mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-06-18 01:28:45 +02:00
* Now always works, regardless of whether or not Rig or AnimGraph animations are enabled. * Changed joint radius to 1 cm. * Changed xyz axis length to 4 cm.
488 lines
17 KiB
C++
488 lines
17 KiB
C++
//
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// AnimDebugDraw.cpp
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//
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "animdebugdraw_vert.h"
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#include "animdebugdraw_frag.h"
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#include <gpu/Batch.h>
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#include "AbstractViewStateInterface.h"
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#include "RenderUtilsLogging.h"
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#include "GLMHelpers.h"
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#include "AnimDebugDraw.h"
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struct Vertex {
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glm::vec3 pos;
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uint32_t rgba;
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};
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class AnimDebugDrawData {
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public:
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typedef render::Payload<AnimDebugDrawData> Payload;
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typedef Payload::DataPointer Pointer;
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AnimDebugDrawData() {
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_vertexFormat = std::make_shared<gpu::Stream::Format>();
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_vertexBuffer = std::make_shared<gpu::Buffer>();
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_indexBuffer = std::make_shared<gpu::Buffer>();
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_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ, 0);
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_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::COLOR_RGBA_32, offsetof(Vertex, rgba));
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}
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void render(RenderArgs* args) {
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auto& batch = *args->_batch;
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batch.setPipeline(_pipeline);
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auto transform = Transform{};
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batch.setModelTransform(transform);
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batch.setInputFormat(_vertexFormat);
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batch.setInputBuffer(0, _vertexBuffer, 0, sizeof(Vertex));
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batch.setIndexBuffer(gpu::UINT16, _indexBuffer, 0);
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auto numIndices = _indexBuffer->getSize() / sizeof(uint16_t);
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batch.drawIndexed(gpu::LINES, numIndices);
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}
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gpu::PipelinePointer _pipeline;
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render::ItemID _item;
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gpu::Stream::FormatPointer _vertexFormat;
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gpu::BufferPointer _vertexBuffer;
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gpu::BufferPointer _indexBuffer;
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};
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typedef render::Payload<AnimDebugDrawData> AnimDebugDrawPayload;
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namespace render {
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template <> const ItemKey payloadGetKey(const AnimDebugDrawData::Pointer& data) { return ItemKey::Builder::opaqueShape(); }
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template <> const Item::Bound payloadGetBound(const AnimDebugDrawData::Pointer& data) { return Item::Bound(); }
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template <> void payloadRender(const AnimDebugDrawData::Pointer& data, RenderArgs* args) {
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data->render(args);
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}
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}
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static AnimDebugDraw* instance = nullptr;
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AnimDebugDraw& AnimDebugDraw::getInstance() {
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if (!instance) {
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instance = new AnimDebugDraw();
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}
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return *instance;
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}
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static uint32_t toRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
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return ((uint32_t)r | (uint32_t)g << 8 | (uint32_t)b << 16 | (uint32_t)a << 24);
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}
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static uint32_t toRGBA(const glm::vec4& v) {
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return toRGBA(static_cast<uint8_t>(v.r * 255.0f),
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static_cast<uint8_t>(v.g * 255.0f),
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static_cast<uint8_t>(v.b * 255.0f),
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static_cast<uint8_t>(v.a * 255.0f));
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}
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gpu::PipelinePointer AnimDebugDraw::_pipeline;
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AnimDebugDraw::AnimDebugDraw() :
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_itemID(0) {
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
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gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
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gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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auto vertShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(animdebugdraw_vert)));
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auto fragShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(animdebugdraw_frag)));
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auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vertShader, fragShader));
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_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
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_animDebugDrawData = std::make_shared<AnimDebugDrawData>();
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_animDebugDrawPayload = std::make_shared<AnimDebugDrawPayload>(_animDebugDrawData);
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_animDebugDrawData->_pipeline = _pipeline;
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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if (scene) {
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_itemID = scene->allocateID();
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render::PendingChanges pendingChanges;
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pendingChanges.resetItem(_itemID, _animDebugDrawPayload);
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scene->enqueuePendingChanges(pendingChanges);
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}
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// HACK: add red, green and blue axis at (1,1,1)
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_animDebugDrawData->_vertexBuffer->resize(sizeof(Vertex) * 6);
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Vertex* data = (Vertex*)_animDebugDrawData->_vertexBuffer->editData();
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data[0].pos = glm::vec3(1.0, 1.0f, 1.0f);
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data[0].rgba = toRGBA(255, 0, 0, 255);
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data[1].pos = glm::vec3(2.0, 1.0f, 1.0f);
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data[1].rgba = toRGBA(255, 0, 0, 255);
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data[2].pos = glm::vec3(1.0, 1.0f, 1.0f);
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data[2].rgba = toRGBA(0, 255, 0, 255);
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data[3].pos = glm::vec3(1.0, 2.0f, 1.0f);
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data[3].rgba = toRGBA(0, 255, 0, 255);
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data[4].pos = glm::vec3(1.0, 1.0f, 1.0f);
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data[4].rgba = toRGBA(0, 0, 255, 255);
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data[5].pos = glm::vec3(1.0, 1.0f, 2.0f);
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data[5].rgba = toRGBA(0, 0, 255, 255);
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_animDebugDrawData->_indexBuffer->resize(sizeof(uint16_t) * 6);
