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https://github.com/overte-org/overte.git
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Merge pull request #13845 from SamGondelman/perf
Move blendshape packing to worker thread
This commit is contained in:
commit
467fe56103
12 changed files with 162 additions and 165 deletions
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@ -451,6 +451,9 @@ Menu::Menu() {
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});
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}
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addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ComputeBlendshapes, 0, true,
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DependencyManager::get<ModelBlender>().data(), SLOT(setComputeBlendshapes(bool)));
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// Developer > Assets >>>
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// Menu item is not currently needed but code should be kept in case it proves useful again at some stage.
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//#define WANT_ASSET_MIGRATION
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@ -221,6 +221,7 @@ namespace MenuOption {
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const QString NotificationSounds = "play_notification_sounds";
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const QString NotificationSoundsSnapshot = "play_notification_sounds_snapshot";
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const QString NotificationSoundsTablet = "play_notification_sounds_tablet";
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const QString ComputeBlendshapes = "Compute Blendshapes";
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}
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#endif // hifi_Menu_h
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@ -359,21 +359,21 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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QReadLocker locker(&_hashLock);
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QVector<AvatarSharedPointer>::iterator avatarItr = _avatarsToFade.begin();
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const render::ScenePointer& scene = qApp->getMain3DScene();
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render::Transaction transaction;
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while (avatarItr != _avatarsToFade.end()) {
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auto avatar = std::static_pointer_cast<Avatar>(*avatarItr);
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avatar->updateFadingStatus(scene);
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if (!avatar->isFading()) {
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// fading to zero is such a rare event we push a unique transaction for each
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if (avatar->isInScene()) {
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render::Transaction transaction;
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avatar->removeFromScene(*avatarItr, scene, transaction);
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scene->enqueueTransaction(transaction);
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}
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avatarItr = _avatarsToFade.erase(avatarItr);
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} else {
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++avatarItr;
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}
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}
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scene->enqueueTransaction(transaction);
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}
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AvatarSharedPointer AvatarManager::newSharedAvatar() {
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@ -28,6 +28,20 @@
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#include <graphics/Geometry.h>
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#include <graphics/Material.h>
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#if defined(Q_OS_ANDROID)
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#define FBX_PACK_NORMALS 0
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#else
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#define FBX_PACK_NORMALS 1
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#endif
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#if FBX_PACK_NORMALS
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using NormalType = glm::uint32;
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#define FBX_NORMAL_ELEMENT gpu::Element::VEC4F_NORMALIZED_XYZ10W2
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#else
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using NormalType = glm::vec3;
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#define FBX_NORMAL_ELEMENT gpu::Element::VEC3F_XYZ
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#endif
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// See comment in FBXReader::parseFBX().
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static const int FBX_HEADER_BYTES_BEFORE_VERSION = 23;
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static const QByteArray FBX_BINARY_PROLOG("Kaydara FBX Binary ");
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@ -226,6 +240,7 @@ public:
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QVector<glm::vec3> vertices;
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QVector<glm::vec3> normals;
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QVector<glm::vec3> tangents;
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mutable QVector<NormalType> normalsAndTangents; // Populated later if needed for blendshapes
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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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@ -34,20 +34,6 @@
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class QIODevice;
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class FBXNode;
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#if defined(Q_OS_ANDROID)
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#define FBX_PACK_NORMALS 0
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#else
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#define FBX_PACK_NORMALS 1
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#endif
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#if FBX_PACK_NORMALS
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using NormalType = glm::uint32;
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#define FBX_NORMAL_ELEMENT gpu::Element::VEC4F_NORMALIZED_XYZ10W2
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#else
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using NormalType = glm::vec3;
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#define FBX_NORMAL_ELEMENT gpu::Element::VEC3F_XYZ
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#endif
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/// Reads FBX geometry from the supplied model and mapping data.
