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

@ -80,6 +80,9 @@ protected:
/// This is set by initialization and used by the prepass.
bool mHasNormalMaps;
/// This material makes use of bone transforms
bool mUsesHardwareSkinning;
public:
virtual ~BaseMatInstance();
@ -149,6 +152,9 @@ public:
/// @see setupPass
virtual void setTransforms( const MatrixSet &matrixSet, SceneRenderState *state ) = 0;
/// Sets node transforms for the current stage. Used for hardware skinning.
virtual void setNodeTransforms( const MatrixF *address, const U32 numTransforms ) = 0;
/// This initializes various material scene state settings and
/// should be called after setupPass() within the pass loop.
/// @see setupPass
@ -214,6 +220,8 @@ public:
/// Fast test for use of normal maps in this material.
bool hasNormalMap() const { return mHasNormalMaps; }
bool usesHardwareSkinning() const { return mUsesHardwareSkinning; }
///
MatFeaturesDelegate& getFeaturesDelegate() { return mFeaturesDelegate; }

View file

@ -35,6 +35,7 @@
#include "gfx/sim/cubemapData.h"
#include "gfx/gfxCubemap.h"
#include "core/util/safeDelete.h"
#include "ts/tsShape.h"
class MatInstParameters;
@ -248,8 +249,10 @@ void MatInstance::construct()
mActiveParameters = NULL;
mDefaultParameters = NULL;
mHasNormalMaps = false;
mUsesHardwareSkinning = false;
mIsForwardLit = false;
mIsValid = false;
mIsHardwareSkinned = false;
MATMGR->_track(this);
}
@ -360,6 +363,11 @@ bool MatInstance::processMaterial()
FeatureSet features( mFeatureList );
features.exclude( MATMGR->getExclusionFeatures() );
if (mVertexFormat->hasBlendIndices() && TSShape::smUseHardwareSkinning)
{
features.addFeature( MFT_HardwareSkinning );
}
if( !mProcessedMaterial->init(features, mVertexFormat, mFeaturesDelegate) )
{
@ -373,11 +381,14 @@ bool MatInstance::processMaterial()
const FeatureSet &finalFeatures = mProcessedMaterial->getFeatures();
mHasNormalMaps = finalFeatures.hasFeature( MFT_NormalMap );
mUsesHardwareSkinning = finalFeatures.hasFeature( MFT_HardwareSkinning );
mIsForwardLit = ( custMat && custMat->mForwardLit ) ||
( !finalFeatures.hasFeature( MFT_IsEmissive ) &&
finalFeatures.hasFeature( MFT_ForwardShading ) );
mIsHardwareSkinned = finalFeatures.hasFeature( MFT_HardwareSkinning );
return true;
}
@ -455,6 +466,12 @@ void MatInstance::setTransforms(const MatrixSet &matrixSet, SceneRenderState *st
mProcessedMaterial->setTransforms(matrixSet, state, getCurPass());
}
void MatInstance::setNodeTransforms(const MatrixF *address, const U32 numTransforms)
{
PROFILE_SCOPE(MatInstance_setNodeTransforms);
mProcessedMaterial->setNodeTransforms(address, numTransforms, getCurPass());
}
void MatInstance::setSceneInfo(SceneRenderState * state, const SceneData& sgData)
{
PROFILE_SCOPE(MatInstance_setSceneInfo);

View file

@ -65,12 +65,14 @@ public:
virtual MaterialParameterHandle* getMaterialParameterHandle(const String& name);
virtual bool setupPass(SceneRenderState *, const SceneData &sgData );
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms);
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData);
virtual void setTextureStages(SceneRenderState * state, const SceneData &sgData );
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
virtual bool isInstanced() const;
virtual bool stepInstance();
virtual bool isForwardLit() const { return mIsForwardLit; }
virtual bool isHardwareSkinned() const { return mIsHardwareSkinned; }
virtual void setUserObject( SimObject *userObject ) { mUserObject = userObject; }
virtual SimObject* getUserObject() const { return mUserObject; }
virtual Material *getMaterial() { return mMaterial; }
@ -113,6 +115,9 @@ protected:
/// If the processed material requires forward lighting or not.
bool mIsForwardLit;
/// If the processed material requires bone transforms
bool mIsHardwareSkinned;
S32 mCurPass;
U32 mMaxStages;

