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| 1 | +package com.jme3.anim; |
| 2 | + |
| 3 | +import com.jme3.material.*; |
| 4 | +import com.jme3.renderer.*; |
| 5 | +import com.jme3.scene.Geometry; |
| 6 | +import com.jme3.scene.Mesh; |
| 7 | +import com.jme3.scene.SceneGraphVisitorAdapter; |
| 8 | +import com.jme3.scene.VertexBuffer; |
| 9 | +import com.jme3.scene.control.AbstractControl; |
| 10 | +import com.jme3.scene.mesh.MorphTarget; |
| 11 | +import com.jme3.shader.VarType; |
| 12 | +import com.jme3.util.SafeArrayList; |
| 13 | + |
| 14 | +import java.nio.FloatBuffer; |
| 15 | + |
| 16 | +/** |
| 17 | + * A control that handle morph animation for Position, Normal and Tangent buffers. |
| 18 | + * All stock shaders only support morphing these 3 buffers, but note that MorphTargets can have any type of buffers. |
| 19 | + * If you want to use other types of buffers you will need a custom MorphControl and a custom shader. |
| 20 | + * @author Rémy Bouquet |
| 21 | + */ |
| 22 | +public class MorphControl extends AbstractControl { |
| 23 | + |
| 24 | + private static final int MAX_MORPH_BUFFERS = 14; |
| 25 | + private final static float MIN_WEIGHT = 0.005f; |
| 26 | + |
| 27 | + private SafeArrayList<Geometry> targets = new SafeArrayList<>(Geometry.class); |
| 28 | + private TargetLocator targetLocator = new TargetLocator(); |
| 29 | + |
| 30 | + private boolean approximateTangents = true; |
| 31 | + private MatParamOverride nullNumberOfBones = new MatParamOverride(VarType.Int, "NumberOfBones", null); |
| 32 | + |
| 33 | + @Override |
| 34 | + protected void controlUpdate(float tpf) { |
| 35 | + // gathering geometries in the sub graph. |
| 36 | + // This must be done in the update phase as the gathering might add a matparam override |
| 37 | + targets.clear(); |
| 38 | + this.spatial.depthFirstTraversal(targetLocator); |
| 39 | + } |
| 40 | + |
| 41 | + @Override |
| 42 | + protected void controlRender(RenderManager rm, ViewPort vp) { |
| 43 | + for (Geometry target : targets) { |
| 44 | + Mesh mesh = target.getMesh(); |
| 45 | + if (!mesh.isDirtyMorph()) { |
| 46 | + continue; |
| 47 | + } |
| 48 | + int nbMaxBuffers = getRemainingBuffers(mesh, rm.getRenderer()); |
| 49 | + Material m = target.getMaterial(); |
| 50 | + |
| 51 | + float weights[] = mesh.getMorphState(); |
| 52 | + MorphTarget morphTargets[] = mesh.getMorphTargets(); |
| 53 | + float matWeights[]; |
| 54 | + MatParam param = m.getParam("MorphWeights"); |
| 55 | + |
| 56 | + //Number of buffer to handle for each morph target |
| 57 | + int targetNumBuffers = getTargetNumBuffers(morphTargets[0]); |
| 58 | + // compute the max number of targets to send to the GPU |
| 59 | + int maxGPUTargets = Math.min(nbMaxBuffers, MAX_MORPH_BUFFERS) / targetNumBuffers; |
| 60 | + if (param == null) { |
| 61 | + matWeights = new float[maxGPUTargets]; |
| 62 | + m.setParam("MorphWeights", VarType.FloatArray, matWeights); |
| 63 | + } else { |
| 64 | + matWeights = (float[]) param.getValue(); |
| 65 | + } |
| 66 | + |
| 67 | + // setting the maximum number as the real number may change every frame and trigger a shader recompilation since it's bound to a define. |
| 68 | + m.setInt("NumberOfMorphTargets", maxGPUTargets); |
| 69 | + m.setInt("NumberOfTargetsBuffers", targetNumBuffers); |
| 70 | + |
| 71 | + int nbGPUTargets = 0; |
| 72 | + int nbCPUBuffers = 0; |
| 73 | + int boundBufferIdx = 0; |
| 74 | + for (int i = 0; i < morphTargets.length; i++) { |
| 75 | + if (weights[i] < MIN_WEIGHT) { |
| 76 | + continue; |
| 77 | + } |
| 78 | + if (nbGPUTargets >= maxGPUTargets) { |
| 79 | + //TODO we should fallback to CPU there. |
| 80 | + nbCPUBuffers++; |
| 81 | + continue; |
| 82 | + } |
| 83 | + int start = VertexBuffer.Type.MorphTarget0.ordinal(); |
| 84 | + MorphTarget t = morphTargets[i]; |