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/// \exception QString if an error occurs in parsing
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FBXGeometry* readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f);
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@ -20,9 +20,6 @@
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#include <AABox.h>
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#include <Extents.h>
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#include <glm/gtc/packing.hpp>
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#include <glm/detail/type_vec.hpp>
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namespace glm {
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using hvec2 = glm::tvec2<glm::detail::hdata>;
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using hvec4 = glm::tvec4<glm::detail::hdata>;
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@ -62,32 +59,6 @@ namespace {
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}
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}
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void packNormalAndTangent(glm::vec3 normal, glm::vec3 tangent, glm::uint32& packedNormal, glm::uint32& packedTangent) {
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auto absNormal = glm::abs(normal);
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auto absTangent = glm::abs(tangent);
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normal /= glm::max(1e-6f, glm::max(glm::max(absNormal.x, absNormal.y), absNormal.z));
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tangent /= glm::max(1e-6f, glm::max(glm::max(absTangent.x, absTangent.y), absTangent.z));
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normal = glm::clamp(normal, -1.0f, 1.0f);
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tangent = glm::clamp(tangent, -1.0f, 1.0f);
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normal *= 511.0f;
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tangent *= 511.0f;
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normal = glm::round(normal);
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tangent = glm::round(tangent);
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glm::detail::i10i10i10i2 normalStruct;
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glm::detail::i10i10i10i2 tangentStruct;
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normalStruct.data.x = int(normal.x);
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normalStruct.data.y = int(normal.y);
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normalStruct.data.z = int(normal.z);
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normalStruct.data.w = 0;
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tangentStruct.data.x = int(tangent.x);
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tangentStruct.data.y = int(tangent.y);
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tangentStruct.data.z = int(tangent.z);
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tangentStruct.data.w = 0;
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packedNormal = normalStruct.pack;
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packedTangent = tangentStruct.pack;
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}
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template <typename T>
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glm::uint32 forEachGlmVec(const gpu::BufferView& view, std::function<bool(glm::uint32 index, const T& value)> func) {
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QVector<glm::uint32> result;
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@ -9,6 +9,8 @@
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#include <QtCore>
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#include <memory>
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#include <glm/glm.hpp>
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#include <glm/gtc/packing.hpp>
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#include <glm/detail/type_vec.hpp>
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#include "GpuHelpers.h"
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@ -44,7 +46,31 @@ namespace buffer_helpers {
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gpu::BufferView clone(const gpu::BufferView& input);
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gpu::BufferView resized(const gpu::BufferView& input, glm::uint32 numElements);
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void packNormalAndTangent(glm::vec3 normal, glm::vec3 tangent, glm::uint32& packedNormal, glm::uint32& packedTangent);
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inline void packNormalAndTangent(glm::vec3 normal, glm::vec3 tangent, glm::uint32& packedNormal, glm::uint32& packedTangent) {
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auto absNormal = glm::abs(normal);
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auto absTangent = glm::abs(tangent);
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normal /= glm::max(1e-6f, glm::max(glm::max(absNormal.x, absNormal.y), absNormal.z));
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tangent /= glm::max(1e-6f, glm::max(glm::max(absTangent.x, absTangent.y), absTangent.z));
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normal = glm::clamp(normal, -1.0f, 1.0f);
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tangent = glm::clamp(tangent, -1.0f, 1.0f);
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normal *= 511.0f;
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tangent *= 511.0f;
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normal = glm::round(normal);
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tangent = glm::round(tangent);
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glm::detail::i10i10i10i2 normalStruct;
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glm::detail::i10i10i10i2 tangentStruct;
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normalStruct.data.x = int(normal.x);
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normalStruct.data.y = int(normal.y);
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normalStruct.data.z = int(normal.z);
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normalStruct.data.w = 0;
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tangentStruct.data.x = int(tangent.x);
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tangentStruct.data.y = int(tangent.y);
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tangentStruct.data.z = int(tangent.z);
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tangentStruct.data.w = 0;
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packedNormal = normalStruct.pack;
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packedTangent = tangentStruct.pack;
