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Merge pull request #1982 from ey6es/master
Load FST file before FBX, use its filename and texdir properties like Faceshift does. Fixed a bug with the fallback model and added basic LOD switching based on distance.
This commit is contained in:
commit
d4c99b6320
17 changed files with 304 additions and 226 deletions
Before Width: | Height: | Size: 330 KiB After Width: | Height: | Size: 330 KiB |
Before Width: | Height: | Size: 142 KiB After Width: | Height: | Size: 142 KiB |
Before Width: | Height: | Size: 4.6 KiB After Width: | Height: | Size: 4.6 KiB |
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@ -1,3 +1,5 @@
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filename=defaultAvatar/body.fbx
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texdir=defaultAvatar
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scale=130
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joint = jointRoot = jointRoot
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joint = jointLean = jointSpine
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@ -1,7 +1,7 @@
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# faceshift target mapping file
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name= defaultAvatar_head
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filename=../../../Avatars/Jelly/jellyrob_blue.fbx
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texdir=../../../Avatars/Jelly
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filename=defaultAvatar/head.fbx
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texdir=defaultAvatar
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scale=80
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rx=0
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ry=0
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@ -349,13 +349,13 @@ bool Avatar::findSphereCollisionWithSkeleton(const glm::vec3& sphereCenter, floa
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void Avatar::setFaceModelURL(const QUrl &faceModelURL) {
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AvatarData::setFaceModelURL(faceModelURL);
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const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_head.fbx");
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const QUrl DEFAULT_FACE_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_head.fst");
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_head.getFaceModel().setURL(_faceModelURL, DEFAULT_FACE_MODEL_URL);
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}
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void Avatar::setSkeletonModelURL(const QUrl &skeletonModelURL) {
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AvatarData::setSkeletonModelURL(skeletonModelURL);
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const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_body.fbx");
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const QUrl DEFAULT_SKELETON_MODEL_URL = QUrl::fromLocalFile("resources/meshes/defaultAvatar_body.fst");
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_skeletonModel.setURL(_skeletonModelURL, DEFAULT_SKELETON_MODEL_URL);
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}
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@ -20,6 +20,7 @@ FaceModel::FaceModel(Head* owningHead) :
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void FaceModel::simulate(float deltaTime) {
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if (!isActive()) {
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Model::simulate(deltaTime);
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return;
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}
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Avatar* owningAvatar = static_cast<Avatar*>(_owningHead->_owningAvatar);
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@ -21,9 +21,9 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar) :
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void SkeletonModel::simulate(float deltaTime) {
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if (!isActive()) {
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Model::simulate(deltaTime);
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return;
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}
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setTranslation(_owningAvatar->getPosition());
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setRotation(_owningAvatar->getOrientation() * glm::angleAxis(180.0f, 0.0f, 1.0f, 0.0f));
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const float MODEL_SCALE = 0.0006f;
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@ -1577,14 +1577,16 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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return geometry;
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}
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FBXGeometry readFBX(const QByteArray& model, const QByteArray& mapping) {
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QBuffer modelBuffer(const_cast<QByteArray*>(&model));
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modelBuffer.open(QIODevice::ReadOnly);
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QVariantHash readMapping(const QByteArray& data) {
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QBuffer buffer(const_cast<QByteArray*>(&data));
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buffer.open(QIODevice::ReadOnly);
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return parseMapping(&buffer);
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}
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QBuffer mappingBuffer(const_cast<QByteArray*>(&mapping));
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mappingBuffer.open(QIODevice::ReadOnly);
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return extractFBXGeometry(parseFBX(&modelBuffer), parseMapping(&mappingBuffer));
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FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping) {
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QBuffer buffer(const_cast<QByteArray*>(&model));
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buffer.open(QIODevice::ReadOnly);
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return extractFBXGeometry(parseFBX(&buffer), mapping);
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}
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bool addMeshVoxelsOperation(OctreeElement* element, void* extraData) {
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@ -164,9 +164,12 @@ public:
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QVector<FBXAttachment> attachments;
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};
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/// Reads an FST mapping from the supplied data.
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QVariantHash readMapping(const QByteArray& data);
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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 QByteArray& mapping);
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FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping);
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/// Reads SVO geometry from the supplied model data.
