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-rw-r--r--indra/newview/gltf/animation.cpp372
1 files changed, 287 insertions, 85 deletions
diff --git a/indra/newview/gltf/animation.cpp b/indra/newview/gltf/animation.cpp
index da6d02b356..31549986af 100644
--- a/indra/newview/gltf/animation.cpp
+++ b/indra/newview/gltf/animation.cpp
@@ -28,10 +28,12 @@
#include "asset.h"
#include "buffer_util.h"
+#include "../llskinningutil.h"
using namespace LL::GLTF;
+using namespace boost::json;
-void Animation::allocateGLResources(Asset& asset)
+bool Animation::prep(Asset& asset)
{
if (!mSamplers.empty())
{
@@ -39,7 +41,10 @@ void Animation::allocateGLResources(Asset& asset)
mMaxTime = -FLT_MAX;
for (auto& sampler : mSamplers)
{
- sampler.allocateGLResources(asset);
+ if (!sampler.prep(asset))
+ {
+ return false;
+ }
mMinTime = llmin(sampler.mMinTime, mMinTime);
mMaxTime = llmax(sampler.mMaxTime, mMaxTime);
}
@@ -51,13 +56,29 @@ void Animation::allocateGLResources(Asset& asset)
for (auto& channel : mRotationChannels)
{
- channel.allocateGLResources(asset, mSamplers[channel.mSampler]);
+ if (!channel.prep(asset, mSamplers[channel.mSampler]))
+ {
+ return false;
+ }
}
for (auto& channel : mTranslationChannels)
{
- channel.allocateGLResources(asset, mSamplers[channel.mSampler]);
+ if (!channel.prep(asset, mSamplers[channel.mSampler]))
+ {
+ return false;
+ }
+ }
+
+ for (auto& channel : mScaleChannels)
+ {
+ if (!channel.prep(asset, mSamplers[channel.mSampler]))
+ {
+ return false;
+ }
}
+
+ return true;
}
void Animation::update(Asset& asset, F32 dt)
@@ -69,36 +90,124 @@ void Animation::update(Asset& asset, F32 dt)
void Animation::apply(Asset& asset, float time)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+
// convert time to animation loop time
time = fmod(time, mMaxTime - mMinTime) + mMinTime;
// apply each channel
- for (auto& channel : mRotationChannels)
{
- channel.apply(asset, mSamplers[channel.mSampler], time);
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfanim - rotation");
+
+ for (auto& channel : mRotationChannels)
+ {
+ channel.apply(asset, mSamplers[channel.mSampler], time);
+ }
}
- for (auto& channel : mTranslationChannels)
{
- channel.apply(asset, mSamplers[channel.mSampler], time);
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfanim - translation");
+
+ for (auto& channel : mTranslationChannels)
+ {
+ channel.apply(asset, mSamplers[channel.mSampler], time);
+ }
}
-};
+ {
+ LL_PROFILE_ZONE_NAMED_CATEGORY_GLTF("gltfanim - scale");
+
+ for (auto& channel : mScaleChannels)
+ {
+ channel.apply(asset, mSamplers[channel.mSampler], time);
+ }
+ }
+};
-void Animation::Sampler::allocateGLResources(Asset& asset)
+bool Animation::Sampler::prep(Asset& asset)
{
Accessor& accessor = asset.mAccessors[mInput];
- mMinTime = accessor.mMin[0];
- mMaxTime = accessor.mMax[0];
+ mMinTime = (F32)accessor.mMin[0];
+ mMaxTime = (F32)accessor.mMax[0];
mFrameTimes.resize(accessor.mCount);
LLStrider<F32> frame_times = mFrameTimes.data();
copy(asset, accessor, frame_times);
+
+ return true;
+}
+
+
+void Animation::Sampler::serialize(object& obj) const
+{
+ write(mInput, "input", obj, INVALID_INDEX);
+ write(mOutput, "output", obj, INVALID_INDEX);
+ write(mInterpolation, "interpolation", obj, std::string("LINEAR"));