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}
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namespace mesh {
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glm::uint32 forEachVertex(const graphics::MeshPointer& mesh, std::function<bool(glm::uint32 index, const QVariantMap& attributes)> func);
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@ -76,6 +76,7 @@ void CauterizedModel::createRenderItemSet() {
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// Run through all of the meshes, and place them into their segregated, but unsorted buckets
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int shapeID = 0;
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uint32_t numMeshes = (uint32_t)meshes.size();
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const FBXGeometry& fbxGeometry = getFBXGeometry();
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for (uint32_t i = 0; i < numMeshes; i++) {
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const auto& mesh = meshes.at(i);
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if (!mesh) {
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@ -85,6 +86,10 @@ void CauterizedModel::createRenderItemSet() {
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// Create the render payloads
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int numParts = (int)mesh->getNumParts();
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for (int partIndex = 0; partIndex < numParts; partIndex++) {
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if (!fbxGeometry.meshes[i].blendshapes.empty() && !_blendedVertexBuffers[i]) {
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_blendedVertexBuffers[i] = std::make_shared<gpu::Buffer>();
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_blendedVertexBuffers[i]->resize(fbxGeometry.meshes[i].vertices.size() * (sizeof(glm::vec3) + 2 * sizeof(NormalType)));
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}
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auto ptr = std::make_shared<CauterizedMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
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_modelMeshRenderItems << std::static_pointer_cast<ModelMeshPartPayload>(ptr);
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auto material = getGeometry()->getShapeMaterial(shapeID);
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@ -170,9 +175,10 @@ void CauterizedModel::updateClusterMatrices() {
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}
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// post the blender if we're not currently waiting for one to finish
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if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
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auto modelBlender = DependencyManager::get<ModelBlender>();
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if (modelBlender->shouldComputeBlendshapes() && geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
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_blendedBlendshapeCoefficients = _blendshapeCoefficients;
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DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
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modelBlender->noteRequiresBlend(getThisPointer());
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}
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}
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@ -208,7 +208,9 @@ ModelMeshPartPayload::ModelMeshPartPayload(ModelPointer model, int meshIndex, in
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bool useDualQuaternionSkinning = model->getUseDualQuaternionSkinning();
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_blendedVertexBuffer = model->_blendedVertexBuffers[_meshIndex];
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if (!model->getFBXGeometry().meshes[meshIndex].blendshapes.isEmpty()) {
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_blendedVertexBuffer = model->_blendedVertexBuffers[meshIndex];
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}
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auto& modelMesh = model->getGeometry()->getMeshes().at(_meshIndex);
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const Model::MeshState& state = model->getMeshState(_meshIndex);
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@ -42,8 +42,9 @@
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using namespace std;
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int nakedModelPointerTypeId = qRegisterMetaType<ModelPointer>();
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int weakGeometryResourceBridgePointerTypeId = qRegisterMetaType<Geometry::WeakPointer >();
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int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >();
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int weakGeometryResourceBridgePointerTypeId = qRegisterMetaType<Geometry::WeakPointer>();
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int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3>>();
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int normalTypeVecTypeId = qRegisterMetaType<QVector<NormalType>>("QVector<NormalType>");
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float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;
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#define HTTP_INVALID_COM "http://invalid.com"
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@ -301,41 +302,52 @@ bool Model::updateGeometry() {
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assert(_meshStates.empty());
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const FBXGeometry& fbxGeometry = getFBXGeometry();
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int i = 0;
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foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
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MeshState state;
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state.clusterDualQuaternions.resize(mesh.clusters.size());
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state.clusterMatrices.resize(mesh.clusters.size());
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_meshStates.push_back(state);
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// Note: we add empty buffers for meshes that lack blendshapes so we can access the buffers by index
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// later in ModelMeshPayload, however the vast majority of meshes will not have them.
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// TODO? make _blendedVertexBuffers a map instead of vector and only add for meshes with blendshapes?
