mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-16 02:01:30 +02:00
Merge pull request #2369 from ey6es/master
Perform blending in worker threads and only do it when we have new data. Removed some unused code and fixed a couple warnings.
This commit is contained in:
commit
a1e07374d4
14 changed files with 206 additions and 272 deletions
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@ -40,7 +40,7 @@ detect_strip_roi_width 2
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detect_strip_roi_height 4
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smoothing_factors
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150 15 -2 100 -1 50 50 0
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150 5 -2 100 -1 50 50 0
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#translation rotation action_units eyebrows mouth gaze eye_closure other
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process_eyes 1
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@ -424,11 +424,6 @@ void MyAvatar::updateFromGyros(float deltaTime) {
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}
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}
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static TextRenderer* textRenderer() {
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static TextRenderer* renderer = new TextRenderer(SANS_FONT_FAMILY, 24, -1, false, TextRenderer::SHADOW_EFFECT);
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return renderer;
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}
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void MyAvatar::renderDebugBodyPoints() {
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glm::vec3 torsoPosition(getPosition());
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glm::vec3 headPosition(getHead()->getEyePosition());
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@ -103,7 +103,7 @@ void Faceshift::reset() {
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}
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void Faceshift::updateFakeCoefficients(float leftBlink, float rightBlink, float browUp,
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float jawOpen, std::vector<float>& coefficients) const {
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float jawOpen, QVector<float>& coefficients) const {
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coefficients.resize(max((int)coefficients.size(), _jawOpenIndex + 1));
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qFill(coefficients.begin(), coefficients.end(), 0.0f);
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coefficients[_leftBlinkIndex] = leftBlink;
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@ -204,7 +204,7 @@ void Faceshift::receive(const QByteArray& buffer) {
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_eyeGazeLeftYaw = data.m_eyeGazeLeftYaw;
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_eyeGazeRightPitch = -data.m_eyeGazeRightPitch;
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_eyeGazeRightYaw = data.m_eyeGazeRightYaw;
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_blendshapeCoefficients = data.m_coeffs;
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_blendshapeCoefficients = QVector<float>::fromStdVector(data.m_coeffs);
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_lastTrackingStateReceived = usecTimestampNow();
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}
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@ -9,8 +9,6 @@
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#ifndef __interface__Faceshift__
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#define __interface__Faceshift__
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#include <vector>
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#include <QTcpSocket>
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#include <QUdpSocket>
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@ -47,7 +45,7 @@ public:
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float getEstimatedEyePitch() const { return _estimatedEyePitch; }
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float getEstimatedEyeYaw() const { return _estimatedEyeYaw; }
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const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
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const QVector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
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float getLeftBlink() const { return getBlendshapeCoefficient(_leftBlinkIndex); }
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float getRightBlink() const { return getBlendshapeCoefficient(_rightBlinkIndex); }
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@ -68,7 +66,7 @@ public:
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void reset();
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void updateFakeCoefficients(float leftBlink, float rightBlink, float browUp,
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float jawOpen, std::vector<float>& coefficients) const;
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float jawOpen, QVector<float>& coefficients) const;
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signals:
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@ -111,7 +109,7 @@ private:
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float _eyeGazeRightPitch;
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float _eyeGazeRightYaw;
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std::vector<float> _blendshapeCoefficients;
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QVector<float> _blendshapeCoefficients;
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int _leftBlinkIndex;
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int _rightBlinkIndex;
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@ -9,8 +9,6 @@
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#ifndef __interface__Visage__
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#define __interface__Visage__
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#include <vector>
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#include <QMultiHash>
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#include <QPair>
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#include <QVector>
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@ -42,7 +40,7 @@ public:
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float getEstimatedEyePitch() const { return _estimatedEyePitch; }
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float getEstimatedEyeYaw() const { return _estimatedEyeYaw; }
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const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
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const QVector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
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void update();
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void reset();
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@ -71,7 +69,7 @@ private:
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float _estimatedEyePitch;
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float _estimatedEyeYaw;
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std::vector<float> _blendshapeCoefficients;
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QVector<float> _blendshapeCoefficients;
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};
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#endif /* defined(__interface__Visage__) */
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@ -54,6 +54,15 @@ QStringList FBXGeometry::getJointNames() const {
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return names;