+ write(mMinTime, "min_time", obj);
+ write(mMaxTime, "max_time", obj);
+}
+
+const Animation::Sampler& Animation::Sampler::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "input", mInput);
+ copy(src, "output", mOutput);
+ copy(src, "interpolation", mInterpolation);
+ copy(src, "min_time", mMinTime);
+ copy(src, "max_time", mMaxTime);
+ }
+ return *this;
+}
+
+bool Animation::Channel::Target::operator==(const Channel::Target& rhs) const
+{
+ return mNode == rhs.mNode && mPath == rhs.mPath;
+}
+
+bool Animation::Channel::Target::operator!=(const Channel::Target& rhs) const
+{
+ return !(*this == rhs);
+}
+
+void Animation::Channel::Target::serialize(object& obj) const
+{
+ write(mNode, "node", obj, INVALID_INDEX);
+ write(mPath, "path", obj);
+}
+
+const Animation::Channel::Target& Animation::Channel::Target::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "node", mNode);
+ copy(src, "path", mPath);
+ }
+ return *this;
+}
+
+void Animation::Channel::serialize(object& obj) const
+{
+ write(mSampler, "sampler", obj, INVALID_INDEX);
+ write(mTarget, "target", obj);
+}
+
+const Animation::Channel& Animation::Channel::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "sampler", mSampler);
+ copy(src, "target", mTarget);
+ }
+ return *this;
}
void Animation::Sampler::getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t)
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+ llassert(mFrameTimes.size() > 1); // if there is only one frame, there is no need to interpolate
+
if (time < mMinTime)
{
frameIndex = 0;
@@ -106,40 +215,42 @@ void Animation::Sampler::getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F
return;
}
- if (mFrameTimes.size() > 1)
+ frameIndex = U32(mFrameTimes.size()) - 2;
+ t = 1.f;
+
+ if (time > mMaxTime)
{
- if (time > mMaxTime)
- {
- frameIndex = mFrameTimes.size() - 2;
- t = 1.0f;
- return;
- }
+ return;
+ }
+
+ if (time < mLastFrameTime)
+ {
+ mLastFrameIndex = 0;
+ }
+
+ mLastFrameTime = time;
- frameIndex = mFrameTimes.size() - 2;
- t = 1.f;
+ U32 idx = mLastFrameIndex;
- for (U32 i = 0; i < mFrameTimes.size() - 1; i++)
+ for (U32 i = idx; i < (U32)mFrameTimes.size() - 1; i++)
+ {
+ if (time >= mFrameTimes[i] && time < mFrameTimes[i + 1])
{
- if (time >= mFrameTimes[i] && time < mFrameTimes[i + 1])
- {
- frameIndex = i;
- t = (time - mFrameTimes[i]) / (mFrameTimes[i + 1] - mFrameTimes[i]);
- return;
- }
+ frameIndex = i;
+ t = (time - mFrameTimes[i]) / (mFrameTimes[i + 1] - mFrameTimes[i]);
+ mLastFrameIndex = frameIndex;
+ return;
}
}
- else
- {
- frameIndex = 0;
- t = 0.0f;
- }
}
-void Animation::RotationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+bool Animation::RotationChannel::prep(Asset& asset, Animation::Sampler& sampler)
{
Accessor& accessor = asset.mAccessors[sampler.mOutput];
copy(asset, accessor, mRotations);
+
+ return true;
}
void Animation::RotationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
@@ -149,30 +260,30 @@ void Animation::RotationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
Node& node = asset.mNodes[mTarget.mNode];
- sampler.getFrameInfo(asset, time, frameIndex, t);
-
- if (sampler.mFrameTimes.size() == 1)
+ if (sampler.mFrameTimes.size() < 2)
{
node.setRotation(mRotations[0]);
}
else
{