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auto buffer = std::make_shared<gpu::Buffer>();
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if (!mesh.blendshapes.isEmpty()) {
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std::vector<NormalType> normalsAndTangents;
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normalsAndTangents.reserve(mesh.normals.size() + mesh.tangents.size());
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for (auto normalIt = mesh.normals.begin(), tangentIt = mesh.tangents.begin();
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normalIt != mesh.normals.end();
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++normalIt, ++tangentIt) {
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#if FBX_PACK_NORMALS
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glm::uint32 finalNormal;
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glm::uint32 finalTangent;
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buffer_helpers::packNormalAndTangent(*normalIt, *tangentIt, finalNormal, finalTangent);
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#else
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const auto finalNormal = *normalIt;
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const auto finalTangent = *tangentIt;
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#endif
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normalsAndTangents.push_back(finalNormal);
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normalsAndTangents.push_back(finalTangent);
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if (!_blendedVertexBuffers[i]) {
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_blendedVertexBuffers[i] = std::make_shared<gpu::Buffer>();
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}
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const auto& buffer = _blendedVertexBuffers[i];
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QVector<NormalType> normalsAndTangents;
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normalsAndTangents.resize(2 * mesh.normals.size());
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buffer->resize(mesh.vertices.size() * (sizeof(glm::vec3) + 2 * sizeof(NormalType)));
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buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (const gpu::Byte*) mesh.vertices.constData());
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buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3),
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mesh.normals.size() * 2 * sizeof(NormalType), (const gpu::Byte*) normalsAndTangents.data());
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// Interleave normals and tangents
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// Parallel version for performance
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tbb::parallel_for(tbb::blocked_range<int>(0, mesh.normals.size()), [&](const tbb::blocked_range<int>& range) {
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auto normalsRange = std::make_pair(mesh.normals.begin() + range.begin(), mesh.normals.begin() + range.end());
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auto tangentsRange = std::make_pair(mesh.tangents.begin() + range.begin(), mesh.tangents.begin() + range.end());
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auto normalsAndTangentsIt = normalsAndTangents.begin() + 2 * range.begin();
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for (auto normalIt = normalsRange.first, tangentIt = tangentsRange.first;
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normalIt != normalsRange.second;
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++normalIt, ++tangentIt) {
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#if FBX_PACK_NORMALS
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glm::uint32 finalNormal;
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glm::uint32 finalTangent;
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buffer_helpers::packNormalAndTangent(*normalIt, *tangentIt, finalNormal, finalTangent);
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#else
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const auto& finalNormal = *normalIt;
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const auto& finalTangent = *tangentIt;
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#endif
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*normalsAndTangentsIt = finalNormal;
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++normalsAndTangentsIt;
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*normalsAndTangentsIt = finalTangent;
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++normalsAndTangentsIt;
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}
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});
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const auto verticesSize = mesh.vertices.size() * sizeof(glm::vec3);
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buffer->resize(mesh.vertices.size() * sizeof(glm::vec3) + normalsAndTangents.size() * sizeof(NormalType));