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}
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bool FBXGeometry::hasBlendedMeshes() const {
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foreach (const FBXMesh& mesh, meshes) {
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if (!mesh.blendshapes.isEmpty()) {
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return true;
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}
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}
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return false;
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}
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static int fbxGeometryMetaTypeId = qRegisterMetaType<FBXGeometry>();
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template<class T> QVariant readBinaryArray(QDataStream& in) {
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@ -1331,14 +1340,11 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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geometry.staticExtents.reset();
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geometry.meshExtents.reset();
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QVariantHash springs = mapping.value("spring").toHash();
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QVariant defaultSpring = springs.value("default");
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for (QHash<QString, ExtractedMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
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ExtractedMesh& extracted = it.value();
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// accumulate local transforms
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QString modelID = models.contains(it.key()) ? it.key() : parentMap.value(it.key());
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extracted.mesh.springiness = springs.value(models.value(modelID).name, defaultSpring).toFloat();
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glm::mat4 modelTransform = getGlobalTransform(parentMap, models, modelID);
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// compute the mesh extents from the transformed vertices
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@ -1591,49 +1597,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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}
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}
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extracted.mesh.isEye = (maxJointIndex == geometry.leftEyeJointIndex || maxJointIndex == geometry.rightEyeJointIndex);
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// extract spring edges, connections if springy
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if (extracted.mesh.springiness > 0.0f) {
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QSet<QPair<int, int> > edges;
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extracted.mesh.vertexConnections.resize(extracted.mesh.vertices.size());
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foreach (const FBXMeshPart& part, extracted.mesh.parts) {
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for (int i = 0; i < part.quadIndices.size(); i += 4) {
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int index0 = part.quadIndices.at(i);
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int index1 = part.quadIndices.at(i + 1);
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int index2 = part.quadIndices.at(i + 2);
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int index3 = part.quadIndices.at(i + 3);
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edges.insert(QPair<int, int>(qMin(index0, index1), qMax(index0, index1)));
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edges.insert(QPair<int, int>(qMin(index1, index2), qMax(index1, index2)));
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edges.insert(QPair<int, int>(qMin(index2, index3), qMax(index2, index3)));
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edges.insert(QPair<int, int>(qMin(index3, index0), qMax(index3, index0)));
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extracted.mesh.vertexConnections[index0].append(QPair<int, int>(index3, index1));
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extracted.mesh.vertexConnections[index1].append(QPair<int, int>(index0, index2));
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extracted.mesh.vertexConnections[index2].append(QPair<int, int>(index1, index3));
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extracted.mesh.vertexConnections[index3].append(QPair<int, int>(index2, index0));
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}
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for (int i = 0; i < part.triangleIndices.size(); i += 3) {
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int index0 = part.triangleIndices.at(i);
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int index1 = part.triangleIndices.at(i + 1);
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int index2 = part.triangleIndices.at(i + 2);
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edges.insert(QPair<int, int>(qMin(index0, index1), qMax(index0, index1)));
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edges.insert(QPair<int, int>(qMin(index1, index2), qMax(index1, index2)));
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edges.insert(QPair<int, int>(qMin(index2, index0), qMax(index2, index0)));
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extracted.mesh.vertexConnections[index0].append(QPair<int, int>(index2, index1));
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extracted.mesh.vertexConnections[index1].append(QPair<int, int>(index0, index2));
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extracted.mesh.vertexConnections[index2].append(QPair<int, int>(index1, index0));
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}
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}
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for (QSet<QPair<int, int> >::const_iterator edge = edges.constBegin(); edge != edges.constEnd(); edge++) {
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extracted.mesh.springEdges.append(*edge);
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}
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}
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geometry.meshes.append(extracted.mesh);
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}
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@ -1797,7 +1761,6 @@ FBXGeometry readSVO(const QByteArray& model) {
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// and one mesh with one cluster and one part
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FBXMesh mesh;
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mesh.isEye = false;
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mesh.springiness = 0.0f;
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FBXCluster cluster = { 0 };
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mesh.clusters.append(cluster);
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@ -130,10 +130,6 @@ public:
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bool isEye;
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QVector<FBXBlendshape> blendshapes;
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float springiness;
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QVector<QPair<int, int> > springEdges;
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QVector<QVarLengthArray<QPair<int, int>, 4> > vertexConnections;
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};
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/// An attachment to an FBX document.