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uint16_t* indices = (uint16_t*)_animDebugDrawData->_indexBuffer->editData();
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for (int i = 0; i < 6; i++) {
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indices[i] = i;
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}
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}
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AnimDebugDraw::~AnimDebugDraw() {
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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if (scene && _itemID) {
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render::PendingChanges pendingChanges;
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pendingChanges.removeItem(_itemID);
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scene->enqueuePendingChanges(pendingChanges);
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}
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}
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void AnimDebugDraw::addSkeleton(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPose& rootPose, const glm::vec4& color) {
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_skeletons[key] = SkeletonInfo(skeleton, rootPose, color);
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}
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void AnimDebugDraw::removeSkeleton(const std::string& key) {
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_skeletons.erase(key);
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}
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void AnimDebugDraw::addAnimNode(const std::string& key, AnimNode::ConstPointer animNode, const AnimPose& rootPose, const glm::vec4& color) {
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_animNodes[key] = AnimNodeInfo(animNode, rootPose, color);
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}
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void AnimDebugDraw::removeAnimNode(const std::string& key) {
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_animNodes.erase(key);
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}
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void AnimDebugDraw::addPoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color) {
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_poses[key] = PosesInfo(skeleton, poses, rootPose, color);
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}
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void AnimDebugDraw::removePoses(const std::string& key) {
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_poses.erase(key);
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}
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static const uint32_t red = toRGBA(255, 0, 0, 255);
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static const uint32_t green = toRGBA(0, 255, 0, 255);
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static const uint32_t blue = toRGBA(0, 0, 255, 255);
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const int NUM_CIRCLE_SLICES = 24;
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static void addBone(const AnimPose& rootPose, const AnimPose& pose, float radius, Vertex*& v) {
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const float XYZ_AXIS_LENGTH = radius * 4.0f;
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AnimPose finalPose = rootPose * pose;
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glm::vec3 base = rootPose * pose.trans;
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glm::vec3 xRing[NUM_CIRCLE_SLICES + 1]; // one extra for last index.
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glm::vec3 yRing[NUM_CIRCLE_SLICES + 1];
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glm::vec3 zRing[NUM_CIRCLE_SLICES + 1];
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const float dTheta = (2.0f * (float)M_PI) / NUM_CIRCLE_SLICES;
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for (int i = 0; i < NUM_CIRCLE_SLICES + 1; i++) {
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float rCosTheta = radius * cos(dTheta * i);
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float rSinTheta = radius * sin(dTheta * i);
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xRing[i] = finalPose * glm::vec3(0.0f, rCosTheta, rSinTheta);
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yRing[i] = finalPose * glm::vec3(rCosTheta, 0.0f, rSinTheta);
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zRing[i] = finalPose * glm::vec3(rCosTheta, rSinTheta, 0.0f);
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}
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// x-axis
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v->pos = base;
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v->rgba = red;
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v++;
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v->pos = finalPose * glm::vec3(XYZ_AXIS_LENGTH, 0.0f, 0.0f);
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v->rgba = red;
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v++;
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// x-ring
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for (int i = 0; i < NUM_CIRCLE_SLICES; i++) {
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v->pos = xRing[i];
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v->rgba = red;
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v++;
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v->pos = xRing[i + 1];
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v->rgba = red;
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v++;
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}
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// y-axis
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v->pos = base;
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v->rgba = green;
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v++;
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v->pos = finalPose * glm::vec3(0.0f, XYZ_AXIS_LENGTH, 0.0f);
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v->rgba = green;
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v++;
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// y-ring
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for (int i = 0; i < NUM_CIRCLE_SLICES; i++) {
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v->pos = yRing[i];
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v->rgba = green;
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v++;
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v->pos = yRing[i + 1];
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v->rgba = green;
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v++;
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}
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// z-axis
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v->pos = base;
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v->rgba = blue;
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v++;
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v->pos = finalPose * glm::vec3(0.0f, 0.0f, XYZ_AXIS_LENGTH);
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v->rgba = blue;
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v++;
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// z-ring
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for (int i = 0; i < NUM_CIRCLE_SLICES; i++) {
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v->pos = zRing[i];
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v->rgba = blue;
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v++;
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v->pos = zRing[i + 1];
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v->rgba = blue;
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v++;
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}
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}
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static void addLink(const AnimPose& rootPose, const AnimPose& pose, const AnimPose& parentPose,
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float radius, const glm::vec4& colorVec, Vertex*& v) {
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uint32_t color = toRGBA(colorVec);
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AnimPose pose0 = rootPose * parentPose;
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AnimPose pose1 = rootPose * pose;
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glm::vec3 boneAxisWorld = glm::normalize(pose1.trans - pose0.trans);
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glm::vec3 boneAxis0 = glm::normalize(pose0.inverse().xformVector(boneAxisWorld));
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glm::vec3 boneAxis1 = glm::normalize(pose1.inverse().xformVector(boneAxisWorld));
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glm::vec3 boneBase = pose0 * (boneAxis0 * radius);
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glm::vec3 boneTip = pose1 * (boneAxis1 * -radius);
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const int NUM_BASE_CORNERS = 4;
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// make sure there's room between the two bones to draw a nice bone link.
