTime);
    
    D32 timeStamp = _playAnimations ? getUsToSec(_elapsedTime) : 0.0;

    if(DOUBLE_COMPARE(timeStamp, _currentTimeStamp)) return;

    _readBuffer  = (_readBuffer + 1) % 2;
    _writeBuffer = (_writeBuffer + 1) % 2;

    _currentTimeStamp = timeStamp;

    _animationTransforms = _animator->GetTransforms(_currentAnimIndex, _currentTimeStamp);

    Object3D* node = _parentSGN->getNode<Object3D>();
    node->updateAnimations(_parentSGN);
}

void AnimationComponent::reset(){
    _currentTimeStamp = -1.0;
    SGNComponent::reset();
}

/// Select an animation by name
bool AnimationComponent::playAnimation(const std::string& name){
    U32 animIndex = 0;
    I32 oldindex = _currentAnimIndex;

    if (_animator->GetAnimationID(name, animIndex))
        _currentAnimIndex = animIndex;

    if (_currentAnimIndex == -1)
        _currentAnimIndex = 0;

    reset();
    return oldindex != _currentAnimIndex;
}

/// Select an animation by index
bool AnimationComponent::playAnimation(I32  pAnimIndex){
    if (pAnimIndex >= (I32)_animator->GetAnimations().size()) return false;// no change, or the animations data is out of bounds
    I32 oldindex = _currentAnimIndex;
    _currentAnimIndex = pAnimIndex;// only set this after the checks for good data and the object was actually inserted
    reset();
    return oldindex != _currentAnimIndex;
}

/// Select next available animation
bool AnimationComponent::playNextAnimation() {
    I32 oldindex = _currentAnimIndex;
    _currentAnimIndex = ++_currentAnimIndex % _animator->GetAnimations().size();
    reset();
    return oldindex != _currentAnimIndex;
}

void AnimationComponent::renderSkeleton(){
    if (!_skeletonAvailable || !GET_ACTIVE_SCENE()->renderState().drawSkeletons()) return;
    // update possible animation
    _animator->setGlobalMatrix(_parentSGN->getTransform()->getGlobalMatrix());
    _animator->RenderSkeleton(_currentAnimIndex, _currentTimeStamp);
}

void AnimationComponent::onDraw(RenderStage currentStage) {
    STUBBED("BoneTransformBuffers: Replace Read/Write design with 3xSize single buffer with UpdateData + BindRange");

    _skeletonAvailable = false;

    _boneTransformBuffer[_writeBuffer]->UpdateData(0, _animationTransforms.size() * sizeof(mat4<F32>),
                                                   &_animationTransforms.front().mat, true);
    _boneTransformBuffer[_readBuffer]->Bind(Divide::SHADER_BUFFER_BONE_TRANSFORMS);

    if (!GFX_DEVICE.isCurrentRenderStage(DISPLAY_STAGE) || !_playAnimations || _currentTimeStamp < 0.0)
        return;

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

I32 AnimationComponent::frameIndex() const {
    return _animator->GetFrameIndex(_currentAnimIndex);
}

I32 AnimationComponent::frameCount() const {
    return _animator->GetFrameCount(_currentAnimIndex);
}

U32 AnimationComponent::boneCount()  const {
     return (U32)_animator->GetBoneCount(); 
}

const vectorImpl<mat4<F32> >& AnimationComponent::transformsByIndex(U32 index) const { 
    return _animator->GetTransformsByIndex(_currentAnimIndex, index);
}

const mat4<F32>& AnimationComponent::getBoneTransform(const std::string& name) {
    Object3D* node = _parentSGN->getNode<Object3D>();
    assert(node != nullptr);

    if (node->getObjectType() != Object3D::SUBMESH || (node->getObjectType() == Object3D::SUBMESH && !bitCompare(node->getFlagMask(), Object3D::OBJECT_FLAG_SKINNED))){
        assert(_parentSGN->getTransform());
        return _parentSGN->getTransform()->getMatrix();
    }

    return currentBoneTransform(name);
}

const mat4<F32>& AnimationComponent::currentBoneTransform(const std::string& name){
    assert(_animator != nullptr);
    I32 boneIndex = _animator->GetBoneIndex(name);
    if (boneIndex == -1){
        static mat4<F32> cacheIdentity;
        return cacheIdentity;
    }

    return _animationTransforms[boneIndex];
}

Bone* AnimationComponent::getBoneByName(const std::string& bname) const {
    return _animator ? _animator->GetBoneByName(bname) : nullptr;
}

Commits for Divide-Framework/trunk/Source Code/Graphs/Components/AnimationComponent.cpp

Diff revisions: vs.
Revision Author Commited Message
286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

279 Diff Diff IonutCava picture IonutCava Sat 28 Jun, 2014 16:20:46 +0000

[Ionut][[BR]]
- Unified draw command system into GenericDrawCommand [[BR]]
- Fixed double VB creation in Object3D [[BR]]
- Reworked triangle data computation (now Object3D’s responsibility) [[BR]]
- VertexArrays can now render using the primitive type specified in the draw command instead of the fixed type specified at creation [[BR]]
- Optimized terrain shader [[BR]]