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FBXGeometry readSVO(const QByteArray& model);
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@ -7,11 +7,7 @@
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#include <cmath>
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// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
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#include "InterfaceConfig.h"
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#include <QNetworkReply>
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#include <QOpenGLBuffer>
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#include <QTimer>
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#include "Application.h"
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@ -298,46 +294,86 @@ QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, cons
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if (geometry.isNull()) {
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geometry = QSharedPointer<NetworkGeometry>(new NetworkGeometry(url, fallback.isValid() ?
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getGeometry(fallback) : QSharedPointer<NetworkGeometry>()));
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geometry->setLODParent(geometry);
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_networkGeometry.insert(url, geometry);
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}
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return geometry;
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}
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NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback) :
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_modelRequest(url),
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_modelReply(NULL),
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_mappingReply(NULL),
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const float NetworkGeometry::NO_HYSTERESIS = -1.0f;
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NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback,
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const QVariantHash& mapping, const QUrl& textureBase) :
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_request(url),
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_reply(NULL),
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_mapping(mapping),
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_textureBase(textureBase.isValid() ? textureBase : url),
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_fallback(fallback),
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_attempts(0)
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{
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_startedLoading(false),
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_failedToLoad(false),
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_attempts(0) {
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if (!url.isValid()) {
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return;
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}
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_modelRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
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makeModelRequest();
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_request.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
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QUrl mappingURL = url;
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QString path = url.path();
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mappingURL.setPath(path.left(path.lastIndexOf('.')) + ".fst");
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QNetworkRequest mappingRequest(mappingURL);
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mappingRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache);
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_mappingReply = Application::getInstance()->getNetworkAccessManager()->get(mappingRequest);
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connect(_mappingReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(maybeReadModelWithMapping()));
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connect(_mappingReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleMappingReplyError()));
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// if we already have a mapping (because we're an LOD), hold off on loading until we're requested
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if (mapping.isEmpty()) {
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makeRequest();
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}
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}
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NetworkGeometry::~NetworkGeometry() {
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if (_modelReply != NULL) {
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delete _modelReply;
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if (_reply != NULL) {
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delete _reply;
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}
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if (_mappingReply != NULL) {
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delete _mappingReply;
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}
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QSharedPointer<NetworkGeometry> NetworkGeometry::getLODOrFallback(float distance, float& hysteresis) const {
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if (_lodParent.data() != this) {
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return _lodParent.data()->getLODOrFallback(distance, hysteresis);
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}
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foreach (const NetworkMesh& mesh, _meshes) {
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glDeleteBuffers(1, &mesh.indexBufferID);
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glDeleteBuffers(1, &mesh.vertexBufferID);
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}
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if (_failedToLoad && _fallback) {
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return _fallback;
