doom3-bfg/neo/renderer/Model_gltf.cpp

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2022-2023 Harrie van Ginneken
Copyright (C) 2022-2023 Robert Beckebans
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "Model_gltf.h"
#include "Model_local.h"
#include "RenderCommon.h"
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// HVG_TODO: this has to be moved out before release
#include "d3xp/anim/Anim.h"
#include "d3xp/Game_local.h"
idCVar gltf_ForceBspMeshTexture( "gltf_ForceBspMeshTexture", "0", CVAR_SYSTEM | CVAR_BOOL, "all world geometry has the same forced texture" );
idCVar gltf_ModelSceneName( "gltf_ModelSceneName", "Scene", CVAR_SYSTEM , "Scene to use when loading specific models" );
idCVar gltf_AnimSampleRate( "gltf_AnimSampleRate", "24", CVAR_SYSTEM | CVAR_INTEGER , "The frame rate of the converted md5anim" );
static const byte GLMB_VERSION = 102;
static const unsigned int GLMB_MAGIC = ( 'M' << 24 ) | ( 'L' << 16 ) | ( 'G' << 8 ) | GLMB_VERSION;
static const char* GLTF_SnapshotName = "_GLTF_Snapshot_";
static const idMat4 blenderToDoomTransform( idAngles( 0.0f, 0.0f, 90 ).ToMat3(), vec3_origin );
//static const idMat4 blenderToDoomTransform = mat4_identity;
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static idRenderModelGLTF* lastMeshFromFile = nullptr;
bool idRenderModelStatic::ConvertGltfMeshToModelsurfaces( const gltfMesh* mesh )
{
return false;
}
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void idRenderModelGLTF::ProcessNode_r( gltfNode* modelNode, const idMat4& parentTransform, const idMat4& globalTransform, gltfData* data )
{
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auto& meshList = data->MeshList();
auto& nodeList = data->NodeList();
gltfData::ResolveNodeMatrix( modelNode );
idMat4 nodeToWorldTransform = parentTransform * modelNode->matrix;
if( modelNode->mesh >= 0 )
{
gltfMesh* targetMesh = meshList[modelNode->mesh];
for( auto prim : targetMesh->primitives )
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{
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// FIXME ConvertFromMeshGltf should only be used for the map
// here ConvertGltfMeshToModelsurfaces should be used.
MapPolygonMesh* mesh = MapPolygonMesh::ConvertFromMeshGltf( prim, data, globalTransform * nodeToWorldTransform );
modelSurface_t surf;
gltfMaterial* mat = NULL;
if( prim->material != -1 )
{
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mat = data->MaterialList()[prim->material];
}
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if( mat != NULL && !gltf_ForceBspMeshTexture.GetBool() )
{
surf.shader = declManager->FindMaterial( mat->name );
}
else
{
surf.shader = declManager->FindMaterial( "textures/base_wall/snpanel2rust" );
}
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surf.id = this->NumSurfaces();
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srfTriangles_t* tri = R_AllocStaticTriSurf();
tri->numIndexes = mesh->GetNumPolygons() * 3;
tri->numVerts = mesh->GetNumVertices();
R_AllocStaticTriSurfIndexes( tri, tri->numIndexes );
R_AllocStaticTriSurfVerts( tri, tri->numVerts );
int indx = 0;
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for( int i = 0; i < mesh->GetNumPolygons(); i++ )
{
auto& face = mesh->GetFace( i );
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auto& faceIdxs = face.GetIndexes();
tri->indexes[indx] = faceIdxs[0];
tri->indexes[indx + 1] = faceIdxs[1];
tri->indexes[indx + 2] = faceIdxs[2];
indx += 3;
}
tri->bounds.Clear();
for( int i = 0; i < tri->numVerts; ++i )
{
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tri->verts[i] = mesh->GetDrawVerts()[i];
tri->bounds.AddPoint( tri->verts[i].xyz );
}
bounds.AddBounds( tri->bounds );
surf.geometry = tri;
AddSurface( surf );
delete mesh;
}
}
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for( auto& child : modelNode->children )
{
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ProcessNode_r( nodeList[child], nodeToWorldTransform, globalTransform, data );
}
}
static void KeepNodes( gltfData* data, const idStrList& keepList, idList<int, TAG_MODEL>& boneList )
{
idStrList finalList;
idStr nodeName;
idList<int> nodesToKeep;
for( int i = 0 ; i < keepList.Num(); i++ )
{
bool parentWildcard = false;
bool childWildcard = false;
if( keepList[i] == "*" )
{
parentWildcard = true;
i++;
}
const idStr item = keepList[i];
gltfNode* node = data->GetNode( item );
if( node == nullptr )
{
continue;
}
int idx = data->GetNodeIndex( node );
if( boneList.Find( idx ) )
{
nodesToKeep.Insert( idx );
}
if( ( i < ( keepList.Num() - 1 ) ) && keepList[i + 1] == "*" )
{
childWildcard = true;
i++;
}
if( parentWildcard && node->parent )
{
gltfNode* parent = node->parent;
while( parent )
{
idx = data->GetNodeIndex( parent );
if( boneList.Find( idx ) )
{
nodesToKeep.Insert( idx );
}
}
}
if( childWildcard && node->children.Num() )
{
idList<int> tmpIdx;
tmpIdx.Append( node->children );
for( int j = 0; j < tmpIdx.Num(); j++ )