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buffer->setSubData(0, verticesSize, (const gpu::Byte*) mesh.vertices.constData());
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buffer->setSubData(verticesSize, 2 * mesh.normals.size() * sizeof(NormalType), (const gpu::Byte*) normalsAndTangents.data());
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mesh.normalsAndTangents = normalsAndTangents;
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}
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_blendedVertexBuffers.push_back(buffer);
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i++;
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}
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needFullUpdate = true;
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emit rigReady();
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@ -1245,20 +1257,21 @@ Blender::Blender(ModelPointer model, int blendNumber, const Geometry::WeakPointe
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void Blender::run() {
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DETAILED_PROFILE_RANGE_EX(simulation_animation, __FUNCTION__, 0xFFFF0000, 0, { { "url", _model->getURL().toString() } });
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QVector<glm::vec3> vertices, normals, tangents;
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QVector<glm::vec3> vertices;
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QVector<NormalType> normalsAndTangents;
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if (_model) {
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int offset = 0;
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int normalsAndTangentsOffset = 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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tangents += mesh.tangents;
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normalsAndTangents += mesh.normalsAndTangents;
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glm::vec3* meshVertices = vertices.data() + offset;
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glm::vec3* meshNormals = normals.data() + offset;
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glm::vec3* meshTangents = tangents.data() + offset;
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NormalType* meshNormalsAndTangents = normalsAndTangents.data() + normalsAndTangentsOffset;
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offset += mesh.vertices.size();
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normalsAndTangentsOffset += mesh.normalsAndTangents.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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@ -1268,22 +1281,39 @@ void Blender::run() {
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}
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float normalCoefficient = vertexCoefficient * NORMAL_COEFFICIENT_SCALE;
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const FBXBlendshape& blendshape = mesh.blendshapes.at(i);
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for (int j = 0; j < blendshape.indices.size(); j++) {
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int index = blendshape.indices.at(j);
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meshVertices[index] += blendshape.vertices.at(j) * vertexCoefficient;
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meshNormals[index] += blendshape.normals.at(j) * normalCoefficient;
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if (blendshape.tangents.size() > j) {
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meshTangents[index] += blendshape.tangents.at(j) * normalCoefficient;
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tbb::parallel_for(tbb::blocked_range<int>(0, blendshape.indices.size()), [&](const tbb::blocked_range<int>& range) {
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for (auto j = range.begin(); j < range.end(); j++) {
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int index = blendshape.indices.at(j);
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meshVertices[index] += blendshape.vertices.at(j) * vertexCoefficient;
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glm::vec3 normal = mesh.normals.at(index) + blendshape.normals.at(j) * normalCoefficient;
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glm::vec3 tangent;
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if (index < mesh.tangents.size()) {
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tangent = mesh.tangents.at(index);
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if ((int)j < blendshape.tangents.size()) {
|
||||
tangent += blendshape.tangents.at(j) * normalCoefficient;
|
||||
}
|
||||
}
|
||||
#if FBX_PACK_NORMALS
|
||||
glm::uint32 finalNormal;
|
||||
glm::uint32 finalTangent;
|
||||
buffer_helpers::packNormalAndTangent(normal, tangent, finalNormal, finalTangent);
|
||||
#else
|
||||
const auto& finalNormal = normal;
|
||||
const auto& finalTangent = tangent;
|
||||
#endif
|
||||
meshNormalsAndTangents[2 * index] = finalNormal;
|
||||