275 Diff Diff IonutCava picture IonutCava Fri 13 Jun, 2014 15:11:02 +0000

[Ionut [[BR]]
- Removed all GLM dependencies (great library, but my math class can handle all of my requirements now) [[BR]]
- Moved view/projection/texture matrix management to GFXDevice class (from API specific classes) [[BR]]

274 Diff Diff IonutCava picture IonutCava Fri 13 Jun, 2014 12:56:03 +0000

[Ionut] [[BR]]
- Simplified buffer based rendering (VertexBuffer & GenericVertexData are now exclusively command based) [[BR]]
- Update bone buffer to persistent mapped-SSBO system with double-buffering [[BR]]
- Simplified sky rendering and (finally) reduced the sun’s radius [[BR]]

273 Diff Diff IonutCava picture IonutCava Wed 11 Jun, 2014 20:34:00 +0000

[Ionut] [[BR]]
- Improved batching part2: [[BR]]
— Moved all bone transformation matrices upload from uniform functions in SceneNode to Shader Storage Buffers in AnimationController class with updates controlled by SceneGraphNode’s AnimationComponent [[BR]]
-— No double-buffering or efficient mapping of data yet. Just raw buffer updates [[BR]]
— Replaced all RenderStateBlock* pointers with I64 hash values [[BR]]
-— Will be used later in draw commands as per-shader state hash [[BR]]
— Moved getShaderProgram from Material to Material::ShaderInfo [[BR]]
-— Improved redundant uniform checks [[BR]]
— Improved texture unit changing in case of redundant texture bind case (i.e. skip changing the texture unit) [[BR]]
[[BR]]
- Improved float and double comparison functions using algorithms described in http://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ [[BR]]
- Added a new utility function, DIVIDE_ASSERT, to more easily bind an assert check with a specific message [[BR]]
- Added missing files from Forward+ renderer’s initial code [[BR]]

270 Diff Diff IonutCava picture IonutCava Thu 05 Jun, 2014 19:08:07 +0000

[Ionut][[BR]]
- SubMeshes now use a single vertex buffer (owned by the parent mesh) with proper offsetting and querying [[BR]]
— Implementation not optimal yet [[BR]]
- Cleaned up VertexBuffer related classes [[BR]]

264 Diff Diff k1ngp1n picture k1ngp1n Tue 27 May, 2014 13:04:38 +0000

[Ionut] [[BR]]
- New camera system: [[BR]]
— Stack based (push/pop active camera) [[BR]]
— Per camera frustum [[BR]]
— Per camera projection [[BR]]
— Shadow mapping now uses the new camera system (each light has a shadow camera) [[BR]]
[[BR]]
- New terrain, water and vegetation system: [[BR]]
— Direct import of terrain from L3DT both as 8-bit grayscale and 16-bit raw formats [[BR]]
— Multiple alpha maps for texture splatting support [[BR]]
— Per texture detail map support [[BR]]
— Transform feedback based visibility culling for vegetation [[BR]]
— Alpha-map based vegetation placing on terrain [[BR]]
— Water now uses a refraction map instead of alpha blending for better refraction effects [[BR]]
[[BR]]
- SceneGraph improvements: [[BR]]
— Better bounding box updates from child to parent [[BR]]
— Better onDraw / postDraw implementation [[BR]]
[[BR]]
- Performance improvements: [[BR]]
— Batch 2D rendering tasks together as much as possible[[BR]]
— Improve renderStateBlock hash generation for better sorting [[BR]]
— Move most state related gfx changes from API implementation to the GFXDevice class [[BR]]
— Move viewport stack to the GFXDevice class [[BR]]
— Added various performance counters (frame duration with round-robin query system, draw call count, etc) [[BR]]
— Fixed and improved clip plane management [[BR]]
— Delete client-side texture data after GPU upload [[BR]]
[[BR]]
- New features: [[BR]]
— Added callback support to the Task class so that a specific task may call a function in the main thread upon completion [[BR]]
— Added mouse-wheel zoom support to Orbit/ThirdPerson cameras [[BR]]
— Added 2D Texture Array support (e.g. used for terrain textures) [[BR]]

255 Diff Diff k1ngp1n picture k1ngp1n Thu 10 Apr, 2014 16:13:23 +0000

[Ionut] [[BR]]
- Added AESOP library http://code.google.com/p/aesop-open-planner/ [[BR]]
- Performance optimizations: [[BR]]
— Update animations only for visible nodes (must handle special cases when nodes are just outside the frustum) [[BR]]
— Compile shaders only for the current stage when the material is requested (as opposed to compiling shaders for all the rendering stages when first accessing the material)[[BR]]
- Renamed Coordination to AITeam [[BR]]

254 k1ngp1n picture k1ngp1n Wed 09 Apr, 2014 15:25:42 +0000

[Ionut] [[BR]]
- Fixed a bug from previous commit with stringstream clearing [[BR]]
- Extended the SceneGraphNode component system to include navigation and physics components [[BR]]
- Code cleanups [[BR]]