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@ -185,6 +181,8 @@ public:
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int getJointIndex(const QString& name) const { return jointIndices.value(name) - 1; }
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QStringList getJointNames() const;
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bool hasBlendedMeshes() const;
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};
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Q_DECLARE_METATYPE(FBXGeometry)
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@ -13,6 +13,7 @@
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#include "Application.h"
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#include "GeometryCache.h"
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#include "Model.h"
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#include "world.h"
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GeometryCache::~GeometryCache() {
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@ -291,6 +292,13 @@ QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, cons
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return getResource(url, fallback, delayLoad).staticCast<NetworkGeometry>();
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}
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void GeometryCache::setBlendedVertices(const QPointer<Model>& model, const QWeakPointer<NetworkGeometry>& geometry,
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const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals) {
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if (!model.isNull() && model->getGeometry() == geometry) {
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model->setBlendedVertices(vertices, normals);
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}
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}
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QSharedPointer<Resource> GeometryCache::createResource(const QUrl& url,
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const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra) {
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@ -565,8 +573,8 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
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networkMesh.vertexBuffer.bind();
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networkMesh.vertexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
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// if we don't need to do any blending or springing, then the positions/normals can be static
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if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
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// if we don't need to do any blending, the positions/normals can be static
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if (mesh.blendshapes.isEmpty()) {
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int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
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int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
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int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
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@ -587,8 +595,8 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
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networkMesh.vertexBuffer.write(clusterWeightsOffset, mesh.clusterWeights.constData(),
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mesh.clusterWeights.size() * sizeof(glm::vec4));
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// if there's no springiness, then the cluster indices/weights can be static
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} else if (mesh.springiness == 0.0f) {
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// otherwise, at least the cluster indices/weights can be static
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} else {
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int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
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int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
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int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
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@ -601,16 +609,7 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
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networkMesh.vertexBuffer.write(clusterIndicesOffset, mesh.clusterIndices.constData(),
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mesh.clusterIndices.size() * sizeof(glm::vec4));
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networkMesh.vertexBuffer.write(clusterWeightsOffset, mesh.clusterWeights.constData(),
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mesh.clusterWeights.size() * sizeof(glm::vec4));
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} else {
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int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
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int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
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networkMesh.vertexBuffer.allocate(texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2));
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networkMesh.vertexBuffer.write(0, mesh.tangents.constData(), mesh.tangents.size() * sizeof(glm::vec3));
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networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
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networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
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mesh.texCoords.size() * sizeof(glm::vec2));
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mesh.clusterWeights.size() * sizeof(glm::vec4));
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}
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networkMesh.vertexBuffer.release();
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@ -19,15 +19,18 @@
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#include "FBXReader.h"
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class Model;
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class NetworkGeometry;
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class NetworkMesh;
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class NetworkTexture;
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/// Stores cached geometry.