meshNormalsAndTangents[2 * index + 1] = finalTangent;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
// post the result to the geometry cache, which will dispatch to the model if still alive
|
||||
// post the result to the ModelBlender, which will dispatch to the model if still alive
|
||||
QMetaObject::invokeMethod(DependencyManager::get<ModelBlender>().data(), "setBlendedVertices",
|
||||
Q_ARG(ModelPointer, _model), Q_ARG(int, _blendNumber),
|
||||
Q_ARG(const Geometry::WeakPointer&, _geometry), Q_ARG(const QVector<glm::vec3>&, vertices),
|
||||
Q_ARG(const QVector<glm::vec3>&, normals), Q_ARG(const QVector<glm::vec3>&, tangents));
|
||||
Q_ARG(ModelPointer, _model), Q_ARG(int, _blendNumber),
|
||||
Q_ARG(const Geometry::WeakPointer&, _geometry), Q_ARG(const QVector<glm::vec3>&, vertices),
|
||||
Q_ARG(const QVector<NormalType>&, normalsAndTangents));
|
||||
}
|
||||
|
||||
void Model::setScaleToFit(bool scaleToFit, const glm::vec3& dimensions, bool forceRescale) {
|
||||
|
@ -1443,9 +1473,10 @@ void Model::updateClusterMatrices() {
|
|||
}
|
||||
|
||||
// post the blender if we're not currently waiting for one to finish
|
||||
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
|
||||
auto modelBlender = DependencyManager::get<ModelBlender>();
|
||||
if (modelBlender->shouldComputeBlendshapes() && geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
|
||||
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
|
||||
DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
|
||||
modelBlender->noteRequiresBlend(getThisPointer());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1462,83 +1493,31 @@ bool Model::maybeStartBlender() {
|
|||
}
|
||||
|
||||
void Model::setBlendedVertices(int blendNumber, const Geometry::WeakPointer& geometry,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, const QVector<glm::vec3>& tangents) {
|
||||
const QVector<glm::vec3>& vertices, const QVector<NormalType>& normalsAndTangents) {
|
||||
auto geometryRef = geometry.lock();
|
||||
if (!geometryRef || _renderGeometry != geometryRef || _blendedVertexBuffers.empty() || blendNumber < _appliedBlendNumber) {
|
||||
if (!geometryRef || _renderGeometry != geometryRef || blendNumber < _appliedBlendNumber) {
|
||||
return;
|
||||
}
|
||||
_appliedBlendNumber = blendNumber;
|
||||
const FBXGeometry& fbxGeometry = getFBXGeometry();
|
||||
int index = 0;
|
||||
std::vector<NormalType> normalsAndTangents;
|
||||
int normalAndTangentIndex = 0;
|
||||
for (int i = 0; i < fbxGeometry.meshes.size(); i++) {
|
||||
const FBXMesh& mesh = fbxGeometry.meshes.at(i);
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
gpu::BufferPointer& buffer = _blendedVertexBuffers[i];
|
||||
const auto vertexCount = mesh.vertices.size();
|
||||
const auto verticesSize = vertexCount * sizeof(glm::vec3);
|
||||
const auto offset = index * sizeof(glm::vec3);
|
||||
|
||||
normalsAndTangents.clear();
|
||||
normalsAndTangents.resize(normals.size()+tangents.size());
|
||||
// assert(normalsAndTangents.size() == 2 * vertexCount);
|
||||
|
||||
// Interleave normals and tangents
|
||||
#if 0
|
||||
// Sequential version for debugging
|
||||
auto normalsRange = std::make_pair(normals.begin() + index, normals.begin() + index + vertexCount);
|
||||
auto tangentsRange = std::make_pair(tangents.begin() + index, tangents.begin() + index + vertexCount);
|
||||
auto normalsAndTangentsIt = normalsAndTangents.begin();
|
||||
|
||||
for (auto normalIt = normalsRange.first, tangentIt = tangentsRange.first;
|
||||
normalIt != normalsRange.second;
|
||||
++normalIt, ++tangentIt) {
|
||||
#if FBX_PACK_NORMALS
|
||||
glm::uint32 finalNormal;
|
||||
glm::uint32 finalTangent;
|
||||
buffer_helpers::packNormalAndTangent(*normalIt, *tangentIt, finalNormal, finalTangent);
|
||||
#else
|
||||
const auto finalNormal = *normalIt;
|
||||
const auto finalTangent = *tangentIt;
|
||||
#endif
|
||||
*normalsAndTangentsIt = finalNormal;
|
||||
++normalsAndTangentsIt;
|
||||
*normalsAndTangentsIt = finalTangent;
|
||||
++normalsAndTangentsIt;
|
||||
}
|
||||
#else
|
||||
// Parallel version for performance
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(index, index+vertexCount), [&](const tbb::blocked_range<size_t>& range) {
|
||||
auto normalsRange = std::make_pair(normals.begin() + range.begin(), normals.begin() + range.end());
|
||||
auto tangentsRange = std::make_pair(tangents.begin() + range.begin(), tangents.begin() + range.end());
|
||||
auto normalsAndTangentsIt = normalsAndTangents.begin() + (range.begin()-index)*2;
|
||||
|
||||
for (auto normalIt = normalsRange.first, tangentIt = tangentsRange.first;
|
||||
normalIt != normalsRange.second;
|
||||
++normalIt, ++tangentIt) {
|
||||
#if FBX_PACK_NORMALS
|
||||
glm::uint32 finalNormal;
|
||||
glm::uint32 finalTangent;
|
||||
buffer_helpers::packNormalAndTangent(*normalIt, *tangentIt, finalNormal, finalTangent);
|
||||
#else
|
||||
const auto finalNormal = *normalIt;
|
||||
const auto finalTangent = *tangentIt;
|
||||
#endif
|
||||
*normalsAndTangentsIt = finalNormal;
|
||||
++normalsAndTangentsIt;
|
||||
*normalsAndTangentsIt = finalTangent;
|
||||
++normalsAndTangentsIt;