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}
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QSharedPointer<NetworkGeometry> lod = _lodParent;
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float lodDistance = 0.0f;
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QMap<float, QSharedPointer<NetworkGeometry> >::const_iterator it = _lods.upperBound(distance);
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if (it != _lods.constBegin()) {
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it = it - 1;
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lod = it.value();
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lodDistance = it.key();
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}
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if (hysteresis != NO_HYSTERESIS && hysteresis != lodDistance) {
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// if we previously selected a different distance, make sure we've moved far enough to justify switching
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const float HYSTERESIS_PROPORTION = 0.1f;
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if (glm::abs(distance - qMax(hysteresis, lodDistance)) / fabsf(hysteresis - lodDistance) < HYSTERESIS_PROPORTION) {
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return getLODOrFallback(hysteresis, hysteresis);
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}
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}
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if (lod->isLoaded()) {
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hysteresis = lodDistance;
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return lod;
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}
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// if the ideal LOD isn't loaded, we need to make sure it's started to load, and possibly return the closest loaded one
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if (!lod->_startedLoading) {
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lod->makeRequest();
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}
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float closestDistance = FLT_MAX;
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if (isLoaded()) {
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lod = _lodParent;
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closestDistance = distance;
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}
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for (it = _lods.constBegin(); it != _lods.constEnd(); it++) {
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float distanceToLOD = glm::abs(distance - it.key());
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if (it.value()->isLoaded() && distanceToLOD < closestDistance) {
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lod = it.value();
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closestDistance = distanceToLOD;
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}
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}
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hysteresis = NO_HYSTERESIS;
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return lod;
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}
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glm::vec4 NetworkGeometry::computeAverageColor() const {
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@ -364,20 +400,167 @@ glm::vec4 NetworkGeometry::computeAverageColor() const {
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return (totalTriangles == 0) ? glm::vec4(1.0f, 1.0f, 1.0f, 1.0f) : totalColor / totalTriangles;
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}
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void NetworkGeometry::makeModelRequest() {
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_modelReply = Application::getInstance()->getNetworkAccessManager()->get(_modelRequest);
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void NetworkGeometry::makeRequest() {
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_startedLoading = true;
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_reply = Application::getInstance()->getNetworkAccessManager()->get(_request);
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connect(_modelReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(maybeReadModelWithMapping()));
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connect(_modelReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleModelReplyError()));
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connect(_reply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(handleDownloadProgress(qint64,qint64)));
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connect(_reply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleReplyError()));
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}
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void NetworkGeometry::handleModelReplyError() {
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QDebug debug = qDebug() << _modelReply->errorString();
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void NetworkGeometry::handleDownloadProgress(qint64 bytesReceived, qint64 bytesTotal) {
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if (!_reply->isFinished()) {
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return;
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}
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QNetworkReply::NetworkError error = _modelReply->error();
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_modelReply->disconnect(this);
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_modelReply->deleteLater();
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_modelReply = NULL;
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QUrl url = _reply->url();
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QByteArray data = _reply->readAll();
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_reply->disconnect(this);
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_reply->deleteLater();
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_reply = NULL;
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if (url.path().toLower().endsWith(".fst")) {
