Basic support for skinning with GLSL shaders. Still need to work out
how to handle different lighting arrangements and complex materials (e.g., the metal effect for the Iron Plate). git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@229 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -33,6 +33,8 @@ import java.util.Collections;
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import java.util.HashMap;
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import java.util.HashSet;
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import org.lwjgl.opengl.GLContext;
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import com.jme.bounding.BoundingVolume;
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import com.jme.math.Matrix4f;
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import com.jme.math.Vector3f;
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@@ -42,7 +44,10 @@ import com.jme.scene.TriMesh;
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import com.jme.scene.VBOInfo;
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import com.jme.scene.batch.SharedBatch;
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import com.jme.scene.batch.TriangleBatch;
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import com.jme.scene.state.GLSLShaderObjectsState;
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import com.jme.scene.state.RenderState;
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import com.jme.system.DisplaySystem;
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import com.jme.util.ShaderAttribute;
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import com.jme.util.export.JMEExporter;
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import com.jme.util.export.JMEImporter;
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import com.jme.util.export.InputCapsule;
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@@ -52,15 +57,23 @@ import com.jme.util.geom.BufferUtils;
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import com.samskivert.util.ArrayUtil;
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import com.samskivert.util.HashIntMap;
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import com.samskivert.util.ListUtil;
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import com.threerings.jme.Log;
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import com.threerings.jme.util.JmeUtil;
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import com.threerings.jme.util.ShaderCache;
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/**
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* A triangle mesh that deforms according to a bone hierarchy.
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*/
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public class SkinMesh extends ModelMesh
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{
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/** The maximum number of bone matrices that we can use for hardware skinning. */
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public static final int MAX_SHADER_BONE_COUNT = 32;
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/** The maximum number of bones influencing a single vertex for hardware skinning. */
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public static final int MAX_SHADER_BONES_PER_VERTEX = 4;
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/** Represents the vertex weights of a group of vertices influenced by the
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* same set of bones. */
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public static class WeightGroup
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@@ -239,12 +252,26 @@ public class SkinMesh extends ModelMesh
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} else {
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mstore = (SkinMesh)store;
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}
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properties.removeProperty("vertices");
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properties.removeProperty("normals");
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GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
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RenderState.RS_GLSL_SHADER_OBJECTS);
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if (sstate == null) {
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// vertices and normals must be cloned if not using a shader
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properties.removeProperty("vertices");
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properties.removeProperty("normals");
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}
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properties.removeProperty("displaylistid");
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super.putClone(mstore, properties);
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properties.addProperty("vertices");
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properties.addProperty("normals");
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if (sstate == null) {
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properties.addProperty("vertices");
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properties.addProperty("normals");
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} else {
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// for the shader, we must create a separate instance with different uniforms
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GLSLShaderObjectsState msstate =
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DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
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msstate.setProgramID(sstate.getProgramID());
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msstate.attribs = sstate.attribs;
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mstore.setRenderState(msstate);
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}
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properties.addProperty("displaylistid");
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mstore._frames = _frames;
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mstore._useDisplayLists = _useDisplayLists;
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@@ -261,8 +288,8 @@ public class SkinMesh extends ModelMesh
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}
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mstore._ovbuf = _ovbuf;
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mstore._onbuf = _onbuf;
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mstore._vbuf = new float[_vbuf.length];
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mstore._nbuf = new float[_nbuf.length];
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mstore._vbuf = (sstate == null) ? _vbuf : new float[_vbuf.length];
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mstore._nbuf = (sstate == null) ? _nbuf : new float[_nbuf.length];
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return mstore;
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}
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@@ -323,10 +350,48 @@ public class SkinMesh extends ModelMesh
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vboinfo.setVBOTextureEnabled(true);
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vboinfo.setVBOIndexEnabled(!_translucent);
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setVBOInfo(vboinfo);
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// use VBOs for shader attributes
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GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
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RenderState.RS_GLSL_SHADER_OBJECTS);
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if (sstate != null) {
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for (ShaderAttribute attrib : sstate.attribs.values()) {
