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We use a shader with 64 bones by default to consume less uniform memory. But if we meet bigger skeletons we batch and handle them afterwards. In the future we need to sort the input models to have less changes for bound buffers. Also we might want to skin up to 4 models per a single dispatch.
483 lines
18 KiB
C++
483 lines
18 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "renderer/GPUSkinnedModelRenderer.h"
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#include "graphics/Color.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "graphics/ShaderManager.h"
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#include "maths/MathUtil.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "ps/containers/StaticVector.h"
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#include "ps/CStrInternStatic.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderModifiers.h"
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#include "renderer/VertexArray.h"
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#include "third_party/mikktspace/weldmesh.h"
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namespace
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{
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// We have the following structure for input and output vertices:
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//
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// Created on a model load and read by a compute shader for each frame where
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// the model is visible.
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// InputVertex(size/stride=64):
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// vec4/CVector4D tangent (offset=0)
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// vec3/CVector3D normal (offset=16)
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// vec3/CVector3D position (offset=32)
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//
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// Written by a compute shader for each frame where the model is visible.
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// OutputPosition(size/stride=16):
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// vec3/CVector3D position (offset=0)
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//
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// Written by a compute shader for each frame where the model is visible.
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// Each component is 16-bits float to consume less memory.
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// OutputNormalTangent(size/stride=16)
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// 16bits vec3 normal (offset=0)
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// 16bits vec4 tangent (offset=8)
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constexpr uint32_t INPUT_VERTEX_ATTRIBUTE_ALIGNMENT{16};
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constexpr uint32_t INPUT_VERTEX_TANGENT_OFFSET{0};
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constexpr uint32_t INPUT_VERTEX_NORMAL_OFFSET{16};
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constexpr uint32_t INPUT_VERTEX_POSITION_OFFSET{32};
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constexpr uint32_t OUTPUT_POSITION_STRIDE{16};
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constexpr uint32_t OUTPUT_NORMAL_TANGENT_STRIDE{16};
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constexpr uint32_t OUTPUT_NORMAL_OFFSET{0};
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constexpr uint32_t OUTPUT_TANGENT_OFFSET{8};
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class ModelDefRData : public CModelDefRPrivate
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{
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public:
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// Static per-CModel vertex array
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VertexArray m_Array;
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// Position and normals are static
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_Normal;
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VertexArray::Attribute m_Tangent;
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VertexArray m_BlendArray;
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VertexArray::Attribute m_BlendJoints;
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VertexArray::Attribute m_BlendWeights;
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VertexArray m_UVArray;
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// The number of UVs is determined by the model
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std::vector<VertexArray::Attribute> m_UVs;
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Renderer::Backend::IVertexInputLayout* m_VertexInputLayout{nullptr};
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// Indices are the same for all models, so share them
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VertexIndexArray m_IndexArray;
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ModelDefRData(const CModelDefPtr& mdef);
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};
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ModelDefRData::ModelDefRData(const CModelDefPtr& modelDef)
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: m_IndexArray(Renderer::Backend::IBuffer::Usage::TRANSFER_DST),
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m_Array(Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::TRANSFER_DST |
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Renderer::Backend::IBuffer::Usage::STORAGE),
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m_BlendArray(Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::TRANSFER_DST |
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Renderer::Backend::IBuffer::Usage::STORAGE),
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m_UVArray(Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::TRANSFER_DST)
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{
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m_Position.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
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m_Array.AddAttribute(&m_Position);
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m_Normal.format = Renderer::Backend::Format::R32G32B32_SFLOAT;
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m_Array.AddAttribute(&m_Normal);
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// TODO: switch to 16-bits tangents when possible.
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m_Tangent.format = Renderer::Backend::Format::R32G32B32A32_SFLOAT;
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m_Array.AddAttribute(&m_Tangent);
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m_UVs.resize(modelDef->GetNumUVsPerVertex());
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for (uint32_t index{0}; index < modelDef->GetNumUVsPerVertex(); ++index)
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{
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m_UVs[index].format = Renderer::Backend::Format::R32G32_SFLOAT;
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m_UVArray.AddAttribute(&m_UVs[index]);
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}
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// We can't use a lot of bones because it costs uniform memory. Recommended
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// number of bones per model is 32.
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// Add 1 to NumBones because of the special 'root' bone.