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// it's a mapping file; parse it and get the mesh filename
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_mapping = readMapping(data);
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QString filename = _mapping.value("filename").toString();
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if (filename.isNull()) {
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qDebug() << "Mapping file " << url << " has no filename.";
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_failedToLoad = true;
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} else {
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QString texdir = _mapping.value("texdir").toString();
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if (!texdir.isNull()) {
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if (!texdir.endsWith('/')) {
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texdir += '/';
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}
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_textureBase = url.resolved(texdir);
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}
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QVariantHash lods = _mapping.value("lod").toHash();
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for (QVariantHash::const_iterator it = lods.begin(); it != lods.end(); it++) {
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QSharedPointer<NetworkGeometry> geometry(new NetworkGeometry(url.resolved(it.key()),
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QSharedPointer<NetworkGeometry>(), _mapping, _textureBase));
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geometry->setLODParent(_lodParent);
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_lods.insert(it.value().toFloat(), geometry);
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}
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_request.setUrl(url.resolved(filename));
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// make the request immediately only if we have no LODs to switch between
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_startedLoading = false;
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if (_lods.isEmpty()) {
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makeRequest();
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}
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}
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return;
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}
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try {
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_geometry = url.path().toLower().endsWith(".svo") ? readSVO(data) : readFBX(data, _mapping);
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} catch (const QString& error) {
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qDebug() << "Error reading " << url << ": " << error;
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_failedToLoad = true;
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return;
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}
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foreach (const FBXMesh& mesh, _geometry.meshes) {
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NetworkMesh networkMesh = { QOpenGLBuffer(QOpenGLBuffer::IndexBuffer), QOpenGLBuffer(QOpenGLBuffer::VertexBuffer) };
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int totalIndices = 0;
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foreach (const FBXMeshPart& part, mesh.parts) {
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NetworkMeshPart networkPart;
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if (!part.diffuseFilename.isEmpty()) {
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networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(
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_textureBase.resolved(QUrl(part.diffuseFilename)), false, mesh.isEye);
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}
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if (!part.normalFilename.isEmpty()) {
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networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(
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_textureBase.resolved(QUrl(part.normalFilename)), true);
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}
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networkMesh.parts.append(networkPart);
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totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
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}
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networkMesh.indexBuffer.create();
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networkMesh.indexBuffer.bind();
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networkMesh.indexBuffer.setUsagePattern(QOpenGLBuffer::StaticDraw);
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networkMesh.indexBuffer.allocate(totalIndices * sizeof(int));
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int offset = 0;
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foreach (const FBXMeshPart& part, mesh.parts) {
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.quadIndices.size() * sizeof(int),
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part.quadIndices.constData());
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offset += part.quadIndices.size() * sizeof(int);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.triangleIndices.size() * sizeof(int),
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part.triangleIndices.constData());
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offset += part.triangleIndices.size() * sizeof(int);
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}
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networkMesh.indexBuffer.release();
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networkMesh.vertexBuffer.create();
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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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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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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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int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