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attrib.useVBO = true;
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}
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}
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}
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_useDisplayLists = useDisplayLists && !_translucent;
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}
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@Override // documentation inherited
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public void configureShaders (ShaderCache scache)
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{
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if (_disableShaders || !GLContext.getCapabilities().GL_ARB_vertex_shader ||
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_bones.length > MAX_SHADER_BONE_COUNT) {
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return;
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}
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int bonesPerVertex = 0;
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for (WeightGroup group : _weightGroups) {
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bonesPerVertex = Math.max(group.bones.length, bonesPerVertex);
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}
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if (bonesPerVertex > MAX_SHADER_BONES_PER_VERTEX) {
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return;
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}
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GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
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RenderState.RS_GLSL_SHADER_OBJECTS);
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if (sstate == null) {
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sstate = DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
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setShaderAttributes(sstate, bonesPerVertex);
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setRenderState(sstate);
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}
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if (!scache.configureState(sstate, "media/jme/skin.vert", null,
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"MAX_BONE_COUNT " + MAX_SHADER_BONE_COUNT, "BONES_PER_VERTEX " + bonesPerVertex)) {
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clearRenderState(RenderState.RS_GLSL_SHADER_OBJECTS);
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_disableShaders = true;
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return;
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}
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}
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@Override // documentation inherited
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public void storeMeshFrame (int frameId, boolean blend)
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{
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@@ -375,6 +440,16 @@ public class SkinMesh extends ModelMesh
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bone.transform.multLocal(bone.invRefTransform);
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}
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// if we're using shaders, initialize the uniform variables with the bone transforms
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GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
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RenderState.RS_GLSL_SHADER_OBJECTS);
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if (sstate != null) {
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for (int ii = 0; ii < _bones.length; ii++) {
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sstate.setUniform("boneTransforms[" + ii + "]", _bones[ii].transform, true);
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}
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return;
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}
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// deform the mesh according to the positions of the bones (this code
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// is ugly as sin because it's optimized at a low level)
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Bone[] bones;
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@@ -481,6 +556,35 @@ public class SkinMesh extends ModelMesh
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_nbuf = new float[_onbuf.length];
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}
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/**
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* Initializes the skin shader attributes (bone indices and weights) in the supplied state.
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*/
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protected void setShaderAttributes (GLSLShaderObjectsState sstate, int bonesPerVertex)
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{
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int size = getBatch(0).getVertexCount() * bonesPerVertex;
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ByteBuffer bibuf = BufferUtils.createByteBuffer(size);
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FloatBuffer bwbuf = BufferUtils.createFloatBuffer(size);
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for (WeightGroup group : _weightGroups) {
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byte[] indices = new byte[bonesPerVertex];
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for (int ii = 0; ii < indices.length; ii++) {
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indices[ii] = (byte)((ii < group.bones.length) ?
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ListUtil.indexOf(_bones, group.bones[ii]) : 0);
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}
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for (int ii = 0, widx = 0; ii < group.vertexCount; ii++) {
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bibuf.put(indices);
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for (int jj = 0; jj < bonesPerVertex; jj++) {
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bwbuf.put((jj < group.bones.length) ? group.weights[widx++] : 0f);
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}
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}
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}
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bibuf.rewind();
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bwbuf.rewind();
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sstate.setAttributePointer("boneIndices", bonesPerVertex, false, false, 0, bibuf);
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sstate.setAttributePointer("boneWeights", bonesPerVertex, false, 0, bwbuf);
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}
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/** A stored frame used for linear blending. */
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protected static class BlendFrame
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{
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@@ -535,6 +639,9 @@ public class SkinMesh extends ModelMesh
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/** Whether or not the stored frame id will be used for blending. */
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protected boolean _storeBlend;
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/** Set if we determine that our shaders don't compile to prevent us from trying again. */
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protected static boolean _disableShaders;
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/** A dummy mesh that simply hold transformation values. */
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protected static final TriMesh DUMMY_MESH = new TriMesh();
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