93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "SkinnedMeshDrawData.h"
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#include "Engine/Graphics/GPUDevice.h"
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#include "Engine/Animations/Config.h"
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#include "Engine/Core/Math/Matrix.h"
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#include "Engine/Core/Math/Matrix3x4.h"
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SkinnedMeshDrawData::SkinnedMeshDrawData()
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{
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}
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SkinnedMeshDrawData::~SkinnedMeshDrawData()
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{
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SAFE_DELETE_GPU_RESOURCE(BoneMatrices);
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SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
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}
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void SkinnedMeshDrawData::Setup(int32 bonesCount)
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{
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if (BoneMatrices == nullptr)
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{
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BoneMatrices = GPUDevice::Instance->CreateBuffer(TEXT("BoneMatrices"));
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}
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const int32 elementsCount = bonesCount * 3; // 3 * float4 per bone
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if (BoneMatrices->Init(GPUBufferDescription::Typed(elementsCount, PixelFormat::R32G32B32A32_Float, false, GPUResourceUsage::Dynamic)))
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{
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LOG(Error, "Failed to initialize the skinned mesh bones buffer");
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return;
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}
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BonesCount = bonesCount;
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_hasValidData = false;
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_isDirty = false;
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Data.Resize(BoneMatrices->GetSize());
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SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
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}
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void SkinnedMeshDrawData::SetData(const Matrix* bones, bool dropHistory)
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{
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if (!bones)
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return;
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ASSERT(BonesCount > 0);
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ANIM_GRAPH_PROFILE_EVENT("SetSkinnedMeshData");
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// Setup previous frame bone matrices if needed
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if (_hasValidData && !dropHistory)
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{
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ASSERT(BoneMatrices);
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if (PrevBoneMatrices == nullptr)
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{
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PrevBoneMatrices = GPUDevice::Instance->CreateBuffer(TEXT("BoneMatrices"));
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if (PrevBoneMatrices->Init(BoneMatrices->GetDescription()))
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{
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LOG(Fatal, "Failed to initialize the skinned mesh bones buffer");
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}
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}
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Swap(PrevBoneMatrices, BoneMatrices);
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}
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else
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{
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SAFE_DELETE_GPU_RESOURCE(PrevBoneMatrices);
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}
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// Copy bones to the buffer
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const int32 count = BonesCount;
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const int32 preFetchStride = 2;
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const Matrix* input = bones;
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const auto output = (Matrix3x4*)Data.Get();
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ASSERT(Data.Count() == count * sizeof(Matrix3x4));
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for (int32 i = 0; i < count; i++)
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{
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Matrix3x4* bone = output + i;
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Platform::Prefetch(bone + preFetchStride);
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Platform::Prefetch((byte*)(bone + preFetchStride) + PLATFORM_CACHE_LINE_SIZE);
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bone->SetMatrixTranspose(input[i]);
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}
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_isDirty = true;
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_hasValidData = true;
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}
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void SkinnedMeshDrawData::Flush(GPUContext* context)
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{
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if (_isDirty)
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{
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_isDirty = false;
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context->UpdateBuffer(BoneMatrices, Data.Get(), Data.Count());
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}
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}
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