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if (modelDef->GetNumBones() + 1 > 192)
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LOGERROR("Model '%s' has too many bones %zu/192", modelDef->GetName().string8().c_str(), modelDef->GetNumBones() + 1);
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ENSURE(modelDef->GetNumBones() + 1 <= 192);
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m_BlendJoints.format = Renderer::Backend::Format::R8G8B8A8_UINT;
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m_BlendArray.AddAttribute(&m_BlendJoints);
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m_BlendWeights.format = Renderer::Backend::Format::R8G8B8A8_UNORM;
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m_BlendArray.AddAttribute(&m_BlendWeights);
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// Generate tangents for the geometry:
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// floats per vertex; position + normal + tangent + UV*sets + GPUskinning (joint index and weight)
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const uint32_t numberOfFloatsPerVertex{
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static_cast<uint32_t>(3 + 3 + 4 + 2 * modelDef->GetNumUVsPerVertex() + 8)};
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// the tangent generation can increase the number of vertices temporarily
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// so reserve a bit more memory to avoid reallocations in GenTangents (in most cases)
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std::vector<float> newVertices;
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newVertices.reserve(numberOfFloatsPerVertex * modelDef->GetNumVertices() * 2);
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// Generate the tangents.
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ModelRenderer::GenTangents(modelDef, newVertices, true);
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// How many vertices do we have after generating tangents?
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const uint32_t newNumberOfVertices{static_cast<uint32_t>(newVertices.size()) / numberOfFloatsPerVertex};
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std::vector<int> remapTable(newNumberOfVertices);
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std::vector<float> vertexDataOut(newNumberOfVertices * numberOfFloatsPerVertex);
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// Re-weld the mesh to remove duplicated vertices.
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const int finalNumberOfVertices{WeldMesh(
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remapTable.data(), vertexDataOut.data(), newVertices.data(), newNumberOfVertices, numberOfFloatsPerVertex)};
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// Copy the model data to graphics memory.
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m_Array.SetNumberOfVertices(finalNumberOfVertices);
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m_Array.SetMinimumAttributeAlignment(INPUT_VERTEX_ATTRIBUTE_ALIGNMENT);
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m_Array.Layout();
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m_BlendArray.SetNumberOfVertices(finalNumberOfVertices);
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m_BlendArray.Layout();
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m_UVArray.SetNumberOfVertices(finalNumberOfVertices);
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m_UVArray.Layout();
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VertexArrayIterator<CVector3D> positionIt{m_Position.GetIterator<CVector3D>()};
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VertexArrayIterator<CVector3D> normalIt{m_Normal.GetIterator<CVector3D>()};
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VertexArrayIterator<CVector4D> tangentIt{m_Tangent.GetIterator<CVector4D>()};
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VertexArrayIterator<u8[4]> blendJointsIt{m_BlendJoints.GetIterator<u8[4]>()};
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VertexArrayIterator<u8[4]> blendWeightsIt{m_BlendWeights.GetIterator<u8[4]>()};
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// Copy everything into the vertex array.
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for (int index{0}; index < finalNumberOfVertices; ++index)
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{
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uint32_t inputDataOffset{numberOfFloatsPerVertex * index};
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positionIt[index] = CVector3D{
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vertexDataOut[inputDataOffset + 0],
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vertexDataOut[inputDataOffset + 1],
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vertexDataOut[inputDataOffset + 2]};
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inputDataOffset += 3;
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normalIt[index] = CVector3D{
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vertexDataOut[inputDataOffset + 0],
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vertexDataOut[inputDataOffset + 1],
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vertexDataOut[inputDataOffset + 2]};
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inputDataOffset += 3;
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tangentIt[index] = CVector4D{
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vertexDataOut[inputDataOffset + 0],
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vertexDataOut[inputDataOffset + 1],
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vertexDataOut[inputDataOffset + 2],
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vertexDataOut[inputDataOffset + 3]};
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inputDataOffset += 4;
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for (uint32_t j{0}; j < 4; ++j)
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{
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blendJointsIt[index][j] = static_cast<u8>(vertexDataOut[inputDataOffset + 0 + 2 * j]);
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blendWeightsIt[index][j] = static_cast<u8>(vertexDataOut[inputDataOffset + 1 + 2 * j]);
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}
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inputDataOffset += 8;
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for (uint32_t uvIndex{0}; uvIndex < modelDef->GetNumUVsPerVertex(); uvIndex++)
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{
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VertexArrayIterator<float[2]> UVit{m_UVs[uvIndex].GetIterator<float[2]>()};
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UVit[index][0] = vertexDataOut[inputDataOffset + 0 + 2 * uvIndex];
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UVit[index][1] = vertexDataOut[inputDataOffset + 1 + 2 * uvIndex];
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}
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}
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// Upload vertex data.
