Hardware Skinning Support

- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
This commit is contained in:
James Urquhart 2015-01-10 19:41:25 +00:00
parent 507c239a87
commit 3496c549b5
72 changed files with 2533 additions and 1327 deletions

View file

@ -629,6 +629,8 @@ void GFXD3D9Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
mVolatileVB = NULL;
}
U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
// NOTE: We do not use the stream offset here for stream 0
// as that feature is *supposedly* not as well supported as
// using the start index in drawPrimitive.
@ -638,7 +640,7 @@ void GFXD3D9Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
D3D9Assert( mD3DDevice->SetStreamSource( stream,
d3dBuffer ? d3dBuffer->vb : NULL,
d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0,
offset,
d3dBuffer ? d3dBuffer->mVertexSize : 0 ),
"GFXD3D9Device::setVertexStream - Failed to set stream source." );
}
@ -929,10 +931,12 @@ GFXVertexDecl* GFXD3D9Device::allocVertexDecl( const GFXVertexFormat *vertexForm
U32 elemCount = vertexFormat->getElementCount();
U32 offsets[4] = { 0 };
U32 stream;
S32 i = 0;
S32 elemIdx = 0;
D3DVERTEXELEMENT9 *vd = new D3DVERTEXELEMENT9[ elemCount + 1 ];
for ( U32 i=0; i < elemCount; i++ )
for ( i=0; elemIdx < elemCount; i++, elemIdx++ )
{
const GFXVertexElement &element = vertexFormat->getElement( i );
const GFXVertexElement &element = vertexFormat->getElement( elemIdx );
stream = element.getStreamIndex();
@ -955,6 +959,18 @@ GFXVertexDecl* GFXD3D9Device::allocVertexDecl( const GFXVertexFormat *vertexForm
vd[i].Usage = D3DDECLUSAGE_TANGENT;
else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
vd[i].Usage = D3DDECLUSAGE_BINORMAL;
else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
{
vd[i].Usage = D3DDECLUSAGE_BLENDINDICES;
vd[i].UsageIndex = element.getSemanticIndex();
}
else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) )
{
vd[i].Usage = D3DDECLUSAGE_BLENDWEIGHT;
vd[i].UsageIndex = element.getSemanticIndex();
}
else if ( element.isSemantic( GFXSemantic::PADDING ) )
i--;
else
{
// Anything that falls thru to here will be a texture coord.
@ -966,7 +982,7 @@ GFXVertexDecl* GFXD3D9Device::allocVertexDecl( const GFXVertexFormat *vertexForm
}
D3DVERTEXELEMENT9 declEnd = D3DDECL_END();
vd[elemCount] = declEnd;
vd[i] = declEnd;
decl = new D3D9VertexDecl();
D3D9Assert( mD3DDevice->CreateVertexDeclaration( vd, &decl->decl ),

View file

@ -112,3 +112,4 @@ void GFXD3D9PrimitiveBuffer::resurrect()
usage , GFXD3D9IndexFormat[GFXIndexFormat16], pool, &ib, 0),
"GFXD3D9PrimitiveBuffer::resurrect - Failed to allocate an index buffer.");
}

View file

@ -35,7 +35,6 @@ class GFXD3D9PrimitiveBuffer : public GFXPrimitiveBuffer
public:
IDirect3DIndexBuffer9 *ib;
StrongRefPtr<GFXD3D9PrimitiveBuffer> mVolatileBuffer;
U32 mVolatileStart;
#ifdef TORQUE_DEBUG
#define _PBGuardString "GFX_PRIMTIVE_BUFFER_GUARD_STRING"