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if (glm::dot(boneTip - pose0.trans, boneAxisWorld) > glm::dot(boneBase - pose0.trans, boneAxisWorld)) {
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// there is room, so lets draw a nice bone
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glm::vec3 uAxis, vAxis, wAxis;
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generateBasisVectors(boneAxis0, glm::vec3(1, 0, 0), uAxis, vAxis, wAxis);
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glm::vec3 boneBaseCorners[NUM_BASE_CORNERS];
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boneBaseCorners[0] = pose0 * ((uAxis * radius) + (vAxis * radius) + (wAxis * radius));
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boneBaseCorners[1] = pose0 * ((uAxis * radius) - (vAxis * radius) + (wAxis * radius));
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boneBaseCorners[2] = pose0 * ((uAxis * radius) - (vAxis * radius) - (wAxis * radius));
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boneBaseCorners[3] = pose0 * ((uAxis * radius) + (vAxis * radius) - (wAxis * radius));
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for (int i = 0; i < NUM_BASE_CORNERS; i++) {
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v->pos = boneBaseCorners[i];
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v->rgba = color;
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v++;
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v->pos = boneBaseCorners[(i + 1) % NUM_BASE_CORNERS];
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v->rgba = color;
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v++;
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}
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for (int i = 0; i < NUM_BASE_CORNERS; i++) {
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v->pos = boneBaseCorners[i];
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v->rgba = color;
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v++;
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v->pos = boneTip;
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v->rgba = color;
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v++;
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}
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} else {
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// There's no room between the bones to draw the link.
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// just draw a line between the two bone centers.
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// We add the same line multiple times, so the vertex count is correct.
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for (int i = 0; i < NUM_BASE_CORNERS * 2; i++) {
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v->pos = pose0.trans;
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v->rgba = color;
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v++;
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v->pos = pose1.trans;
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v->rgba = color;
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v++;
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}
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}
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}
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void AnimDebugDraw::update() {
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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if (!scene) {
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return;
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}
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render::PendingChanges pendingChanges;
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pendingChanges.updateItem<AnimDebugDrawData>(_itemID, [&](AnimDebugDrawData& data) {
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const size_t VERTICES_PER_BONE = (6 + (NUM_CIRCLE_SLICES * 2) * 3);
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const size_t VERTICES_PER_LINK = 8 * 2;
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const float BONE_RADIUS = 0.01f; // 1 cm
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// figure out how many verts we will need.