|
||||
}
|
||||
});
|
||||
#endif
|
||||
|
||||
buffer->setSubData(0, verticesSize, (gpu::Byte*) vertices.constData() + offset);
|
||||
buffer->setSubData(verticesSize, 2 * vertexCount * sizeof(NormalType), (const gpu::Byte*) normalsAndTangents.data());
|
||||
const auto& buffer = _blendedVertexBuffers[i];
|
||||
assert(buffer);
|
||||
buffer->resize(mesh.vertices.size() * sizeof(glm::vec3) + mesh.normalsAndTangents.size() * sizeof(NormalType));
|
||||
buffer->setSubData(0, verticesSize, (gpu::Byte*) vertices.constData() + index * sizeof(glm::vec3));
|
||||
buffer->setSubData(verticesSize, 2 * mesh.normals.size() * sizeof(NormalType), (const gpu::Byte*) normalsAndTangents.data() + normalAndTangentIndex * sizeof(NormalType));
|
||||
|
||||
index += vertexCount;
|
||||
normalAndTangentIndex += 2 * mesh.normals.size();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1604,6 +1583,7 @@ void Model::createRenderItemSet() {
|
|||
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
|
||||
int shapeID = 0;
|
||||
uint32_t numMeshes = (uint32_t)meshes.size();
|
||||
auto fbxGeometry = getFBXGeometry();
|
||||
for (uint32_t i = 0; i < numMeshes; i++) {
|
||||
const auto& mesh = meshes.at(i);
|
||||
if (!mesh) {
|
||||
|
@ -1613,6 +1593,9 @@ void Model::createRenderItemSet() {
|
|||
// Create the render payloads
|
||||
int numParts = (int)mesh->getNumParts();
|
||||
for (int partIndex = 0; partIndex < numParts; partIndex++) {
|
||||
if (fbxGeometry.meshes[i].blendshapes.empty() && !_blendedVertexBuffers[i]) {
|
||||
_blendedVertexBuffers[i] = std::make_shared<gpu::Buffer>();
|
||||
}
|
||||
_modelMeshRenderItems << std::make_shared<ModelMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
|
||||
auto material = getGeometry()->getShapeMaterial(shapeID);
|
||||
_modelMeshMaterialNames.push_back(material ? material->getName() : "");
|
||||
|
@ -1725,11 +1708,10 @@ void ModelBlender::noteRequiresBlend(ModelPointer model) {
|
|||
}
|
||||
}
|
||||
|
||||
void ModelBlender::setBlendedVertices(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals,
|
||||
const QVector<glm::vec3>& tangents) {
|
||||
void ModelBlender::setBlendedVertices(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
|
||||
const QVector<glm::vec3>& vertices, const QVector<NormalType>& normalsAndTangents) {
|
||||
if (model) {
|
||||
model->setBlendedVertices(blendNumber, geometry, vertices, normals, tangents);
|
||||
model->setBlendedVertices(blendNumber, geometry, vertices, normalsAndTangents);
|
||||
}
|
||||
_pendingBlenders--;
|
||||
{
|
||||
|
@ -1745,4 +1727,3 @@ void ModelBlender::setBlendedVertices(ModelPointer model, int blendNumber, const
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -135,7 +135,7 @@ public:
|
|||
|
||||
/// Sets blended vertices computed in a separate thread.
|
||||
void setBlendedVertices(int blendNumber, const Geometry::WeakPointer& geometry,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, const QVector<glm::vec3>& tangents);
|
||||
const QVector<glm::vec3>& vertices, const QVector<NormalType>& normalsAndTangents);
|
||||
|
||||
bool isLoaded() const { return (bool)_renderGeometry && _renderGeometry->isGeometryLoaded(); }
|
||||
bool isAddedToScene() const { return _addedToScene; }
|
||||
|
@ -413,7 +413,7 @@ protected:
|
|||
|
||||
QUrl _url;
|
||||
|
||||
gpu::Buffers _blendedVertexBuffers;
|
||||
std::unordered_map<int, gpu::BufferPointer> _blendedVertexBuffers;
|
||||
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
|
||||
|
@ -503,9 +503,12 @@ public:
|
|||
/// Adds the specified model to the list requiring vertex blends.
|
||||
void noteRequiresBlend(ModelPointer model);
|
||||
|
||||
bool shouldComputeBlendshapes() { return _computeBlendshapes; }
|
||||
|
||||
public slots:
|
||||
void setBlendedVertices(ModelPointer model, int blendNumber, const Geometry::WeakPointer& geometry,
|
||||
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals, const QVector<glm::vec3>& tangents);
|
||||
const QVector<glm::vec3>& vertices, const QVector<NormalType>& normalsAndTangents);
|
||||
void setComputeBlendshapes(bool computeBlendshapes) { _computeBlendshapes = computeBlendshapes; }
|
||||
|
||||
private:
|
||||
using Mutex = std::mutex;
|
||||
|
@ -517,6 +520,8 @@ private:
|
|||
std::set<ModelWeakPointer, std::owner_less<ModelWeakPointer>> _modelsRequiringBlends;
|
||||
int _pendingBlenders;
|
||||
Mutex _mutex;
|
||||
|
||||
bool _computeBlendshapes { true };
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -77,8 +77,9 @@ void SoftAttachmentModel::updateClusterMatrices() {
|
|||
}
|
||||
|
||||
// post the blender if we're not currently waiting for one to finish
|
||||
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
|
||||
auto modelBlender = DependencyManager::get<ModelBlender>();
|
||||
if (modelBlender->shouldComputeBlendshapes() && geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
|
||||
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
|
||||
DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
|
||||
modelBlender->noteRequiresBlend(getThisPointer());
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue