2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 04:27:42 +00:00

Add CPU-based skinning path for vertex manipulation effects

This commit is contained in:
Jack Andersen
2017-08-20 19:46:59 -10:00
parent d67d6a1aa7
commit c66f9d0ec7
28 changed files with 465 additions and 123 deletions

View File

@@ -1,5 +1,7 @@
#include "CSkinRules.hpp"
#include "CToken.hpp"
#include "Graphics/CModel.hpp"
#include "CPoseAsTransforms.hpp"
namespace urde
{
@@ -10,6 +12,37 @@ CSkinRules::CSkinRules(CInputStream& in)
x0_skinBanks.reserve(bankCount);
for (u32 i=0 ; i<bankCount ; ++i)
x0_skinBanks.emplace_back(in);
u32 virtualBoneCount = in.readUint32Big();
m_virtualBones.reserve(virtualBoneCount);
for (u32 i=0 ; i<virtualBoneCount ; ++i)
m_virtualBones.emplace_back(in);
u32 poolSz = in.readUint32Big();
m_poolToSkinIdx.reserve(poolSz);
for (u32 i=0 ; i<poolSz ; ++i)
m_poolToSkinIdx.push_back(in.readUint32Big());
}
void CSkinRules::TransformVerticesCPU(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vnOut,
const CPoseAsTransforms& pose, const CModel& model) const
{
vnOut.resize(m_poolToSkinIdx.size());
for (size_t i=0 ; i<m_poolToSkinIdx.size() ; ++i)
{
const CVirtualBone& vb = m_virtualBones[m_poolToSkinIdx[i]];
zeus::CVector3f origVertex = model.GetPoolVertex(i);
zeus::CVector3f vertex;
zeus::CVector3f origNormal = model.GetPoolNormal(i);
zeus::CVector3f normal;
for (const SSkinWeighting& w : vb.GetWeights())
{
const zeus::CTransform& xf = pose.GetRestToAccumTransform(w.m_id);
vertex += (xf * origVertex) * w.m_weight;
normal += (xf.basis.inverted().transposed() * origVertex) * w.m_weight;
}
vnOut[i] = std::make_pair(vertex, normal);
}
}
CFactoryFnReturn FSkinRulesFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& params,

View File

@@ -1,6 +1,7 @@
#ifndef __URDE_CSKINRULES_HPP__
#define __URDE_CSKINRULES_HPP__
#include "boo/graphicsdev/IGraphicsDataFactory.hpp"
#include "RetroTypes.hpp"
#include "CSkinBank.hpp"
#include "CFactoryMgr.hpp"
@@ -8,18 +9,48 @@
namespace urde
{
class CPoseAsTransforms;
class CModel;
struct SSkinWeighting
{
CSegId m_id;
float m_weight;
explicit SSkinWeighting(CInputStream& in)
: m_id(in), m_weight(in.readFloatBig()) {}
};
class CVirtualBone
{
std::vector<SSkinWeighting> m_weights;
public:
explicit CVirtualBone(CInputStream& in)
{
u32 weightCount = in.readUint32Big();
m_weights.reserve(weightCount);
for (u32 i=0 ; i<weightCount ; ++i)
m_weights.emplace_back(in);
}
const std::vector<SSkinWeighting>& GetWeights() const { return m_weights; }
};
class CSkinRules
{
std::vector<CSkinBank> x0_skinBanks;
//u32 x10_vertexCount;
//u32 x14_normalCount;
std::vector<CVirtualBone> m_virtualBones;
std::vector<u32> m_poolToSkinIdx;
public:
CSkinRules(CInputStream& in);
void BuildAccumulatedTransforms();
explicit CSkinRules(CInputStream& in);
void GetBankTransforms(std::vector<const zeus::CTransform*>& out,
const CPoseAsTransforms& pose, int skinBankIdx) const
{
x0_skinBanks[skinBankIdx].GetBankTransforms(out, pose);
}
{ x0_skinBanks[skinBankIdx].GetBankTransforms(out, pose); }
void TransformVerticesCPU(std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vnOut,
const CPoseAsTransforms& pose, const CModel& model) const;
};
CFactoryFnReturn FSkinRulesFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& params,