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
// interpolate
- LLQuaternion q0(mRotations[frameIndex].get_value());
- LLQuaternion q1(mRotations[frameIndex + 1].get_value());
+ quat qf = glm::slerp(mRotations[frameIndex], mRotations[frameIndex + 1], t);
- LLQuaternion qf = slerp(t, q0, q1);
+ qf = glm::normalize(qf);
- qf.normalize();
- node.setRotation(glh::quaternionf(qf.mQ));
+ node.setRotation(qf);
}
}
-void Animation::TranslationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+bool Animation::TranslationChannel::prep(Asset& asset, Animation::Sampler& sampler)
{
Accessor& accessor = asset.mAccessors[sampler.mOutput];
copy(asset, accessor, mTranslations);
+
+ return true;
}
void Animation::TranslationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
@@ -182,29 +293,31 @@ void Animation::TranslationChannel::apply(Asset& asset, Sampler& sampler, F32 ti
Node& node = asset.mNodes[mTarget.mNode];
- sampler.getFrameInfo(asset, time, frameIndex, t);
-
- if (sampler.mFrameTimes.size() == 1)
+ if (sampler.mFrameTimes.size() < 2)
{
node.setTranslation(mTranslations[0]);
}
else
{
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
// interpolate
- const glh::vec3f& v0 = mTranslations[frameIndex];
- const glh::vec3f& v1 = mTranslations[frameIndex + 1];
+ const vec3& v0 = mTranslations[frameIndex];
+ const vec3& v1 = mTranslations[frameIndex + 1];
- glh::vec3f vf = v0 + t * (v1 - v0);
+ vec3 vf = v0 + t * (v1 - v0);
node.setTranslation(vf);
}
}
-void Animation::ScaleChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+bool Animation::ScaleChannel::prep(Asset& asset, Animation::Sampler& sampler)
{
Accessor& accessor = asset.mAccessors[sampler.mOutput];
copy(asset, accessor, mScales);
+
+ return true;
}
void Animation::ScaleChannel::apply(Asset& asset, Sampler& sampler, F32 time)
@@ -214,74 +327,163 @@ void Animation::ScaleChannel::apply(Asset& asset, Sampler& sampler, F32 time)
Node& node = asset.mNodes[mTarget.mNode];
- sampler.getFrameInfo(asset, time, frameIndex, t);
-
- if (sampler.mFrameTimes.size() == 1)
+ if (sampler.mFrameTimes.size() < 2)
{
node.setScale(mScales[0]);
}
else
{
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
// interpolate
- const glh::vec3f& v0 = mScales[frameIndex];
- const glh::vec3f& v1 = mScales[frameIndex + 1];
+ const vec3& v0 = mScales[frameIndex];
+ const vec3& v1 = mScales[frameIndex + 1];
- glh::vec3f vf = v0 + t * (v1 - v0);
+ vec3 vf = v0 + t * (v1 - v0);
node.setScale(vf);
}
}
-const Animation& Animation::operator=(const tinygltf::Animation& src)
+void Animation::serialize(object& obj) const
{
- mName = src.name;
+ write(mName, "name", obj);
+ write(mSamplers, "samplers", obj);
- mSamplers.resize(src.samplers.size());
- for (U32 i = 0; i < src.samplers.size(); ++i)
- {
- mSamplers[i] = src.samplers[i];
- }
+ std::vector<Channel> channels;
+ channels.insert(channels.end(), mRotationChannels.begin(), mRotationChannels.end());
+ channels.insert(channels.end(), mTranslationChannels.begin(), mTranslationChannels.end());
+ channels.insert(channels.end(), mScaleChannels.begin(), mScaleChannels.end());
- for (U32 i = 0; i < src.channels.size(); ++i)
+ write(channels, "channels", obj);
+}
+
+const Animation& Animation::operator=(const Value& src)
+{
+ if (src.is_object())
{