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m_Array.Upload();
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m_Array.FreeBackingStore();
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m_BlendArray.Upload();
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m_BlendArray.FreeBackingStore();
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if (m_UVArray.GetStride() > 0)
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{
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m_UVArray.Upload();
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m_UVArray.FreeBackingStore();
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}
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ENSURE(m_Array.GetStride() == INPUT_VERTEX_ATTRIBUTE_ALIGNMENT * 4);
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ENSURE(m_Position.offset == INPUT_VERTEX_POSITION_OFFSET);
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ENSURE(m_Normal.offset == INPUT_VERTEX_NORMAL_OFFSET);
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ENSURE(m_Tangent.offset == INPUT_VERTEX_TANGENT_OFFSET);
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ENSURE(m_BlendArray.GetStride() == 8);
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ENSURE(m_BlendJoints.offset % 4 == 0);
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ENSURE(m_BlendWeights.offset % 4 == 0);
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m_IndexArray.SetNumberOfVertices(modelDef->GetNumFaces() * 3);
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m_IndexArray.Layout();
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// Re-index geometry and upload index.
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VertexArrayIterator<u16> indices{m_IndexArray.GetIterator()};
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for (uint32_t index{0}; index < modelDef->GetNumFaces() * 3; ++index)
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indices[index] = remapTable[index];
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m_IndexArray.Upload();
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m_IndexArray.FreeBackingStore();
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constexpr size_t MAX_UV{2};
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PS::StaticVector<Renderer::Backend::SVertexAttributeFormat, 3 + MAX_UV> attributes{
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{Renderer::Backend::VertexAttributeStream::POSITION,
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m_Position.format, 0, OUTPUT_POSITION_STRIDE,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 0},
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{Renderer::Backend::VertexAttributeStream::NORMAL,
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Renderer::Backend::Format::R16G16B16_SFLOAT, OUTPUT_NORMAL_OFFSET, OUTPUT_NORMAL_TANGENT_STRIDE,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1},
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{Renderer::Backend::VertexAttributeStream::UV2,
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Renderer::Backend::Format::R16G16B16A16_SFLOAT, OUTPUT_TANGENT_OFFSET, OUTPUT_NORMAL_TANGENT_STRIDE,
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 1}
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};
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for (size_t uv{0}; uv < std::min(MAX_UV, modelDef->GetNumUVsPerVertex()); ++uv)
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{
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const Renderer::Backend::VertexAttributeStream stream =
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static_cast<Renderer::Backend::VertexAttributeStream>(
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static_cast<int>(Renderer::Backend::VertexAttributeStream::UV0) + uv);
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attributes.push_back({
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stream, m_UVs[uv].format, m_UVs[uv].offset, m_UVArray.GetStride(),
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Renderer::Backend::VertexAttributeRate::PER_VERTEX, 2});
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}
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m_VertexInputLayout = g_Renderer.GetVertexInputLayout({attributes.begin(), attributes.end()});
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}
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struct ModelRData : public CModelRData
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{
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// We have a separate position array because we don't need other attributes
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// for some passes (like shadows).
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CVertexBufferManager::Handle m_PositionHandle;
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CVertexBufferManager::Handle m_NormalTangentHandle;
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ModelRData(const void* key)
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: CModelRData(key)
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{}
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};
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} // anonymous namespace
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struct GPUSkinnedModelModelRenderer::Internals
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{
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// Previously prepared modeldef
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ModelDefRData* modelDefRData;
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// Shader technique for models with up to 64 bones.
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CShaderTechniquePtr skinningShaderTechnique64;
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// Shader technique for models with up to 192 bones.