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class GeometryCache : public ResourceCache {
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Q_OBJECT
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public:
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~GeometryCache();
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virtual ~GeometryCache();
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void renderHemisphere(int slices, int stacks);
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void renderSquare(int xDivisions, int yDivisions);
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@ -38,7 +41,12 @@ public:
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/// \param fallback a fallback URL to load if the desired one is unavailable
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/// \param delayLoad if true, don't load the geometry immediately; wait until load is first requested
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QSharedPointer<NetworkGeometry> getGeometry(const QUrl& url, const QUrl& fallback = QUrl(), bool delayLoad = false);
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public slots:
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void setBlendedVertices(const QPointer<Model>& model, const QWeakPointer<NetworkGeometry>& geometry,
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const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
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protected:
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virtual QSharedPointer<Resource> createResource(const QUrl& url,
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@ -6,6 +6,10 @@
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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#include <QMetaType>
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#include <QRunnable>
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#include <QThreadPool>
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#include <glm/gtx/transform.hpp>
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#include <GeometryUtil.h>
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@ -19,6 +23,10 @@
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using namespace std;
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static int modelPointerTypeId = qRegisterMetaType<QPointer<Model> >();
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static int weakNetworkGeometryPointerTypeId = qRegisterMetaType<QWeakPointer<NetworkGeometry> >();
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static int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >();
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Model::Model(QObject* parent) :
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QObject(parent),
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_scale(1.0f, 1.0f, 1.0f),
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@ -104,8 +112,6 @@ void Model::init() {
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}
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void Model::reset() {
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_resetStates = true;
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foreach (Model* attachment, _attachments) {
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attachment->reset();
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}
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|
@ -170,20 +176,10 @@ bool Model::render(float alpha) {
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return false;
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}
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// set up blended buffer ids on first render after load/simulate
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// set up dilated textures on first render after load/simulate
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (_blendedVertexBufferIDs.isEmpty()) {
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if (_dilatedTextures.isEmpty()) {
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foreach (const FBXMesh& mesh, geometry.meshes) {
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GLuint id = 0;
|
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if (!mesh.blendshapes.isEmpty() || mesh.springiness > 0.0f) {
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glGenBuffers(1, &id);
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glBindBuffer(GL_ARRAY_BUFFER, id);
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glBufferData(GL_ARRAY_BUFFER, (mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3),
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NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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_blendedVertexBufferIDs.append(id);
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QVector<QSharedPointer<Texture> > dilated;
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dilated.resize(mesh.parts.size());
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_dilatedTextures.append(dilated);
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|
@ -478,6 +474,68 @@ QVector<Model::JointState> Model::updateGeometry() {
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return newJointStates;
|
||||
}
|
||||
|
||||
class Blender : public QRunnable {
|
||||
public:
|
||||
|
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Blender(Model* model, const QWeakPointer<NetworkGeometry>& geometry,
