Files
FlaxEngine/Source/Engine/Graphics/Models/SkinnedMeshDrawData.cpp
2020-12-07 23:40:54 +01:00

136 lines
3.7 KiB
C++

// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
#include "SkinnedMeshDrawData.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Animations/Config.h"
#include "Engine/Core/Math/Matrix.h"
struct SkinMatrix3x4
{
float M[3][4];
FORCE_INLINE void SetMatrix(const Matrix& mat)
{
const float* src = mat.Raw;
float* dest = &(M[0][0]);
dest[0] = src[0]; // [0][0]
dest[1] = src[1]; // [0][1]
dest[2] = src[2]; // [0][2]
dest[3] = src[3]; // [0][3]
dest[4] = src[4]; // [1][0]
dest[5] = src[5]; // [1][1]
dest[6] = src[6]; // [1][2]
dest[7] = src[7]; // [1][3]
dest[8] = src[8]; // [2][0]
dest[9] = src[9]; // [2][1]
dest[10] = src[10]; // [2][2]
dest[11] = src[11]; // [2][3]
}
FORCE_INLINE void SetMatrixTranspose(const Matrix& mat)
{
const float* src = mat.Raw;
float* dest = &(M[0][0]);
dest[0] = src[0]; // [0][0]
dest[1] = src[4]; // [1][0]
dest[2] = src[8]; // [2][0]
dest[3] = src[12]; // [3][0]
dest[4] = src[1]; // [0][1]
dest[5] = src[5]; // [1][1]
dest[6] = src[9]; // [2][1]
dest[7] = src[13]; // [3][1]
dest[8] = src[2]; // [0][2]
dest[9] = src[6]; // [1][2]
dest[10] = src[10]; // [2][2]
dest[11] = src[14]; // [3][2]
}
};
SkinnedMeshDrawData::~SkinnedMeshDrawData()
{
SAFE_DELETE_GPU_RESOURCE(BoneMatrices);
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}
void SkinnedMeshDrawData::Setup(int32 bonesCount)
{
if (BoneMatrices == nullptr)
{
BoneMatrices = GPUDevice::Instance->CreateBuffer(TEXT("BoneMatrices"));
}
const int32 elementsCount = bonesCount * 3; // 3 * float4 per bone
if (BoneMatrices->Init(GPUBufferDescription::Typed(elementsCount, PixelFormat::R32G32B32A32_Float, false, GPUResourceUsage::Dynamic)))
{
LOG(Error, "Failed to initialize the skinned mesh bones buffer");
return;
}
BonesCount = bonesCount;
_hasValidData = false;
_isDirty = false;
Data.Resize(BoneMatrices->GetSize());
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}
void SkinnedMeshDrawData::SetData(const Matrix* bones, bool dropHistory)
{
if (!bones)
return;
ASSERT(BonesCount > 0);
ANIM_GRAPH_PROFILE_EVENT("SetSkinnedMeshData");
// Setup previous frame bone matrices if needed
if (_hasValidData && !dropHistory)
{
ASSERT(BoneMatrices);
if (PrevBoneMatrices == nullptr)
{
PrevBoneMatrices = GPUDevice::Instance->CreateBuffer(TEXT("BoneMatrices"));
if (PrevBoneMatrices->Init(BoneMatrices->GetDescription()))
{
LOG(Fatal, "Failed to initialize the skinned mesh bones buffer");
}
}
Swap(PrevBoneMatrices, BoneMatrices);
}
else
{
SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
}
// Copy bones to the buffer
const int32 count = BonesCount;
const int32 PreFetchStride = 2;
const Matrix* input = bones;
const auto output = (SkinMatrix3x4*)Data.Get();
ASSERT(Data.Count() == count * sizeof(SkinMatrix3x4));
for (int32 i = 0; i < count; i++)
{
SkinMatrix3x4* bone = output + i;
Platform::Prefetch(bone + PreFetchStride);
Platform::Prefetch((byte*)(bone + PreFetchStride) + PLATFORM_CACHE_LINE_SIZE);
bone->SetMatrixTranspose(input[i]);
}
_isDirty = true;
_hasValidData = true;
}
void SkinnedMeshDrawData::Flush(GPUContext* context)
{
if (_isDirty)
{
_isDirty = false;
context->UpdateBuffer(BoneMatrices, Data.Get(), Data.Count());
}
}