|
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|
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networkMesh.vertexBuffer.allocate(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
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networkMesh.vertexBuffer.write(0, mesh.vertices.constData(), mesh.vertices.size() * sizeof(glm::vec3));
|
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networkMesh.vertexBuffer.write(normalsOffset, mesh.normals.constData(), mesh.normals.size() * sizeof(glm::vec3));
|
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networkMesh.vertexBuffer.write(tangentsOffset, mesh.tangents.constData(),
|
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mesh.tangents.size() * sizeof(glm::vec3));
|
||||
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
|
||||
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
|
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mesh.texCoords.size() * sizeof(glm::vec2));
|
||||
networkMesh.vertexBuffer.write(clusterIndicesOffset, mesh.clusterIndices.constData(),
|
||||
mesh.clusterIndices.size() * sizeof(glm::vec4));
|
||||
networkMesh.vertexBuffer.write(clusterWeightsOffset, mesh.clusterWeights.constData(),
|
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mesh.clusterWeights.size() * sizeof(glm::vec4));
|
||||
|
||||
// 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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int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
|
||||
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
|
||||
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
|
||||
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
|
||||
networkMesh.vertexBuffer.allocate(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
|
||||
networkMesh.vertexBuffer.write(0, mesh.tangents.constData(), mesh.tangents.size() * sizeof(glm::vec3));
|
||||
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
|
||||
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
|
||||
mesh.texCoords.size() * sizeof(glm::vec2));
|
||||
networkMesh.vertexBuffer.write(clusterIndicesOffset, mesh.clusterIndices.constData(),
|
||||
mesh.clusterIndices.size() * sizeof(glm::vec4));
|
||||
networkMesh.vertexBuffer.write(clusterWeightsOffset, mesh.clusterWeights.constData(),
|
||||
mesh.clusterWeights.size() * sizeof(glm::vec4));
|
||||
|
||||
} else {
|
||||
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
|
||||
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
|
||||
networkMesh.vertexBuffer.allocate(texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2));
|
||||
networkMesh.vertexBuffer.write(0, mesh.tangents.constData(), mesh.tangents.size() * sizeof(glm::vec3));
|
||||
networkMesh.vertexBuffer.write(colorsOffset, mesh.colors.constData(), mesh.colors.size() * sizeof(glm::vec3));
|
||||
networkMesh.vertexBuffer.write(texCoordsOffset, mesh.texCoords.constData(),
|
||||
mesh.texCoords.size() * sizeof(glm::vec2));
|
||||
}
|
||||
|
||||
networkMesh.vertexBuffer.release();
|
||||
|
||||
_meshes.append(networkMesh);
|
||||
}
|
||||
}
|
||||
|
||||
void NetworkGeometry::handleReplyError() {
|
||||
QDebug debug = qDebug() << _reply->errorString();
|
||||
|
||||
QNetworkReply::NetworkError error = _reply->error();
|
||||
_reply->disconnect(this);
|
||||
_reply->deleteLater();
|
||||
_reply = NULL;
|
||||
|
||||
// retry for certain types of failures
|
||||
switch (error) {
|
||||
|
@ -394,164 +577,19 @@ void NetworkGeometry::handleModelReplyError() {
|
|||
const int MAX_ATTEMPTS = 8;
|
||||
const int BASE_DELAY_MS = 1000;
|
||||
if (++_attempts < MAX_ATTEMPTS) {
|
||||
QTimer::singleShot(BASE_DELAY_MS * (int)pow(2.0, _attempts), this, SLOT(makeModelRequest()));
|
||||
QTimer::singleShot(BASE_DELAY_MS * (int)pow(2.0, _attempts), this, SLOT(makeRequest()));
|
||||
debug << " -- retrying...";
|
||||
return;
|
||||
}
|
||||
// fall through to final failure
|
||||
}
|
||||
default:
|
||||
maybeLoadFallback();
|
||||
_failedToLoad = true;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void NetworkGeometry::handleMappingReplyError() {
|
||||
_mappingReply->disconnect(this);
|
||||
_mappingReply->deleteLater();
|
||||
_mappingReply = NULL;
|
||||
|
||||
maybeReadModelWithMapping();
|
||||
}
|
||||
|
||||
void NetworkGeometry::maybeReadModelWithMapping() {
|
||||
if (_modelReply == NULL || !_modelReply->isFinished() || (_mappingReply != NULL && !_mappingReply->isFinished())) {
|
||||
return;
|
||||
}
|
||||
|
||||
QUrl url = _modelReply->url();
|
||||
QByteArray model = _modelReply->readAll();
|
||||
_modelReply->disconnect(this);
|
||||
_modelReply->deleteLater();
|
||||
_modelReply = NULL;
|
||||
|
||||
QByteArray mapping;
|
||||
if (_mappingReply != NULL) {
|
||||
mapping = _mappingReply->readAll();
|
||||
_mappingReply->disconnect(this);
|
||||
_mappingReply->deleteLater();
|
||||
_mappingReply = NULL;
|
||||
}
|
||||
|
||||
try {
|
||||
_geometry = url.path().toLower().endsWith(".svo") ? readSVO(model) : readFBX(model, mapping);
|
||||
|
||||
} catch (const QString& error) {
|
||||
qDebug() << "Error reading " << url << ": " << error;
|
||||
maybeLoadFallback();
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (const FBXMesh& mesh, _geometry.meshes) {
|
||||
NetworkMesh networkMesh;
|
||||
|
||||
int totalIndices = 0;
|
||||
foreach (const FBXMeshPart& part, mesh.parts) {
|
||||
NetworkMeshPart networkPart;
|
||||
QString basePath = url.path();
|
||||
basePath = basePath.left(basePath.lastIndexOf('/') + 1);
|
||||
if (!part.diffuseFilename.isEmpty()) {
|
||||
url.setPath(basePath + part.diffuseFilename);
|
||||
networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(url, false, mesh.isEye);
|
||||
}
|
||||
if (!part.normalFilename.isEmpty()) {
|
||||
url.setPath(basePath + part.normalFilename);
|
||||
networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(url, true);
|
||||
}
|
||||
networkMesh.parts.append(networkPart);
|
||||
|
||||
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
|
||||
}
|
||||
|
||||
glGenBuffers(1, &networkMesh.indexBufferID);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalIndices * sizeof(int), NULL, GL_STATIC_DRAW);
|
||||
int offset = 0;
