add prepareData for RigTransformHW
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4b56a4d3be
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3efaccb298
@ -43,7 +43,7 @@ namespace osgAnimation
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typedef std::map<std::string, unsigned int> BoneNamePaletteIndex;
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typedef std::vector<osg::Matrix> MatrixPalette;
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struct IndexWeightEntry
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/*struct IndexWeightEntry
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{
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IndexWeightEntry(unsigned int index=0, float weight=0.0f): _boneIndex(index), _boneWeight(weight){}
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IndexWeightEntry(const IndexWeightEntry&o): _boneIndex(o._boneIndex), _boneWeight(o._boneWeight){}
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@ -52,7 +52,7 @@ namespace osgAnimation
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const float &getWeight() const { return _boneWeight; }
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unsigned int _boneIndex;
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float _boneWeight;
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};
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};*/
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osg::Vec4Array* getVertexAttrib(unsigned int index);
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@ -68,6 +68,8 @@ namespace osgAnimation
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virtual void operator()(RigGeometry&);
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virtual bool prepareData(RigGeometry& );
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void setShader(osg::Shader*);
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const BoneNamePaletteIndex& getBoneNameToPalette() {
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@ -89,6 +91,9 @@ namespace osgAnimation
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osg::ref_ptr<osg::Shader> _shader;
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bool _needInit;
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bool buildPalette(BoneMap&boneMap ,RigGeometry&rig);
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};
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}
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@ -76,7 +76,7 @@ void RigTransformHardware::computeMatrixPaletteUniform(const osg::Matrix& transf
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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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typedef std::vector<std::vector<RigTransformHardware::IndexWeightEntry> > VertexIndexWeightList;
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typedef std::vector<std::vector<IndexWeight> > 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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@ -111,7 +111,7 @@ bool RigTransformHardware::createPalette(unsigned int nbVertexes, const BoneMap
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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[vertexID].push_back(IndexWeightEntry(boneName2PaletteIndex->second,bw.getWeight()));
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vertexIndexWeight[vertexID].push_back(IndexWeight(boneName2PaletteIndex->second,bw.getWeight()));
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}
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else
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{
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@ -125,7 +125,7 @@ bool RigTransformHardware::createPalette(unsigned int nbVertexes, const BoneMap
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bonesForThisVertex++;
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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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vertexIndexWeight[vertexID].push_back(IndexWeight(_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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@ -168,8 +168,12 @@ bool RigTransformHardware::createPalette(unsigned int nbVertexes, const BoneMap
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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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void createVertexAttribList(RigTransformHardware& rig,const VertexIndexWeightList& _vertexIndexMatrixWeightList, RigTransformHardware::BoneWeightAttribList& boneWeightAttribArrays)
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{
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//void createVertexAttribList(RigTransformHardware& rig,const VertexIndexWeightList& _vertexIndexMatrixWeightList, RigTransformHardware::BoneWeightAttribList& boneWeightAttribArrays)
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//{
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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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@ -195,7 +199,7 @@ void createVertexAttribList(RigTransformHardware& rig,const VertexIndexWeightLis
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(*array)[j][1 + boneIndexInVec4] = 0;
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if (boneIndexInList < maxbonepervertex)
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{
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float boneIndex = static_cast<float>(_vertexIndexMatrixWeightList[j][boneIndexInList].getBoneIndex());
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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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@ -219,6 +223,274 @@ void RigTransformHardware::setShader(osg::Shader* shader)
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_shader = shader;
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}
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bool RigTransformHardware::prepareData(RigGeometry& rig)
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{
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if(!rig.getSkeleton() && !rig.getParents().empty())
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{
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RigGeometry::FindNearestParentSkeleton finder;
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if(rig.getParents().size() > 1)
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osg::notify(osg::WARN) << "A RigGeometry should not have multi parent ( " << rig.getName() << " )" << std::endl;
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rig.getParents()[0]->accept(finder);
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if(!finder._root.valid())
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{
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osg::notify(osg::WARN) << "A RigGeometry did not find a parent skeleton for RigGeometry ( " << rig.getName() << " )" << std::endl;
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return false;
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}
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rig.setSkeleton(finder._root.get());
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}
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BoneMapVisitor mapVisitor;
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rig.getSkeleton()->accept(mapVisitor);
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BoneMap boneMap = mapVisitor.getBoneMap();
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if (!buildPalette(boneMap,rig) )
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return false;
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osg::Geometry& source = *rig.getSourceGeometry();
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osg::Vec3Array* positionSrc = dynamic_cast<osg::Vec3Array*>(source.getVertexArray());
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if (!positionSrc)
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{
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OSG_WARN << "RigTransformHardware no vertex array in the geometry " << rig.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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rig.copyFrom(source);
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//if (!createPalette(positionSrc->size(),bm,geom.getVertexInfluenceSet().getVertexToBoneWeightList())) return false;
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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 = rig.getOrCreateStateSet();
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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 = 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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///perhaps remanance from previous init (if saved after init) so reload shader
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/* OSG_WARN << str << std::endl;
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vertexshader = osg::Shader::readShaderFile(osg::Shader::VERTEX,"skinning.vert");
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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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str = vertexshader->getShaderSource();
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start = str.find(toreplace);
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// _uniformMatrixPalette=stateset->getUniform("matrixPalette");
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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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_needInit = false;
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return true;*/
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}
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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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vertexshader->setShaderSource(str);
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}
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else
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{
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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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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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rig.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(vertexshader.get());
