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/*
Copyright (c) 2014 DIVIDE-Studio
Copyright (c) 2009 Ionut Cava

This file is part of DIVIDE Framework.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software
and associated documentation files (the "Software"), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

*/

#ifndef _ANIMATION_COMPONENT_H_
#define _ANIMATION_COMPONENT_H_

#include "SGNComponent.h"

#include "Utility/Headers/Vector.h"
#include "Utility/Headers/UnorderedMap.h"
#include "Core/Math/Headers/MathClasses.h"
#include "Core/Math/BoundingVolumes/Headers/BoundingBox.h"

class Bone;
class ShaderBuffer;
class SceneAnimator;
class SceneGraphNode;
class AnimationComponent : public SGNComponent {

public:
    typedef Unordered_map<U32 /*frame index*/, BoundingBox>  boundingBoxPerFrame;
    typedef Unordered_map<U32 /*animation ID*/, boundingBoxPerFrame> boundingBoxPerAnimation;

    AnimationComponent(SceneAnimator* animator, SceneGraphNode* const parentSGN);
    ~AnimationComponent();
    void onDraw(RenderStage currentStage);
    
    void update(const U64 deltaTime);

    void renderSkeleton();
    /// Select an animation by name
    bool playAnimation(const std::string& name);
    /// Select an animation by index
    bool playAnimation(I32  pAnimIndex);
    /// Select next available animation
    bool playNextAnimation();
    
   
    I32 frameIndex() const;
    I32 frameCount() const;
    U32 boneCount()  const;

    const vectorImpl<mat4<F32> >& transformsByIndex(U32 index) const;
    const mat4<F32>& currentBoneTransform(const std::string& name);
    Bone* getBoneByName(const std::string& bname) const;
    const mat4<F32>& getBoneTransform(const std::string& name);

    inline bool playAnimations()           const { return _playAnimations; }
    inline void playAnimations(bool state)       { _playAnimations = state; }

    
    inline I32  animationIndex()      const { return _currentAnimIndex; }
    inline const vectorImpl<mat4<F32> >& animationTransforms() const { return _animationTransforms; }

    inline boundingBoxPerFrame& getBBoxesForAnimation(U32 animationId) { return _boundingBoxes[animationId]; }

    void reset();

protected:
    /// Pointer to the mesh's animator. Owned by the mesh!
    SceneAnimator* _animator;
    /// Current animation index for the current SGN
    I32 _currentAnimIndex;
    /// Current animation timestamp for the current SGN
    D32 _currentTimeStamp;
    ///Animations (current and previous for interpolation)
    vectorImpl<mat4<F32> > _animationTransforms;
    vectorImpl<mat4<F32> > _animationTransformsPrev;
    /// Current animation ID
    U32 _currentAnimationID;
    /// Current animation frame wrapped in animation time [0 ... 1]
    U32 _currentFrameIndex;
    /// Does the mesh have a valid skeleton?
    bool _skeletonAvailable; 
    /// Animation playback toggle
    bool _playAnimations;
    /// Animation timestamp changed
    bool _updateAnimations;
    ///BoundingBoxes for every frame
    boundingBoxPerFrame _bbsPerFrame;
    ///store a map of bounding boxes for every animation at every frame
    boundingBoxPerAnimation _boundingBoxes;
    ///used to upload bone data to the gpu
    ShaderBuffer* _boneTransformBuffer[2];
    ///used to switch bone buffers around per frame
    U32 _readBuffer;
    U32 _writeBuffer;
};

#endif

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

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]]

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]]