View file

@ -35,6 +35,8 @@
#include "core/stream/fileStream.h"
#include "core/util/safeDelete.h"
#include "console/console.h"
#include "math/mMathFn.h"
using namespace Torque;
@ -172,6 +174,40 @@ bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
return false;
}
else if (pd.constType == GFXSCT_Float4x3)
{
F32 buffer[4*4];
const U32 csize = 48;
// Loop through and copy
bool ret = false;
U8* currDestPointer = basePointer + pd.offset;
const U8* currSourcePointer = static_cast<const U8*>(data);
const U8* endData = currSourcePointer + size;
while (currSourcePointer < endData)
{
#ifdef TORQUE_DOUBLE_CHECK_43MATS
Point4F col;
((MatrixF*)currSourcePointer)->getRow(3, &col);
AssertFatal(col.x == 0.0f && col.y == 0.0f && col.z == 0.0f && col.w == 1.0f, "3rd row used");
#endif
if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
{
dMemcpy(currDestPointer, currSourcePointer, csize);
ret = true;
}
else if (pd.constType == GFXSCT_Float4x3)
{
ret = true;
}
currDestPointer += csize;
currSourcePointer += sizeof(MatrixF);
}
return ret;
}
else
{
PROFILE_SCOPE(GFXD3D9ShaderBufferLayout_setMatrix_not4x4);
@ -186,6 +222,9 @@ bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
case GFXSCT_Float3x3 :
csize = 48;
break;
case GFXSCT_Float3x4 :
csize = 64;
break;
default:
AssertFatal(false, "Unhandled case!");
return false;
@ -204,6 +243,10 @@ bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
dMemcpy(currDestPointer, currSourcePointer, csize);
ret = true;
}
else if (pd.constType == GFXSCT_Float4x3)
{
ret = true;
}
currDestPointer += csize;
currSourcePointer += sizeof(MatrixF);
@ -390,8 +433,15 @@ void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
AssertFatal(h->mShader == mShader, "Mismatched shaders!");
MatrixF transposed;
mat.transposeTo(transposed);
MatrixF transposed;
if (matrixType == GFXSCT_Float4x3)
{
transposed = mat;
}
else
{
mat.transposeTo(transposed);
}
if (h->mInstancingConstant)
{
@ -420,9 +470,17 @@ void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
static Vector<MatrixF> transposed;
if (arraySize > transposed.size())
transposed.setSize(arraySize);
for (U32 i = 0; i < arraySize; i++)
mat[i].transposeTo(transposed[i]);
transposed.setSize(arraySize);
if (matrixType == GFXSCT_Float4x3)
{
dMemcpy(transposed.address(), mat, arraySize * sizeof(MatrixF));
}
else
{
for (U32 i = 0; i < arraySize; i++)
mat[i].transposeTo(transposed[i]);
}
// TODO: Maybe support this in the future?
if (h->mInstancingConstant)
@ -1069,13 +1127,13 @@ void GFXD3D9Shader::_getShaderConstants( ID3DXConstantTable *table,
case D3DXPC_MATRIX_ROWS :
case D3DXPC_MATRIX_COLUMNS :
{
switch (constantDesc.RegisterCount)
switch (constantDesc.Rows)
{
case 3 :
desc.constType = GFXSCT_Float3x3;
desc.constType = constantDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3;
break;
case 4 :
desc.constType = GFXSCT_Float4x4;
desc.constType = constantDesc.Columns == 3 ? GFXSCT_Float4x3 : GFXSCT_Float4x4;
break;
}
}
@ -1436,9 +1494,15 @@ U32 GFXD3D9Shader::getAlignmentValue(const GFXShaderConstType constType) const
case GFXSCT_Float3x3 :
return mRowSizeF * 3;
break;
case GFXSCT_Float3x4 :
return mRowSizeF * 4;
break;
case GFXSCT_Float4x4 :
return mRowSizeF * 4;
break;
case GFXSCT_Float4x3 :
return mRowSizeF * 3;
break;
//// Scalar
case GFXSCT_Int :
case GFXSCT_Int2 :

View file

@ -228,4 +228,3 @@ void GFXD3D9VertexBuffer::resurrect()
"GFXD3D9VertexBuffer::resurrect - Failed to allocate VB" );
}
}

View file

@ -372,6 +372,7 @@ void GFXD3D9EnumTranslate::init()
GFXD3D9DeclType[GFXDeclType_Float3] = D3DDECLTYPE_FLOAT3;
GFXD3D9DeclType[GFXDeclType_Float4] = D3DDECLTYPE_FLOAT4;
GFXD3D9DeclType[GFXDeclType_Color] = D3DDECLTYPE_D3DCOLOR;
GFXD3D9DeclType[GFXDeclType_UByte4] = D3DDECLTYPE_UBYTE4;
VALIDATE_LOOKUPTABLE( GFXD3D9DeclType, GFXDeclType );
}

View file

@ -27,6 +27,7 @@
void GFXD3D9PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
{
AssertFatal(!mLocked, "GFXD3D9PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
mLocked = true;
U32 flags=0;
switch(mBufferType)