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CShaderTechniquePtr skinningShaderTechnique192;
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};
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GPUSkinnedModelModelRenderer::GPUSkinnedModelModelRenderer()
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: m(std::make_unique<Internals>())
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{
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m->modelDefRData = nullptr;
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CShaderDefines shaderDefines64;
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shaderDefines64.Add(CStrIntern{"MAX_BONES"}, CStrIntern{"64"});
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m->skinningShaderTechnique64 = g_Renderer.GetShaderManager().LoadEffect(str_compute_skinning, shaderDefines64);
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CShaderDefines shaderDefines192;
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shaderDefines192.Add(CStrIntern{"MAX_BONES"}, CStrIntern{"192"});
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m->skinningShaderTechnique192 = g_Renderer.GetShaderManager().LoadEffect(str_compute_skinning, shaderDefines192);
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}
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GPUSkinnedModelModelRenderer::~GPUSkinnedModelModelRenderer() = default;
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CModelRData* GPUSkinnedModelModelRenderer::CreateModelData(const void* key, CModel* model)
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{
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ENSURE(model->IsSkinned());
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CModelDefPtr modelDef{model->GetModelDef()};
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ModelDefRData* modelDefRData{static_cast<ModelDefRData*>(modelDef->GetRenderData(m.get()))};
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if (!modelDefRData)
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{
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modelDefRData = new ModelDefRData(modelDef);
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modelDef->SetRenderData(m.get(), modelDefRData);
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}
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ModelRData* modelRData{new ModelRData(key)};
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const size_t numberOfVertices{modelDefRData->m_Array.GetNumberOfVertices()};
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modelRData->m_PositionHandle = g_Renderer.GetVertexBufferManager().AllocateChunk(
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OUTPUT_POSITION_STRIDE, numberOfVertices, Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::STORAGE,
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nullptr, CVertexBufferManager::Group::WATER);
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modelRData->m_NormalTangentHandle = g_Renderer.GetVertexBufferManager().AllocateChunk(
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OUTPUT_NORMAL_TANGENT_STRIDE, numberOfVertices, Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::STORAGE,
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nullptr, CVertexBufferManager::Group::WATER);
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return modelRData;
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}
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void GPUSkinnedModelModelRenderer::UpdateModelsData(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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PS::span<CModel*> models)
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{
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if (models.empty())
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return;
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GPU_SCOPED_LABEL(deviceCommandContext, "Compute Skinning");
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// Models with up to 192 bones.
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std::vector<CModel*> models192;
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deviceCommandContext->InsertMemoryBarrier(
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Renderer::Backend::PipelineStage::VERTEX_INPUT, Renderer::Backend::PipelineStage::COMPUTE_SHADER,
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Renderer::Backend::Access::VERTEX_ATTRIBUTE_READ | Renderer::Backend::Access::INDEX_READ,
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Renderer::Backend::Access::SHADER_READ | Renderer::Backend::Access::SHADER_WRITE);
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deviceCommandContext->BeginComputePass();
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deviceCommandContext->SetComputePipelineState(
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m->skinningShaderTechnique64->GetComputePipelineState());
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for (CModel* model : models)
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{
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ENSURE(model->IsSkinned());
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CModelDefPtr modelDef{model->GetModelDef()};
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if (modelDef->GetNumBones() + 1 > 64)
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{
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models192.emplace_back(model);
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continue;
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}
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CModelRData* rdata{static_cast<CModelRData*>(model->GetRenderData())};
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UpdateModelData(deviceCommandContext, m->skinningShaderTechnique64->GetShader(), model, rdata, rdata->m_UpdateFlags);
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}
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if (!models192.empty())
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{
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deviceCommandContext->SetComputePipelineState(
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m->skinningShaderTechnique192->GetComputePipelineState());
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for (CModel* model : models192)
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{
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CModelRData* rdata{static_cast<CModelRData*>(model->GetRenderData())};
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UpdateModelData(deviceCommandContext, m->skinningShaderTechnique192->GetShader(), model, rdata, rdata->m_UpdateFlags);
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}
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}
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deviceCommandContext->EndComputePass();
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deviceCommandContext->InsertMemoryBarrier(
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Renderer::Backend::PipelineStage::COMPUTE_SHADER, Renderer::Backend::PipelineStage::VERTEX_INPUT,
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Renderer::Backend::Access::SHADER_READ | Renderer::Backend::Access::SHADER_WRITE,
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Renderer::Backend::Access::VERTEX_ATTRIBUTE_READ | Renderer::Backend::Access::INDEX_READ);
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}
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void GPUSkinnedModelModelRenderer::UpdateModelData(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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Renderer::Backend::IShaderProgram* shaderProgram,
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CModel* model, CModelRData* data, int updateflags)
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{
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CModelDefPtr modelDef{model->GetModelDef()};
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ModelDefRData* modelDefRData{static_cast<ModelDefRData*>(modelDef->GetRenderData(m.get()))};
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ModelRData* modelRData{static_cast<ModelRData*>(data)};
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if (updateflags & RENDERDATA_UPDATE_VERTICES)
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{
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constexpr uint32_t threadGroupWorkRegionDim{64};
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const uint32_t vertexCount{static_cast<uint32_t>(modelRData->m_PositionHandle->m_Count)};
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const uint32_t dispatchGroupCountX{DivideRoundUp(vertexCount, threadGroupWorkRegionDim)};
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// Bind matrices for current animation state.