- if (src.channels[i].target_path == "rotation")
- {
- mRotationChannels.push_back(RotationChannel());
- mRotationChannels.back() = src.channels[i];
- }
+ const object& obj = src.as_object();
- if (src.channels[i].target_path == "translation")
- {
- mTranslationChannels.push_back(TranslationChannel());
- mTranslationChannels.back() = src.channels[i];
- }
+ copy(obj, "name", mName);
+ copy(obj, "samplers", mSamplers);
+
+ // make a temporory copy of generic channels
+ std::vector<Channel> channels;
+ copy(obj, "channels", channels);
- if (src.channels[i].target_path == "scale")
+ // break up into channel specific implementations
+ for (auto& channel: channels)
{
- mScaleChannels.push_back(ScaleChannel());
- mScaleChannels.back() = src.channels[i];
+ if (channel.mTarget.mPath == "rotation")
+ {
+ mRotationChannels.push_back(channel);
+ }
+ else if (channel.mTarget.mPath == "translation")
+ {
+ mTranslationChannels.push_back(channel);
+ }
+ else if (channel.mTarget.mPath == "scale")
+ {
+ mScaleChannels.push_back(channel);
+ }
}
}
-
return *this;
}
-void Skin::allocateGLResources(Asset& asset)
+Skin::~Skin()
+{
+ if (mUBO)
+ {
+ glDeleteBuffers(1, &mUBO);
+ }
+}
+
+void Skin::uploadMatrixPalette(Asset& asset)
+{
+ // prepare matrix palette
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_GLTF;
+
+ U32 max_joints = LLSkinningUtil::getMaxGLTFJointCount();
+
+ if (mUBO == 0)
+ {
+ glGenBuffers(1, &mUBO);
+ }
+
+ size_t joint_count = llmin<size_t>(max_joints, mJoints.size());
+
+ std::vector<mat4> t_mp;
+
+ t_mp.resize(joint_count);
+
+ for (U32 i = 0; i < joint_count; ++i)
+ {
+ Node& joint = asset.mNodes[mJoints[i]];
+ // build matrix palette in asset space
+ t_mp[i] = joint.mAssetMatrix * mInverseBindMatricesData[i];
+ }
+
+ std::vector<F32> glmp;
+
+ glmp.resize(joint_count * 12);
+
+ F32* mp = glmp.data();
+
+ for (U32 i = 0; i < joint_count; ++i)
+ {
+ F32* m = glm::value_ptr(t_mp[i]);
+
+ U32 idx = i * 12;
+
+ mp[idx + 0] = m[0];
+ mp[idx + 1] = m[1];
+ mp[idx + 2] = m[2];
+ mp[idx + 3] = m[12];
+
+ mp[idx + 4] = m[4];
+ mp[idx + 5] = m[5];
+ mp[idx + 6] = m[6];
+ mp[idx + 7] = m[13];
+
+ mp[idx + 8] = m[8];
+ mp[idx + 9] = m[9];
+ mp[idx + 10] = m[10];
+ mp[idx + 11] = m[14];
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, mUBO);
+ glBufferData(GL_UNIFORM_BUFFER, glmp.size() * sizeof(F32), glmp.data(), GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+bool Skin::prep(Asset& asset)
{
if (mInverseBindMatrices != INVALID_INDEX)
{
Accessor& accessor = asset.mAccessors[mInverseBindMatrices];
copy(asset, accessor, mInverseBindMatricesData);
}
+
+ return true;
}
-const Skin& Skin::operator=(const tinygltf::Skin& src)
+const Skin& Skin::operator=(const Value& src)
{
- mName = src.name;
- mSkeleton = src.skeleton;
- mInverseBindMatrices = src.inverseBindMatrices;
- mJoints = src.joints;
-
+ if (src.is_object())
+ {
+ copy(src, "name", mName);
+ copy(src, "skeleton", mSkeleton);
+ copy(src, "inverseBindMatrices", mInverseBindMatrices);
+ copy(src, "joints", mJoints);
+ }
return *this;
}
+void Skin::serialize(object& obj) const
+{
+ write(mInverseBindMatrices, "inverseBindMatrices", obj, INVALID_INDEX);
+ write(mJoints, "joints", obj);
+ write(mName, "name", obj);
+ write(mSkeleton, "skeleton", obj, INVALID_INDEX);
+}