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store cluster indices and weights in uint16_t
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3 changed files with 94 additions and 27 deletions
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@ -1634,8 +1634,12 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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glm::mat4 inverseModelTransform = glm::inverse(modelTransform);
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if (clusterIDs.size() > 1) {
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// this is a multi-mesh joint
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extracted.mesh.clusterIndices.resize(extracted.mesh.vertices.size());
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extracted.mesh.clusterWeights.resize(extracted.mesh.vertices.size());
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const int WEIGHTS_PER_VERTEX = 4;
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int numClusterIndices = extracted.mesh.vertices.size() * WEIGHTS_PER_VERTEX;
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extracted.mesh.clusterIndices.fill(0, numClusterIndices);
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QVector<float> weightAccumulators;
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weightAccumulators.fill(0.0f, numClusterIndices);
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for (int i = 0; i < clusterIDs.size(); i++) {
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QString clusterID = clusterIDs.at(i);
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const Cluster& cluster = clusters[clusterID];
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@ -1665,45 +1669,59 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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float weight = cluster.weights.at(j);
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for (QMultiHash<int, int>::const_iterator it = extracted.newIndices.constFind(oldIndex);
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it != extracted.newIndices.end() && it.key() == oldIndex; it++) {
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int newIndex = it.value();
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// remember vertices with at least 1/4 weight
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const float EXPANSION_WEIGHT_THRESHOLD = 0.99f;
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if (weight > EXPANSION_WEIGHT_THRESHOLD) {
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// transform to joint-frame and save for later
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const glm::mat4 vertexTransform = meshToJoint * glm::translate(extracted.mesh.vertices.at(it.value()));
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const glm::mat4 vertexTransform = meshToJoint * glm::translate(extracted.mesh.vertices.at(newIndex));
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points.push_back(extractTranslation(vertexTransform) * clusterScale);
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}
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// look for an unused slot in the weights vector
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glm::vec4& weights = extracted.mesh.clusterWeights[it.value()];
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int weightIndex = newIndex * WEIGHTS_PER_VERTEX;
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int lowestIndex = -1;
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float lowestWeight = FLT_MAX;
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int k = 0;
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for (; k < 4; k++) {
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if (weights[k] == 0.0f) {
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extracted.mesh.clusterIndices[it.value()][k] = i;
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weights[k] = weight;
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for (; k < WEIGHTS_PER_VERTEX; k++) {
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if (weightAccumulators[weightIndex + k] == 0.0f) {
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extracted.mesh.clusterIndices[weightIndex + k] = i;
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weightAccumulators[weightIndex + k] = weight;
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break;
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}
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if (weights[k] < lowestWeight) {
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if (weightAccumulators[weightIndex + k] < lowestWeight) {
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lowestIndex = k;
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lowestWeight = weights[k];
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lowestWeight = weightAccumulators[weightIndex + k];
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}
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}
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if (k == 4 && weight > lowestWeight) {
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if (k == WEIGHTS_PER_VERTEX && weight > lowestWeight) {
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// no space for an additional weight; we must replace the lowest
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weights[lowestIndex] = weight;
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extracted.mesh.clusterIndices[it.value()][lowestIndex] = i;
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weightAccumulators[weightIndex + lowestIndex] = weight;
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extracted.mesh.clusterIndices[weightIndex + lowestIndex] = i;
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}
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}
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}
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}
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// normalize the weights if they don't add up to one
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for (int i = 0; i < extracted.mesh.clusterWeights.size(); i++) {
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glm::vec4& weights = extracted.mesh.clusterWeights[i];
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float total = weights.x + weights.y + weights.z + weights.w;
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if (total != 1.0f && total != 0.0f) {
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weights /= total;
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// now that we've accumulated the most relevant weights for each vertex
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// normalize and compress to 8-bits
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extracted.mesh.clusterWeights.fill(0, numClusterIndices);
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int numVertices = extracted.mesh.vertices.size();
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for (int i = 0; i < numVertices; ++i) {
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int j = i * WEIGHTS_PER_VERTEX;
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// normalize weights into uint8_t
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float totalWeight = weightAccumulators[j];
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for (int k = j + 1; k < j + WEIGHTS_PER_VERTEX; ++k) {
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totalWeight += weightAccumulators[k];
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}
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if (totalWeight > 0.0f) {
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const float ALMOST_HALF = 0.499f;
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float weightScalingFactor = (float)(UINT8_MAX) / totalWeight;
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for (int k = j; k < j + WEIGHTS_PER_VERTEX; ++k) {
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extracted.mesh.clusterWeights[k] = (uint8_t)(weightScalingFactor * weightAccumulators[k] + ALMOST_HALF);
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}
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}
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}
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} else {
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@ -202,7 +202,7 @@ public:
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/// A single mesh (with optional blendshapes) extracted from an FBX document.