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stateset->removeUniform("nbBonesPerVertex");
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stateset->addUniform(new osg::Uniform("nbBonesPerVertex",_bonesPerVertex));
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stateset->removeUniform("matrixPalette");
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stateset->addUniform(getMatrixPaletteUniform());
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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 createVertexAttribList(RigTransformHardware& rig,const VertexIndexWeightList&_vertexIndexMatrixWeightList,RigTransformHardware::BoneWeightAttribList & boneWeightAttribArrays);
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bool RigTransformHardware::buildPalette(BoneMap&boneMap ,RigGeometry&rig) {
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_nbVertexes = rig.getVertexArray()->getNumElements();
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unsigned int maxBonePerVertex=0;
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typedef std::pair<float,unsigned int> FloatInt;
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std::vector< FloatInt > sums;///stat totalweight nbref
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sums.resize(_nbVertexes);
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typedef std::map<std::string, int> BoneNameCountMap;
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_bonePalette.clear();
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_boneNameToPalette.clear();
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BoneNameCountMap boneNameCountMap;
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VertexInfluenceMap *vertexInfluenceMap=rig.getInfluenceMap();
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BoneNamePaletteIndex::iterator boneName2PaletteIndex;
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_boneWeightAttribArrays.resize(0);
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// init temp vertex attribute data
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VertexIndexWeightList vertexIndexWeight;
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vertexIndexWeight.resize(_nbVertexes);
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for (osgAnimation::VertexInfluenceMap::iterator it = vertexInfluenceMap->begin();
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it != vertexInfluenceMap->end();
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++it)
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{
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const BoneInfluenceList& boneinflist = it->second;
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for(BoneInfluenceList::const_iterator infit = boneinflist.begin(); infit!=boneinflist.end(); ++infit)
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{
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const IndexWeight& iw = *infit;
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const unsigned int &index = iw.getIndex();
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const float &weight = iw.getWeight();
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FloatInt &sum=sums[index];
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unsigned int arrayid=sum.second/2;
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unsigned short inx=2*(sum.second&1);
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if (boneinflist.getBoneName().empty()) {
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OSG_WARN << "VertexInfluenceSet::buildVertex2BoneList warning vertex " << index << " is not assigned to a bone" << std::endl;
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}
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//_vertex2Bones[index].push_back(VertexInfluenceSet::BoneWeight(vi.getName(), weight));;
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if(fabs(weight) > 1e-4) // don't use bone with weight too small
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{
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if ((boneName2PaletteIndex= _boneNameToPalette.find(boneinflist.getBoneName())) != _boneNameToPalette.end())
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{
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boneNameCountMap[boneinflist.getBoneName()]++;
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vertexIndexWeight[index].push_back(IndexWeight(boneName2PaletteIndex->second,weight));
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}
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else
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{
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BoneMap::const_iterator bonebyname;
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if ((bonebyname=boneMap.find(boneinflist.getBoneName())) == boneMap.end())
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{
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OSG_WARN << "RigTransformHardware::createPalette can't find bone " << boneinflist.getBoneName() << "in skeleton bonemap: skip this influence" << std::endl;
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continue;
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}
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boneNameCountMap[boneinflist.getBoneName()] = 1; // for stats
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_boneNameToPalette[boneinflist.getBoneName()] = _bonePalette.size() ;
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vertexIndexWeight[index].push_back(IndexWeight(_bonePalette.size(),weight));
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_bonePalette.push_back(bonebyname->second);
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sum.first+=weight;
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++sum.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 " << boneinflist.getBoneName() << " has a weight " << weight << " for vertex " << index << " this bone will not be in the palette" << std::endl;
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}
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maxBonePerVertex = osg::maximum(maxBonePerVertex, sum.second);
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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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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_INFO << "RigTransformHardware::createPalette Bone " << it->first << " is used " << it->second << " times" << std::endl;
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}
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OSG_INFO << "RigTransformHardware::createPalette will use " << boneNameCountMap.size() * 4 << " uniforms" << std::endl;
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}
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_bonesPerVertex = maxBonePerVertex;
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_uniformMatrixPalette = new osg::Uniform(osg::Uniform::FLOAT_MAT4, "matrixPalette", _bonePalette.size());
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createVertexAttribList(*this,vertexIndexWeight,this->_boneWeightAttribArrays);
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// normalize weight per vertex
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///..assume not sum=0
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/* for(BoneWeightAttribList::iterator attribit=_boneWeightAttribArrays.begin();attribit!=_boneWeightAttribArrays.end();++attribit){
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std::vector< std::pair<float,unsigned int> >::iterator countit=sums.begin();
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for(osg::Vec4Array::iterator vert=attribit->get()->begin();vert!=attribit->get()->end();++vert,++countit){
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osg::Vec4& v=*vert;
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v[1]/=countit->first;
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v[3]/=countit->first;
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}
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}
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*/
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/* unsigned int vertexID=0;
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for (VertIDToBoneWeightList::iterator it = _vertex2Bones.begin(); it != _vertex2Bones.end(); ++it,++vertexID)
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{
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BoneWeightList& bones = *it;
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int size = bones.size();
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if (sums[vertexID].first < 1e-4)
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{
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OSG_WARN << "VertexInfluenceSet::buildVertex2BoneList warning the vertex " << it->first << " seems to have 0 weight, skip normalize for this vertex" << std::endl;
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}
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else
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{
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float mult = 1.0/sums[vertexID].first ;
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for (int i = 0; i < size; i++)
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bones[i].setWeight(bones[i].getWeight() * mult);
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}
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}
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*/
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return true;
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}
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bool RigTransformHardware::init(RigGeometry& geom)
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{
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if (!geom.getSkeleton())
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@ -310,13 +582,13 @@ bool RigTransformHardware::init(RigGeometry& geom)
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}
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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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