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||||
const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients);
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||||
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||||
virtual void run();
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||||
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private:
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QPointer<Model> _model;
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QWeakPointer<NetworkGeometry> _geometry;
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QVector<FBXMesh> _meshes;
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QVector<float> _blendshapeCoefficients;
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};
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Blender::Blender(Model* model, const QWeakPointer<NetworkGeometry>& geometry,
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const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients) :
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_model(model),
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_geometry(geometry),
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_meshes(meshes),
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_blendshapeCoefficients(blendshapeCoefficients) {
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}
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void Blender::run() {
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// make sure the model/geometry still exists
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if (_model.isNull() || _geometry.isNull()) {
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return;
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||||
}
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||||
QVector<glm::vec3> vertices, normals;
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int offset = 0;
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||||
foreach (const FBXMesh& mesh, _meshes) {
|
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if (mesh.blendshapes.isEmpty()) {
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continue;
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}
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vertices += mesh.vertices;
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normals += mesh.normals;
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glm::vec3* meshVertices = vertices.data() + offset;
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glm::vec3* meshNormals = normals.data() + offset;
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offset += mesh.vertices.size();
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const float NORMAL_COEFFICIENT_SCALE = 0.01f;
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for (int i = 0, n = qMin(_blendshapeCoefficients.size(), mesh.blendshapes.size()); i < n; i++) {
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float vertexCoefficient = _blendshapeCoefficients.at(i);
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if (vertexCoefficient < EPSILON) {
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continue;
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||||
}
|
||||
float normalCoefficient = vertexCoefficient * NORMAL_COEFFICIENT_SCALE;
|
||||
const FBXBlendshape& blendshape = mesh.blendshapes.at(i);
|
||||
for (int j = 0; j < blendshape.indices.size(); j++) {
|
||||
int index = blendshape.indices.at(j);
|
||||
meshVertices[index] += blendshape.vertices.at(j) * vertexCoefficient;
|
||||
meshNormals[index] += blendshape.normals.at(j) * normalCoefficient;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// post the result to the geometry cache, which will dispatch to the model if still alive
|
||||
QMetaObject::invokeMethod(Application::getInstance()->getGeometryCache(), "setBlendedVertices",
|
||||
Q_ARG(const QPointer<Model>&, _model), Q_ARG(const QWeakPointer<NetworkGeometry>&, _geometry),
|
||||
Q_ARG(const QVector<glm::vec3>&, vertices), Q_ARG(const QVector<glm::vec3>&, normals));
|
||||
}
|
||||
|
||||
void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>& newJointStates) {
|
||||
if (!isActive()) {
|
||||
return;
|
||||
|
@ -490,12 +548,20 @@ void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>
|
|||
foreach (const FBXMesh& mesh, geometry.meshes) {
|
||||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
if (mesh.springiness > 0.0f) {
|
||||
state.worldSpaceVertices.resize(mesh.vertices.size());
|
||||
state.vertexVelocities.resize(mesh.vertices.size());
|
||||
state.worldSpaceNormals.resize(mesh.vertices.size());
|
||||
}
|
||||
_meshStates.append(state);
|
||||
|
||||
QOpenGLBuffer buffer;
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
buffer.setUsagePattern(QOpenGLBuffer::DynamicDraw);
|
||||
buffer.create();
|
||||
buffer.bind();
|
||||
buffer.allocate((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
|
||||
buffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
|
||||
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), mesh.normals.constData(),
|
||||
mesh.normals.size() * sizeof(glm::vec3));
|
||||
buffer.release();
|
||||
}
|
||||
_blendedVertexBuffers.append(buffer);
|
||||
}
|
||||
foreach (const FBXAttachment& attachment, geometry.attachments) {
|
||||
Model* model = new Model(this);
|
||||
|
@ -503,12 +569,12 @@ void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>
|
|||
model->setURL(attachment.url);
|
||||
_attachments.append(model);
|
||||
}
|
||||
_resetStates = fullUpdate = true;
|
||||
fullUpdate = true;
|
||||
createCollisionShapes();
|
||||
}
|
||||
|
||||
// exit early if we don't have to perform a full update
|
||||
if (!(fullUpdate || _resetStates)) {
|
||||
if (!fullUpdate) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -541,82 +607,12 @@ void Model::simulate(float deltaTime, bool fullUpdate, const QVector<JointState>
|
|||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
state.clusterMatrices[j] = _jointStates[cluster.jointIndex].transform * cluster.inverseBindMatrix;
|
||||
}
|
||||
int vertexCount = state.worldSpaceVertices.size();
|
||||
if (vertexCount == 0) {
|
||||
continue;
|
||||
}
|
||||
glm::vec3* destVertices = state.worldSpaceVertices.data();
|
||||
glm::vec3* destVelocities = state.vertexVelocities.data();
|
||||
glm::vec3* destNormals = state.worldSpaceNormals.data();
|
||||
|
||||
const glm::vec3* sourceVertices = mesh.vertices.constData();
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
|
||||
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
|
||||
|
||||
// blend in each coefficient
|
||||
for (unsigned int j = 0; j < _blendshapeCoefficients.size(); j++) {
|
||||
float coefficient = _blendshapeCoefficients[j];
|
||||
if (coefficient == 0.0f || j >= (unsigned int)mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
|
||||
continue;
|
||||
}
|
||||
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
|
||||
for (const int* index = mesh.blendshapes[j].indices.constData(),
|
||||
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++) {
|
||||
_blendedVertices[*index] += *vertex * coefficient;
|
||||
}
|
||||
}
|
||||
sourceVertices = _blendedVertices.constData();
|
||||
}
|
||||
glm::mat4 transform = glm::translate(_translation);
|
||||
if (mesh.clusters.size() > 1) {
|
||||
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
|
||||
|
||||
// skin each vertex
|
||||
const glm::vec4* clusterIndices = mesh.clusterIndices.constData();
|
||||
const glm::vec4* clusterWeights = mesh.clusterWeights.constData();
|
||||
for (int j = 0; j < vertexCount; j++) {
|
||||
_blendedVertices[j] =
|
||||
glm::vec3(state.clusterMatrices[clusterIndices[j][0]] *
|
||||
glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][0] +
|
||||
glm::vec3(state.clusterMatrices[clusterIndices[j][1]] *
|
||||
glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][1] +
|
||||
glm::vec3(state.clusterMatrices[clusterIndices[j][2]] *
|
||||
glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][2] +
|
||||
glm::vec3(state.clusterMatrices[clusterIndices[j][3]] *
|
||||
glm::vec4(sourceVertices[j], 1.0f)) * clusterWeights[j][3];
|
||||
}
|
||||
sourceVertices = _blendedVertices.constData();
|
||||
|
||||
} else {
|
||||
transform = state.clusterMatrices[0];
|
||||
}
|
||||
if (_resetStates) {
|
||||
for (int j = 0; j < vertexCount; j++) {
|
||||
destVertices[j] = glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f));
|
||||
destVelocities[j] = glm::vec3();
|
||||
}
|
||||
} else {
|
||||
const float SPRINGINESS_MULTIPLIER = 200.0f;
|
||||
const float DAMPING = 5.0f;
|
||||
for (int j = 0; j < vertexCount; j++) {
|
||||
destVelocities[j] += ((glm::vec3(transform * glm::vec4(sourceVertices[j], 1.0f)) - destVertices[j]) *
|
||||
mesh.springiness * SPRINGINESS_MULTIPLIER - destVelocities[j] * DAMPING) * deltaTime;
|
||||
destVertices[j] += destVelocities[j] * deltaTime;
|
||||
}
|
||||
}
|
||||
for (int j = 0; j < vertexCount; j++) {
|
||||
destNormals[j] = glm::vec3();
|
||||
|
||||
const glm::vec3& middle = destVertices[j];
|
||||
for (QVarLengthArray<QPair<int, int>, 4>::const_iterator connection = mesh.vertexConnections.at(j).constBegin();
|
||||
connection != mesh.vertexConnections.at(j).constEnd(); connection++) {
|
||||
destNormals[j] += glm::normalize(glm::cross(destVertices[connection->second] - middle,
|
||||
destVertices[connection->first] - middle));
|
||||
}
|
||||
}
|
||||
}
|
||||
_resetStates = false;
|
||||
|
||||
// post the blender
|
||||
if (geometry.hasBlendedMeshes()) {
|
||||
QThreadPool::globalInstance()->start(new Blender(this, _geometry, geometry.meshes, _blendshapeCoefficients));
|
||||
}
|
||||
}
|
||||
|
||||
void Model::updateJointState(int index) {
|
||||
|
@ -915,6 +911,27 @@ void Model::applyCollision(CollisionInfo& collision) {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals) {
|
||||
if (_blendedVertexBuffers.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
int index = 0;
|
||||
for (int i = 0; i < geometry.meshes.size(); i++) {
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
continue;
|
||||
}
|
||||
QOpenGLBuffer& buffer = _blendedVertexBuffers[i];
|
||||
buffer.bind();
|
||||
buffer.write(0, vertices.constData() + index, mesh.vertices.size() * sizeof(glm::vec3));
|
||||
buffer.write(mesh.vertices.size() * sizeof(glm::vec3), normals.constData() + index,
|
||||
mesh.normals.size() * sizeof(glm::vec3));
|
||||
buffer.release();
|
||||
index += mesh.vertices.size();
|
||||
}
|
||||
}
|
||||
|
||||
void Model::applyNextGeometry() {
|
||||
// delete our local geometry and custom textures
|
||||
deleteGeometry();
|
||||
|
@ -933,10 +950,7 @@ void Model::deleteGeometry() {
|
|||
delete attachment;
|
||||
}
|
||||
_attachments.clear();
|
||||
foreach (GLuint id, _blendedVertexBufferIDs) {
|
||||
glDeleteBuffers(1, &id);
|
||||
}
|
||||
_blendedVertexBufferIDs.clear();
|
||||