|
||||
foreach (const FBXMeshPart& part, mesh.parts) {
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.quadIndices.size() * sizeof(int),
|
||||
part.quadIndices.constData());
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.triangleIndices.size() * sizeof(int),
|
||||
part.triangleIndices.constData());
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenBuffers(1, &networkMesh.vertexBufferID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
|
||||
|
||||
// if we don't need to do any blending or springing, then the positions/normals can be static
|
||||
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
|
||||
int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
|
||||
int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
|
||||
int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
|
||||
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
|
||||
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
|
||||
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
|
||||
glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
|
||||
NULL, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.vertices.size() * sizeof(glm::vec3), mesh.vertices.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, normalsOffset, mesh.normals.size() * sizeof(glm::vec3), mesh.normals.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, tangentsOffset, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
|
||||
mesh.texCoords.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
|
||||
mesh.clusterIndices.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4),
|
||||
mesh.clusterWeights.constData());
|
||||
|
||||
// if there's no springiness, then the cluster indices/weights can be static
|
||||
} else if (mesh.springiness == 0.0f) {
|
||||
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
|
||||
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
|
||||
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
|
||||
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
|
||||
glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
|
||||
NULL, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
|
||||
mesh.clusterIndices.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4),
|
||||
mesh.clusterWeights.constData());
|
||||
|
||||
} else {
|
||||
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
|
||||
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
|
||||
glBufferData(GL_ARRAY_BUFFER, texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2), NULL, GL_STATIC_DRAW);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
|
||||
glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
|
||||
mesh.texCoords.constData());
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
_meshes.append(networkMesh);
|
||||
}
|
||||
|
||||
emit loaded();
|
||||
}
|
||||
|
||||
void NetworkGeometry::loadFallback() {
|
||||
_geometry = _fallback->_geometry;
|
||||
_meshes = _fallback->_meshes;
|
||||
emit loaded();
|
||||
}
|
||||
|
||||
void NetworkGeometry::maybeLoadFallback() {
|
||||
if (_fallback) {
|
||||
if (_fallback->isLoaded()) {
|
||||
loadFallback();
|
||||
} else {
|
||||
connect(_fallback.data(), SIGNAL(loaded()), SLOT(loadFallback()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool NetworkMeshPart::isTranslucent() const {
|
||||
return diffuseTexture && diffuseTexture->isTranslucent();
|
||||
}
|
||||
|
|
|
@ -9,17 +9,20 @@
|
|||
#ifndef __interface__GeometryCache__
|
||||
#define __interface__GeometryCache__
|
||||
|
||||
// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
#include <QHash>
|
||||
#include <QMap>
|
||||
#include <QNetworkRequest>
|
||||
#include <QObject>
|
||||
#include <QOpenGLBuffer>
|
||||
#include <QSharedPointer>
|
||||
#include <QWeakPointer>
|
||||
|
||||
#include "FBXReader.h"
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
class QNetworkReply;
|
||||
class QOpenGLBuffer;
|
||||
|
||||
class NetworkGeometry;
|
||||
class NetworkMesh;
|
||||
|
@ -59,41 +62,52 @@ class NetworkGeometry : public QObject {
|
|||
|
||||
public:
|
||||
|
||||
NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback);
|
||||
/// A hysteresis value indicating that we have no state memory.
|
||||
static const float NO_HYSTERESIS;
|
||||
|
||||
NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback,
|
||||
const QVariantHash& mapping = QVariantHash(), const QUrl& textureBase = QUrl());
|
||||
~NetworkGeometry();
|
||||
|
||||
/// Checks whether the geometry is fulled loaded.
|
||||
bool isLoaded() const { return !_geometry.joints.isEmpty(); }
|
||||
|
||||
/// Returns a pointer to the geometry appropriate for the specified distance.
|
||||
/// \param hysteresis a hysteresis parameter that prevents rapid model switching
|
||||
QSharedPointer<NetworkGeometry> getLODOrFallback(float distance, float& hysteresis) const;
|
||||
|
||||
const FBXGeometry& getFBXGeometry() const { return _geometry; }
|
||||
const QVector<NetworkMesh>& getMeshes() const { return _meshes; }
|
||||
|
||||
/// Returns the average color of all meshes in the geometry.
|
||||
glm::vec4 computeAverageColor() const;
|
||||
|
||||
signals:
|
||||
|
||||
void loaded();
|
||||
|
||||
private slots:
|
||||
|
||||
void makeModelRequest();
|
||||
void handleModelReplyError();
|
||||
void handleMappingReplyError();
|
||||
void maybeReadModelWithMapping();
|
||||
void loadFallback();
|
||||
void makeRequest();
|
||||
void handleDownloadProgress(qint64 bytesReceived, qint64 bytesTotal);
|
||||
void handleReplyError();
|
||||
|
||||
private:
|
||||
|
||||
void maybeLoadFallback();
|
||||
friend class GeometryCache;
|
||||
|
||||
QNetworkRequest _modelRequest;
|
||||
QNetworkReply* _modelReply;
|
||||
QNetworkReply* _mappingReply;
|
||||
void setLODParent(const QWeakPointer<NetworkGeometry>& lodParent) { _lodParent = lodParent; }
|
||||
|
||||
QNetworkRequest _request;
|
||||
QNetworkReply* _reply;
|
||||
QVariantHash _mapping;
|
||||
QUrl _textureBase;
|
||||
QSharedPointer<NetworkGeometry> _fallback;
|
||||
bool _startedLoading;
|
||||
bool _failedToLoad;
|
||||
|
||||
int _attempts;
|
||||
QMap<float, QSharedPointer<NetworkGeometry> > _lods;
|
||||
FBXGeometry _geometry;
|
||||
QVector<NetworkMesh> _meshes;
|
||||
|
||||
QWeakPointer<NetworkGeometry> _lodParent;
|
||||
};
|
||||
|
||||
/// The state associated with a single mesh part.