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// Add 1 to NumBones because of the special 'root' bone.
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deviceCommandContext->SetUniform(
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shaderProgram->GetBindingSlot(str_skinBlendMatrices),
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PS::span<const float>(
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model->GetAnimatedBoneMatrices()[0]._data,
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model->GetAnimatedBoneMatrices()[0].AsFloatArray().size() * (modelDef->GetNumBones() + 1)));
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ENSURE(modelRData->m_PositionHandle->m_Count == modelRData->m_NormalTangentHandle->m_Count);
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deviceCommandContext->SetUniform(shaderProgram->GetBindingSlot(str_vertexCount),
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static_cast<float>(vertexCount));
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deviceCommandContext->SetUniform(shaderProgram->GetBindingSlot(str_offset),
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static_cast<float>(modelDefRData->m_Array.GetOffset()),
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static_cast<float>(modelDefRData->m_BlendArray.GetOffset()),
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static_cast<float>(modelRData->m_PositionHandle->m_Index),
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static_cast<float>(modelRData->m_NormalTangentHandle->m_Index));
|
|
deviceCommandContext->SetStorageBuffer(shaderProgram->GetBindingSlot(str_InputVertices), modelDefRData->m_Array.GetBuffer());
|
|
deviceCommandContext->SetStorageBuffer(shaderProgram->GetBindingSlot(str_SkinData), modelDefRData->m_BlendArray.GetBuffer());
|
|
deviceCommandContext->SetStorageBuffer(shaderProgram->GetBindingSlot(str_OutputPositions), modelRData->m_PositionHandle->m_Owner->GetBuffer());
|
|
deviceCommandContext->SetStorageBuffer(shaderProgram->GetBindingSlot(str_OutputNormalsTangents), modelRData->m_NormalTangentHandle->m_Owner->GetBuffer());
|
|
deviceCommandContext->Dispatch(dispatchGroupCountX, 1, 1);
|
|
}
|
|
}
|
|
|
|
void GPUSkinnedModelModelRenderer::UploadModelsData(
|
|
Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext),
|
|
PS::span<CModel*> UNUSED(models))
|
|
{
|
|
}
|
|
|
|
void GPUSkinnedModelModelRenderer::PrepareModelDef(
|
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
const CModelDef& def)
|
|
{
|
|
m->modelDefRData = static_cast<ModelDefRData*>(def.GetRenderData(m.get()));
|
|
ENSURE(m->modelDefRData);
|
|
|
|
deviceCommandContext->SetVertexInputLayout(m->modelDefRData->m_VertexInputLayout);
|
|
deviceCommandContext->SetIndexBuffer(m->modelDefRData->m_IndexArray.GetBuffer());
|
|
|
|
if (m->modelDefRData->m_UVArray.GetStride() > 0)
|
|
{
|
|
const uint32_t firstVertexOffset{
|
|
m->modelDefRData->m_UVArray.GetOffset() * m->modelDefRData->m_UVArray.GetStride()};
|
|
deviceCommandContext->SetVertexBuffer(
|
|
2, m->modelDefRData->m_UVArray.GetBuffer(), firstVertexOffset);
|
|
}
|
|
}
|
|
|
|
void GPUSkinnedModelModelRenderer::RenderModel(
|
|
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
|
|
Renderer::Backend::IShaderProgram* UNUSED(shader), CModel* model, CModelRData* data)
|
|
{
|
|
ModelRData* modelRData{static_cast<ModelRData*>(data)};
|
|
|
|
// Render the lot.
|
|
const size_t numberOfFaces{model->GetModelDef()->GetNumFaces()};
|
|
|
|
deviceCommandContext->SetVertexBuffer(
|
|
0, modelRData->m_PositionHandle->m_Owner->GetBuffer(),
|
|
modelRData->m_PositionHandle->m_Index * OUTPUT_POSITION_STRIDE);
|
|
deviceCommandContext->SetVertexBuffer(
|
|
1, modelRData->m_NormalTangentHandle->m_Owner->GetBuffer(),
|
|
modelRData->m_NormalTangentHandle->m_Index * OUTPUT_NORMAL_TANGENT_STRIDE);
|
|
|
|
deviceCommandContext->DrawIndexed(
|
|
m->modelDefRData->m_IndexArray.GetOffset(), numberOfFaces * 3, 0);
|
|
|
|
// Bump stats.
|
|
g_Renderer.m_Stats.m_DrawCalls++;
|
|
g_Renderer.m_Stats.m_ModelTris += numberOfFaces;
|
|
}
|