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class FBXMesh {
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public:
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QVector<FBXMeshPart> parts;
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QVector<glm::vec3> vertices;
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@ -211,9 +211,9 @@ public:
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QVector<glm::vec3> colors;
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QVector<glm::vec2> texCoords;
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QVector<glm::vec2> texCoords1;
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QVector<glm::vec4> clusterIndices;
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QVector<glm::vec4> clusterWeights;
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QVector<uint16_t> clusterIndices;
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QVector<uint8_t> clusterWeights;
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QVector<FBXCluster> clusters;
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Extents meshExtents;
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@ -422,8 +422,18 @@ void FBXReader::buildModelMesh(FBXMesh& extractedMesh, const QString& url) {
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int colorsSize = fbxMesh.colors.size() * sizeof(glm::vec3);
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int texCoordsSize = fbxMesh.texCoords.size() * sizeof(glm::vec2);
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int texCoords1Size = fbxMesh.texCoords1.size() * sizeof(glm::vec2);
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int clusterIndicesSize = fbxMesh.clusterIndices.size() * sizeof(glm::vec4);
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int clusterWeightsSize = fbxMesh.clusterWeights.size() * sizeof(glm::vec4);
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#define UNFORTUNATE_HACK
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#ifdef UNFORTUNATE_HACK
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// HACK: store clusterIndices in floats rather than short integers
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int clusterIndicesSize = fbxMesh.clusterIndices.size() * sizeof(float);
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#else // UNFORTUNATE_HACK
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int clusterIndicesSize = fbxMesh.clusterIndices.size() * sizeof(uint8_t);
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if (fbxMesh.clusters.size() > UINT8_MAX) {
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// we need 16 bits instead of just 8 for clusterIndices
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clusterIndicesSize *= 2;
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}
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#endif // UNFORTUNATE_HACK
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int clusterWeightsSize = fbxMesh.clusterWeights.size() * sizeof(uint8_t);
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int normalsOffset = 0;
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int tangentsOffset = normalsOffset + normalsSize;
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@ -442,7 +452,31 @@ void FBXReader::buildModelMesh(FBXMesh& extractedMesh, const QString& url) {
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attribBuffer->setSubData(colorsOffset, colorsSize, (gpu::Byte*) fbxMesh.colors.constData());
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attribBuffer->setSubData(texCoordsOffset, texCoordsSize, (gpu::Byte*) fbxMesh.texCoords.constData());
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attribBuffer->setSubData(texCoords1Offset, texCoords1Size, (gpu::Byte*) fbxMesh.texCoords1.constData());
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attribBuffer->setSubData(clusterIndicesOffset, clusterIndicesSize, (gpu::Byte*) fbxMesh.clusterIndices.constData());
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#ifdef UNFORTUNATE_HACK
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// HACK: copy clusterIndices back into floats to appease render pipeline
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QVector<float> clusterIndices;
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int32_t numIndices = fbxMesh.clusterIndices.size();
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clusterIndices.resize(numIndices);
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for (int32_t i = 0; i < numIndices; ++i) {
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assert(fbxMesh.clusterIndices[i] <= UINT8_MAX);
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clusterIndices[i] = (float)(fbxMesh.clusterIndices[i]);
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}
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attribBuffer->setSubData(clusterIndicesOffset, clusterIndicesSize, (gpu::Byte*) clusterIndices.constData());
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#else // UNFORTUNATE_HACK
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if (fbxMesh.clusters.size() < UINT8_MAX) {
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// yay! we can fit the clusterIndices within 8-bits
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int32_t numIndices = fbxMesh.clusterIndices.size();
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QVector<uint8_t> clusterIndices;
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clusterIndices.resize(numIndices);
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for (int32_t i = 0; i < numIndices; ++i) {
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assert(fbxMesh.clusterIndices[i] <= UINT8_MAX);
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clusterIndices[i] = (uint8_t)(fbxMesh.clusterIndices[i]);
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}
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attribBuffer->setSubData(clusterIndicesOffset, clusterIndicesSize, (gpu::Byte*) clusterIndices.constData());
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} else {
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attribBuffer->setSubData(clusterIndicesOffset, clusterIndicesSize, (gpu::Byte*) fbxMesh.clusterIndices.constData());
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}
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#endif // UNFORTUNATE_HACK
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attribBuffer->setSubData(clusterWeightsOffset, clusterWeightsSize, (gpu::Byte*) fbxMesh.clusterWeights.constData());
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if (normalsSize) {
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@ -475,15 +509,30 @@ void FBXReader::buildModelMesh(FBXMesh& extractedMesh, const QString& url) {
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gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)));
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}
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#ifdef UNFORTUNATE_HACK
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// HACK: cluster indices are submitted to render pipeline in FLOAT format
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if (clusterIndicesSize) {
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mesh->addAttribute(gpu::Stream::SKIN_CLUSTER_INDEX,
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model::BufferView(attribBuffer, clusterIndicesOffset, clusterIndicesSize,
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gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW)));
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}
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#else // UNFORTUNATE_HACK
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if (clusterIndicesSize) {
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if (fbxMesh.clusters.size() < UINT8_MAX) {
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mesh->addAttribute(gpu::Stream::SKIN_CLUSTER_INDEX,
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model::BufferView(attribBuffer, clusterIndicesOffset, clusterIndicesSize,
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gpu::Element(gpu::VEC4, gpu::UINT8, gpu::XYZW)));
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} else {
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mesh->addAttribute(gpu::Stream::SKIN_CLUSTER_INDEX,
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model::BufferView(attribBuffer, clusterIndicesOffset, clusterIndicesSize,
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gpu::Element(gpu::VEC4, gpu::UINT16, gpu::XYZW)));
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}
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}
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#endif // UNFORTUNATE_HACK
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if (clusterWeightsSize) {
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mesh->addAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT,
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model::BufferView(attribBuffer, clusterWeightsOffset, clusterWeightsSize,
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gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW)));
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gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::XYZW)));
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}
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