_blendedVertexBuffers.clear();
|
||||
_jointStates.clear();
|
||||
_meshStates.clear();
|
||||
clearShapes();
|
||||
|
@ -980,34 +994,30 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
const MeshState& state = _meshStates.at(i);
|
||||
ProgramObject* activeProgram = program;
|
||||
int tangentLocation = _normalMapTangentLocation;
|
||||
if (state.worldSpaceVertices.isEmpty()) {
|
||||
glPushMatrix();
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
skinProgram->bind();
|
||||
glUniformMatrix4fvARB(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
int offset = (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3) +
|
||||
mesh.texCoords.size() * sizeof(glm::vec2) +
|
||||
(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
|
||||
skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
|
||||
skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
|
||||
offset + vertexCount * sizeof(glm::vec4), 4);
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
|
||||
activeProgram = skinProgram;
|
||||
tangentLocation = skinLocations->tangent;
|
||||
|
||||
} else {
|
||||
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
|
||||
program->bind();
|
||||
}
|
||||
} else {
|
||||
glPushMatrix();
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
skinProgram->bind();
|
||||
glUniformMatrix4fvARB(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
int offset = (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3) +
|
||||
mesh.texCoords.size() * sizeof(glm::vec2) +
|
||||
(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
|
||||
skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
|
||||
skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
|
||||
offset + vertexCount * sizeof(glm::vec4), 4);
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
|
||||
activeProgram = skinProgram;
|
||||
tangentLocation = skinLocations->tangent;
|
||||
|
||||
} else {
|
||||
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
|
||||
program->bind();
|
||||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
|
||||
activeProgram->enableAttributeArray(tangentLocation);
|
||||
|
@ -1024,40 +1034,7 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
}
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i));
|
||||
|
||||
if (!state.worldSpaceVertices.isEmpty()) {
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), state.worldSpaceVertices.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
|
||||
vertexCount * sizeof(glm::vec3), state.worldSpaceNormals.constData());
|
||||
|
||||
} else {
|
||||
_blendedVertices.resize(max(_blendedVertices.size(), vertexCount));
|
||||
_blendedNormals.resize(_blendedVertices.size());
|
||||
memcpy(_blendedVertices.data(), mesh.vertices.constData(), vertexCount * sizeof(glm::vec3));
|
||||
memcpy(_blendedNormals.data(), mesh.normals.constData(), vertexCount * sizeof(glm::vec3));
|
||||
|
||||
// blend in each coefficient
|
||||
for (unsigned int j = 0; j < _blendshapeCoefficients.size(); j++) {
|
||||
float coefficient = _blendshapeCoefficients[j];
|
||||
if (coefficient == 0.0f || j >= (unsigned int)mesh.blendshapes.size() || mesh.blendshapes[j].vertices.isEmpty()) {
|
||||
continue;
|
||||
}
|
||||
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
|
||||
float normalCoefficient = coefficient * NORMAL_COEFFICIENT_SCALE;
|
||||
const glm::vec3* vertex = mesh.blendshapes[j].vertices.constData();
|
||||
const glm::vec3* normal = mesh.blendshapes[j].normals.constData();
|
||||
for (const int* index = mesh.blendshapes[j].indices.constData(),
|
||||
*end = index + mesh.blendshapes[j].indices.size(); index != end; index++, vertex++, normal++) {
|
||||
_blendedVertices[*index] += *vertex * coefficient;
|
||||
_blendedNormals[*index] += *normal * normalCoefficient;
|
||||
}
|
||||
}
|
||||
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * sizeof(glm::vec3), _blendedVertices.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, vertexCount * sizeof(glm::vec3),
|
||||
vertexCount * sizeof(glm::vec3), _blendedNormals.constData());
|
||||
}
|
||||
_blendedVertexBuffers[i].bind();
|
||||
}
|
||||
glVertexPointer(3, GL_FLOAT, 0, 0);
|
||||
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
|
||||
|
@ -1126,14 +1103,13 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
|
||||
activeProgram->disableAttributeArray(tangentLocation);
|
||||
}
|
||||
|
||||
if (state.worldSpaceVertices.isEmpty()) {
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
||||
}
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
||||
}
|
||||
glPopMatrix();
|
||||
|
||||
activeProgram->release();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -43,8 +43,8 @@ public:
|
|||
void setPupilDilation(float dilation) { _pupilDilation = dilation; }
|
||||
float getPupilDilation() const { return _pupilDilation; }
|
||||
|
||||
void setBlendshapeCoefficients(const std::vector<float>& coefficients) { _blendshapeCoefficients = coefficients; }
|
||||
const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
|
||||
void setBlendshapeCoefficients(const QVector<float>& coefficients) { _blendshapeCoefficients = coefficients; }
|
||||
const QVector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
|
||||
|
||||
bool isActive() const { return _geometry && _geometry->isLoaded(); }
|
||||
|
||||
|
@ -195,6 +195,9 @@ public:
|
|||
/// Use the collision to affect the model
|
||||
void applyCollision(CollisionInfo& collision);
|
||||
|
||||
/// Sets blended vertices computed in a separate thread.