| 85 | + if (targetNumBuffers >= 1) { |
| 86 | + activateBuffer(mesh, boundBufferIdx, start, t.getBuffer(VertexBuffer.Type.Position)); |
| 87 | + boundBufferIdx++; |
| 88 | + } |
| 89 | + if (targetNumBuffers >= 2) { |
| 90 | + activateBuffer(mesh, boundBufferIdx, start, t.getBuffer(VertexBuffer.Type.Normal)); |
| 91 | + boundBufferIdx++; |
| 92 | + } |
| 93 | + if (!approximateTangents && targetNumBuffers == 3) { |
| 94 | + activateBuffer(mesh, boundBufferIdx, start, t.getBuffer(VertexBuffer.Type.Tangent)); |
| 95 | + boundBufferIdx++; |
| 96 | + } |
| 97 | + matWeights[nbGPUTargets] = weights[i]; |
| 98 | + nbGPUTargets++; |
| 99 | + |
| 100 | + } |
| 101 | + if (nbGPUTargets < matWeights.length) { |
| 102 | + for (int i = nbGPUTargets; i < matWeights.length; i++) { |
| 103 | + matWeights[i] = 0; |
| 104 | + } |
| 105 | + } |
| 106 | + } |
| 107 | + } |
| 108 | + |
| 109 | + private void activateBuffer(Mesh mesh, int idx, int start, FloatBuffer b) { |
| 110 | + mesh.setBuffer(VertexBuffer.Type.values()[start + idx], 3, b); |
| 111 | + } |
| 112 | + |
| 113 | + private int getTargetNumBuffers(MorphTarget morphTarget) { |
| 114 | + int num = 0; |
| 115 | + if (morphTarget.getBuffer(VertexBuffer.Type.Position) != null) num++; |
| 116 | + if (morphTarget.getBuffer(VertexBuffer.Type.Normal) != null) num++; |
| 117 | + |
| 118 | + // if tangents are not needed we don't count the tangent buffer |
| 119 | + if (!approximateTangents && morphTarget.getBuffer(VertexBuffer.Type.Tangent) != null) { |
| 120 | + num++; |
| 121 | + } |
| 122 | + return num; |
| 123 | + } |
| 124 | + |
| 125 | + private int getRemainingBuffers(Mesh mesh, Renderer renderer) { |
| 126 | + int nbUsedBuffers = 0; |
| 127 | + for (VertexBuffer vb : mesh.getBufferList().getArray()) { |
| 128 | + boolean isMorphBuffer = vb.getBufferType().ordinal() >= VertexBuffer.Type.MorphTarget0.ordinal() && vb.getBufferType().ordinal() <= VertexBuffer.Type.MorphTarget9.ordinal(); |
| 129 | + if (vb.getBufferType() == VertexBuffer.Type.Index || isMorphBuffer) continue; |
| 130 | + if (vb.getUsage() != VertexBuffer.Usage.CpuOnly) { |
| 131 | + nbUsedBuffers++; |
| 132 | + } |
| 133 | + } |
| 134 | + return renderer.getLimits().get(Limits.VertexAttributes) - nbUsedBuffers; |
| 135 | + } |
| 136 | + |
| 137 | + public void setApproximateTangents(boolean approximateTangents) { |
| 138 | + this.approximateTangents = approximateTangents; |
| 139 | + } |
| 140 | + |
| 141 | + public boolean isApproximateTangents() { |
| 142 | + return approximateTangents; |
| 143 | + } |
| 144 | + |
| 145 | + private class TargetLocator extends SceneGraphVisitorAdapter { |
| 146 | + @Override |
| 147 | + public void visit(Geometry geom) { |
| 148 | + MatParam p = geom.getMaterial().getMaterialDef().getMaterialParam("MorphWeights"); |
| 149 | + if (p == null) { |
| 150 | + return; |
| 151 | + } |
| 152 | + Mesh mesh = geom.getMesh(); |
| 153 | + if (mesh != null && mesh.hasMorphTargets()) { |
| 154 | + targets.add(geom); |
| 155 | + // If the mesh is in a subgraph of a node with a SkinningControl it might have hardware skinning activated through mat param override even if it's not skinned. |
| 156 | + // this code makes sure that if the mesh has no hardware skinning buffers hardware skinning won't be activated. |
| 157 | + // this is important, because if HW skinning is activated the shader will declare 2 additional useless attributes, |
| 158 | + // and we desperately need all the attributes we can find for Morph animation. |
| 159 | + if (mesh.getBuffer(VertexBuffer.Type.HWBoneIndex) == null && !geom.getLocalMatParamOverrides().contains(nullNumberOfBones)) { |
| 160 | + geom.addMatParamOverride(nullNumberOfBones); |
| 161 | + } |
| 162 | + } |
| 163 | + } |
| 164 | + } |
| 165 | +} |
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