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int numVerts = 0;
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for (auto&& iter : _skeletons) {
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AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
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numVerts += skeleton->getNumJoints() * VERTICES_PER_BONE;
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for (int i = 0; i < skeleton->getNumJoints(); i++) {
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auto parentIndex = skeleton->getParentIndex(i);
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if (parentIndex >= 0) {
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numVerts += VERTICES_PER_LINK;
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}
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}
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}
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for (auto&& iter : _animNodes) {
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AnimNode::ConstPointer& animNode = std::get<0>(iter.second);
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auto poses = animNode->getPosesInternal();
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numVerts += poses.size() * VERTICES_PER_BONE;
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auto skeleton = animNode->getSkeleton();
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for (size_t i = 0; i < poses.size(); i++) {
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auto parentIndex = skeleton->getParentIndex(i);
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if (parentIndex >= 0) {
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numVerts += VERTICES_PER_LINK;
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}
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}
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}
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for (auto&& iter : _poses) {
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AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
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numVerts += skeleton->getNumJoints() * VERTICES_PER_BONE;
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for (int i = 0; i < skeleton->getNumJoints(); i++) {
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auto parentIndex = skeleton->getParentIndex(i);
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if (parentIndex >= 0) {
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numVerts += VERTICES_PER_LINK;
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}
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}
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}
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data._vertexBuffer->resize(sizeof(Vertex) * numVerts);
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Vertex* verts = (Vertex*)data._vertexBuffer->editData();
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Vertex* v = verts;
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for (auto&& iter : _skeletons) {
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AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
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AnimPose rootPose = std::get<1>(iter.second);
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int hipsIndex = skeleton->nameToJointIndex("Hips");
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if (hipsIndex >= 0) {
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rootPose.trans -= skeleton->getRelativeBindPose(hipsIndex).trans;
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}
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glm::vec4 color = std::get<2>(iter.second);
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for (int i = 0; i < skeleton->getNumJoints(); i++) {
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AnimPose pose = skeleton->getAbsoluteBindPose(i);
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const float radius = BONE_RADIUS / (pose.scale.x * rootPose.scale.x);
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// draw bone
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addBone(rootPose, pose, radius, v);
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// draw link to parent
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auto parentIndex = skeleton->getParentIndex(i);
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if (parentIndex >= 0) {
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assert(parentIndex < skeleton->getNumJoints());
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AnimPose parentPose = skeleton->getAbsoluteBindPose(parentIndex);
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addLink(rootPose, pose, parentPose, radius, color, v);
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}
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}
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}
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for (auto&& iter : _animNodes) {
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AnimNode::ConstPointer& animNode = std::get<0>(iter.second);
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AnimPose rootPose = std::get<1>(iter.second);
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if (animNode->_skeleton) {
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int hipsIndex = animNode->_skeleton->nameToJointIndex("Hips");
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if (hipsIndex >= 0) {
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rootPose.trans -= animNode->_skeleton->getRelativeBindPose(hipsIndex).trans;
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}
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}
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glm::vec4 color = std::get<2>(iter.second);
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auto poses = animNode->getPosesInternal();
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auto skeleton = animNode->getSkeleton();
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std::vector<AnimPose> absAnimPose;
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absAnimPose.resize(skeleton->getNumJoints());
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for (size_t i = 0; i < poses.size(); i++) {
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auto parentIndex = skeleton->getParentIndex(i);
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if (parentIndex >= 0) {
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absAnimPose[i] = absAnimPose[parentIndex] * poses[i];
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} else {
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absAnimPose[i] = poses[i];
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}
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const float radius = BONE_RADIUS / (absAnimPose[i].scale.x * rootPose.scale.x);
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addBone(rootPose, absAnimPose[i], radius, v);
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if (parentIndex >= 0) {
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assert((size_t)parentIndex < poses.size());
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// draw line to parent
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addLink(rootPose, absAnimPose[i], absAnimPose[parentIndex], radius, color, v);
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}
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}
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}
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for (auto&& iter : _poses) {
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AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
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AnimPoseVec& poses = std::get<1>(iter.second);
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AnimPose rootPose = std::get<2>(iter.second);
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int hipsIndex = skeleton->nameToJointIndex("Hips");
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if (hipsIndex >= 0) {
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rootPose.trans -= skeleton->getRelativeBindPose(hipsIndex).trans;
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}
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glm::vec4 color = std::get<3>(iter.second);
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std::vector<AnimPose> absAnimPose;
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absAnimPose.resize(skeleton->getNumJoints());
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for (int i = 0; i < skeleton->getNumJoints(); i++) {
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AnimPose pose = poses[i];
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|
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const float radius = BONE_RADIUS / (pose.scale.x * rootPose.scale.x);
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|
|
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auto parentIndex = skeleton->getParentIndex(i);
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if (parentIndex >= 0) {
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absAnimPose[i] = absAnimPose[parentIndex] * poses[i];
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} else {
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absAnimPose[i] = poses[i];
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}
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|
|
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// draw bone
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addBone(rootPose, absAnimPose[i], radius, v);
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|
|
|
// draw link to parent
|
|
if (parentIndex >= 0) {
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assert(parentIndex < skeleton->getNumJoints());
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AnimPose parentPose = poses[parentIndex];
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addLink(rootPose, absAnimPose[i], absAnimPose[parentIndex], radius, color, v);
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|
}
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|
}
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|
}
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|
|
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assert(numVerts == (v - verts));
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|
|
|
data._indexBuffer->resize(sizeof(uint16_t) * numVerts);
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|
uint16_t* indices = (uint16_t*)data._indexBuffer->editData();
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|
for (int i = 0; i < numVerts; i++) {
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|
indices[i] = i;
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|
}
|
|
});
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|
scene->enqueuePendingChanges(pendingChanges);
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|
}
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