|
||||
|
@ -110,8 +124,8 @@ public:
|
|||
class NetworkMesh {
|
||||
public:
|
||||
|
||||
GLuint indexBufferID;
|
||||
GLuint vertexBufferID;
|
||||
QOpenGLBuffer indexBuffer;
|
||||
QOpenGLBuffer vertexBuffer;
|
||||
|
||||
QVector<NetworkMeshPart> parts;
|
||||
|
||||
|
|
|
@ -90,6 +90,16 @@ void Model::reset() {
|
|||
}
|
||||
|
||||
void Model::simulate(float deltaTime) {
|
||||
// update our LOD
|
||||
if (_geometry) {
|
||||
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(glm::distance(_translation,
|
||||
Application::getInstance()->getCamera()->getPosition()), _lodHysteresis);
|
||||
if (_geometry != geometry) {
|
||||
deleteGeometry();
|
||||
_dilatedTextures.clear();
|
||||
_geometry = geometry;
|
||||
}
|
||||
}
|
||||
if (!isActive()) {
|
||||
return;
|
||||
}
|
||||
|
@ -409,8 +419,9 @@ void Model::setURL(const QUrl& url, const QUrl& fallback) {
|
|||
// delete our local geometry and custom textures
|
||||
deleteGeometry();
|
||||
_dilatedTextures.clear();
|
||||
_lodHysteresis = NetworkGeometry::NO_HYSTERESIS;
|
||||
|
||||
_geometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback);
|
||||
_baseGeometry = _geometry = Application::getInstance()->getGeometryCache()->getGeometry(url, fallback);
|
||||
}
|
||||
|
||||
glm::vec4 Model::computeAverageColor() const {
|
||||
|
@ -791,13 +802,17 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
(networkMesh.getTranslucentPartCount() == networkMesh.parts.size())) {
|
||||
continue;
|
||||
}
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID);
|
||||
|
||||
const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bind();
|
||||
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
int vertexCount = mesh.vertices.size();
|
||||
if (vertexCount == 0) {
|
||||
// sanity check
|
||||
continue;
|
||||
}
|
||||
|
||||
const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
|
||||
|
||||
ProgramObject* program = &_program;
|
||||
ProgramObject* skinProgram = &_skinProgram;
|
||||
SkinLocations* skinLocations = &_skinLocations;
|
||||
|
@ -904,11 +919,11 @@ void Model::renderMeshes(float alpha, bool translucent) {
|
|||
qint64 offset = 0;
|
||||
for (int j = 0; j < networkMesh.parts.size(); j++) {
|
||||
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
|
||||
const FBXMeshPart& part = mesh.parts.at(j);
|
||||
if (networkPart.isTranslucent() != translucent) {
|
||||
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
|
||||
continue;
|
||||
}
|
||||
const FBXMeshPart& part = mesh.parts.at(j);
|
||||
|
||||
// apply material properties
|
||||
glm::vec4 diffuse = glm::vec4(part.diffuseColor, alpha);
|
||||
glm::vec4 specular = glm::vec4(part.specularColor, alpha);
|
||||
|
|
|
@ -236,6 +236,9 @@ private:
|
|||
void deleteGeometry();
|
||||
void renderMeshes(float alpha, bool translucent);
|
||||
|
||||
QSharedPointer<NetworkGeometry> _baseGeometry;
|
||||
float _lodHysteresis;
|
||||
|
||||
float _pupilDilation;
|
||||
std::vector<float> _blendshapeCoefficients;
|
||||
|
||||
|
|
|
@ -52,8 +52,8 @@ static const float MIN_AVATAR_SCALE = .005f;
|
|||
|
||||
const float MAX_AUDIO_LOUDNESS = 1000.0; // close enough for mouth animation
|
||||
|
||||
const QUrl DEFAULT_HEAD_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_head.fbx");
|
||||
const QUrl DEFAULT_BODY_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_body.fbx");
|
||||
const QUrl DEFAULT_HEAD_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_head.fst");
|
||||
const QUrl DEFAULT_BODY_MODEL_URL = QUrl("http://public.highfidelity.io/meshes/defaultAvatar_body.fst");
|
||||
|
||||
enum KeyState {
|
||||
NO_KEY_DOWN = 0,
|
||||
|
|
Loading…
Reference in a new issue