View file

@ -103,3 +103,6 @@ ImplementFeatureType( MFT_DeferredEmptySpec, MFG_Texture, 8.01f, false );
ImplementFeatureType( MFT_DeferredSpecMap, MFG_Texture, 8.2f, false );
ImplementFeatureType( MFT_DeferredSpecVars, MFG_Texture, 8.5f, false );
ImplementFeatureType( MFT_DeferredMatInfoFlags, MFG_Texture, 8.7f, false );
ImplementFeatureType( MFT_HardwareSkinning, MFG_Transform,-2.0, false );

View file

@ -179,6 +179,8 @@ DeclareFeatureType( MFT_ForwardShading );
/// so that the rest of the material features can work on it.
DeclareFeatureType( MFT_ImposterVert );
DeclareFeatureType( MFT_HardwareSkinning );
// Deferred Shading
DeclareFeatureType( MFT_isDeferred );

View file

@ -41,7 +41,9 @@ enum RegisterType
RT_COLOR,
RT_TEXCOORD,
RT_VPOS,
RT_SVPOSITION
RT_SVPOSITION,
RT_BLENDINDICES,
RT_BLENDWEIGHT
};
enum Components

View file

@ -53,6 +53,7 @@ public:
virtual MaterialParameters* getDefaultMaterialParameters();
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) {;}
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);

View file

@ -142,6 +142,9 @@ public:
/// Sets the transformation matrix, i.e. Model * View * Projection
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass) = 0;
/// Sets the node transforms for HW Skinning
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass) = 0;
/// Sets the scene info like lights for the given pass.
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass) = 0;

View file

@ -44,6 +44,9 @@
// We need to include customMaterialDefinition for ShaderConstHandles::init
#include "materials/customMaterialDefinition.h"
#include "ts/tsShape.h"
///
/// ShaderConstHandles
///
@ -99,6 +102,9 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
// MFT_HardwareSkinning
mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
// Clear any existing texture handles.
dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
if(mat)
@ -491,6 +497,12 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
&fd );
}
// Need to add the Hardware Skinning feature if its used
if ( features.hasFeature( MFT_HardwareSkinning ) )
{
fd.features.addFeature( MFT_HardwareSkinning );
}
// Now disable any features that were
// not part of the input feature handle.
fd.features.filter( features );
@ -1217,6 +1229,20 @@ void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRen
shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
}
void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
{
PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
ShaderConstHandles* handles = _getShaderConstHandles(pass);
if ( handles->mNodeTransforms->isValid() )
{
S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
}
}
void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
{
PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );

View file

@ -93,6 +93,8 @@ public:
GFXShaderConstHandle* mTexHandlesSC[Material::MAX_TEX_PER_PASS];
GFXShaderConstHandle* mRTParamsSC[TEXTURE_STAGE_COUNT];
GFXShaderConstHandle* mNodeTransforms;
void init( GFXShader* shader, CustomMaterial* mat = NULL );
};
@ -128,6 +130,7 @@ public:
virtual bool setupPass(SceneRenderState *, const SceneData& sgData, U32 pass);
virtual void setTextureStages(SceneRenderState *, const SceneData &sgData, U32 pass );
virtual void setTransforms(const MatrixSet &matrixSet, SceneRenderState *state, const U32 pass);
virtual void setNodeTransforms(const MatrixF *address, const U32 numTransforms, const U32 pass);
virtual void setSceneInfo(SceneRenderState *, const SceneData& sgData, U32 pass);
virtual void setBuffers(GFXVertexBufferHandleBase* vertBuffer, GFXPrimitiveBufferHandle* primBuffer);
virtual bool stepInstance();