|
||||
void setBlendedVertices(const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals);
|
||||
|
||||
protected:
|
||||
|
||||
QSharedPointer<NetworkGeometry> _geometry;
|
||||
|
@ -219,9 +222,6 @@ protected:
|
|||
class MeshState {
|
||||
public:
|
||||
QVector<glm::mat4> clusterMatrices;
|
||||
QVector<glm::vec3> worldSpaceVertices;
|
||||
QVector<glm::vec3> vertexVelocities;
|
||||
QVector<glm::vec3> worldSpaceNormals;
|
||||
};
|
||||
|
||||
QVector<MeshState> _meshStates;
|
||||
|
@ -271,16 +271,13 @@ private:
|
|||
float _nextLODHysteresis;
|
||||
|
||||
float _pupilDilation;
|
||||
std::vector<float> _blendshapeCoefficients;
|
||||
QVector<float> _blendshapeCoefficients;
|
||||
|
||||
QUrl _url;
|
||||
|
||||
QVector<GLuint> _blendedVertexBufferIDs;
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
bool _resetStates;
|
||||
QVector<QOpenGLBuffer> _blendedVertexBuffers;
|
||||
|
||||
QVector<glm::vec3> _blendedVertices;
|
||||
QVector<glm::vec3> _blendedNormals;
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
|
||||
QVector<Model*> _attachments;
|
||||
|
||||
|
@ -306,4 +303,8 @@ private:
|
|||
static QVector<JointState> createJointStates(const FBXGeometry& geometry);
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(QPointer<Model>)
|
||||
Q_DECLARE_METATYPE(QWeakPointer<NetworkGeometry>)
|
||||
Q_DECLARE_METATYPE(QVector<glm::vec3>)
|
||||
|
||||
#endif /* defined(__interface__Model__) */
|
||||
|
|
|
@ -27,7 +27,7 @@ class TextureCache : public ResourceCache {
|
|||
public:
|
||||
|
||||
TextureCache();
|
||||
~TextureCache();
|
||||
virtual ~TextureCache();
|
||||
|
||||
/// Returns the ID of the permutation/normal texture used for Perlin noise shader programs. This texture
|
||||
/// has two lines: the first, a set of random numbers in [0, 255] to be used as permutation offsets, and
|
||||
|
|
|
@ -8,14 +8,11 @@
|
|||
|
||||
#include <QtCore/QDataStream>
|
||||
|
||||
#include "HandData.h"
|
||||
#include "AvatarData.h"
|
||||
#include <SharedUtil.h>
|
||||
#include <GeometryUtil.h>
|
||||
#include <SharedUtil.h>
|
||||
|
||||
|
||||
// When converting between fixed and float, use this as the radix.
|
||||
const int fingerVectorRadix = 4;
|
||||
#include "AvatarData.h"
|
||||
#include "HandData.h"
|
||||
|
||||
HandData::HandData(AvatarData* owningAvatar) :
|
||||
_owningAvatarData(owningAvatar)
|
||||
|
|
|
@ -10,7 +10,8 @@
|
|||
#define __hifi__HeadData__
|
||||
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
|
||||
#include <QVector>
|
||||
|
||||
#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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|
@ -54,7 +55,7 @@ public:
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float getAudioAverageLoudness() const { return _audioAverageLoudness; }
|
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void setAudioAverageLoudness(float audioAverageLoudness) { _audioAverageLoudness = audioAverageLoudness; }
|
||||
|
||||
const std::vector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
|
||||
const QVector<float>& getBlendshapeCoefficients() const { return _blendshapeCoefficients; }
|
||||
|
||||
float getPupilDilation() const { return _pupilDilation; }
|
||||
void setPupilDilation(float pupilDilation) { _pupilDilation = pupilDilation; }
|
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|
@ -86,7 +87,7 @@ protected:
|
|||
float _averageLoudness;
|
||||
float _browAudioLift;
|
||||
float _audioAverageLoudness;
|
||||
std::vector<float> _blendshapeCoefficients;
|
||||
QVector<float> _blendshapeCoefficients;
|
||||
float _pupilDilation;
|
||||
AvatarData* _owningAvatar;
|
||||
|
||||
|
|
Loading…
Reference in a new issue