{
idx = tmpIdx[j];
if( boneList.Find( idx ) )
{
nodesToKeep.Insert( idx );
gltfNode* tmpNode = data->NodeList()[idx];
if( tmpNode )
{
for( int child : tmpNode->children )
{
tmpIdx.AddUnique( child );
}
}
}
}
}
}
#if 0
common->SetRefreshOnPrint( true );
common->DPrintf( "=====\n" );
for( int nodeID : boneList )
{
if( nodesToKeep.Find( nodeID ) )
{
common->DPrintf( "^7[^2Kept^7]\t\t bone \'%s\'\n",
data->NodeList()[nodeID]->name.c_str() );
}
else
{
common->DPrintf( "^7[^1Discard^7]\t bone \'%s\'\n ",
data->NodeList()[nodeID]->name.c_str() );
}
}
common->DPrintf( "=====\n" );
common->SetRefreshOnPrint( false );
#endif
boneList = nodesToKeep;
}
static gltfNode* GetBoneNode( gltfData* data, const idList<int, TAG_MODEL>& boneList, const idStr& name )
{
auto& nodelist = data->NodeList();
for( int boneId : boneList )
{
gltfNode* boneNode = nodelist[boneId];
if( boneNode->name == name )
{
return boneNode;
}
}
return nullptr;
}
static void RemapNodes( gltfData* data, const idList<idNamePair>& remapList, const idList<int, TAG_MODEL>& boneList )
{
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// we need to be _very_ careful with modifying the GLTF data since it is not saved or cached!!!
auto& nodeList = data->NodeList();
for( const auto& remap : remapList )
{
gltfNode* from = GetBoneNode( data, boneList, remap.from );
gltfNode* to = GetBoneNode( data, boneList, remap.to );
if( !from || !to )
{
common->Error( "Invalid remap name pair \'%s\'[\"%s\"] : \'%s\'[\"%s\"]",
remap.from.c_str(), from ? from->name.c_str() : "Not Found",
remap.to.c_str(), to ? to->name.c_str() : "Not Found" );
}
common->Warning( "Remapping.. setting \'%s\' as parent of \'%s\' ",
remap.to.c_str(), remap.from.c_str() );
from->parent = to;
to->children.Alloc() = data->GetNodeIndex( from );
}
}
static int AddOriginBone( gltfData* data, idList<int, TAG_MODEL>& bones, gltfNode* root )
{
//we need to be _very_ careful with modifying the GLTF data since it is not saved or cached!!!
auto& nodeList = data->NodeList();
gltfNode* newNode = data->Node();
int newIdx = nodeList.Num() - 1;
bones.Insert( newIdx );
newNode->name = "origin";
//patch children
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for( int childId : root->children )
{
newNode->children.Alloc() = childId;
gltfNode* childNode = nodeList[childId];
childNode->parent = newNode;
}
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root->children.Clear();
root->children.Alloc() = nodeList.Num() - 1;
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newNode->parent = root;
common->Warning( "Added origin bone!" );
return newIdx;
}
static void RenameNodes( gltfData* data, const idList<idNamePair>& renameList, const idList<int, TAG_MODEL>& boneList )
{
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// we need to be _very_ careful with modifying the GLTF data since it is not saved or cached!!!
auto& nodeList = data->NodeList();
for( const auto& rename : renameList )
{
gltfNode* from = GetBoneNode( data, boneList, rename.from );
if( !from )
{
common->Warning( "Invalid rename name pair from \'%s\' -> [\"%s\"] ",
rename.from.c_str(), from ? from->name.c_str() : "Not Found" );
return;
}
common->Warning( "Renaming.. \'%s\' to \'%s\' ",
rename.from.c_str(), rename.to.c_str() );
from->name = rename.to;
}
}
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gltfNode* idRenderModelGLTF::FindModelRoot()
{
root = data->GetMeshNode( rootName, &rootID );
if( !root )
{
// try explicit node which can be an Armature name
root = data->GetNode( rootName, &rootID );
}
if( !root )
{
// try the first mesh from the default scene
if( data->MeshList().Num() > 0 )
{
int sceneId = data->DefaultScene();
assert( sceneId >= 0 );
auto scene = data->SceneList()[sceneId];
assert( scene );
gltfMesh* firstMesh = data->MeshList()[0];
//fileExclusive = true;
root = data->GetNode( scene, firstMesh, &rootID );
rootName = root->name;
}
}
return root;
}
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// constructs a renderModel from a gltfScene node found in the "models" scene of the given gltfFile.
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// override with gltf_ModelSceneName
// warning : nodeName cannot have dots!
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// [fileName].[nodeName/nodeId].[gltf/glb]
// If no nodeName/nodeId is given, all primitives active in default scene will be added as surfaces.
void idRenderModelGLTF::InitFromFile( const char* fileName, const idImportOptions* options )
{
hasAnimations = false;
fileExclusive = false;
root = nullptr;
rootID = -1;
int meshID = -1;
name = fileName;
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currentSkin = nullptr;
idImportOptions* localOptions = nullptr;
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PurgeModel();
//FIXME FIXME FIXME
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maxJointVertDist = 10;
gltfFileName = idStr( fileName );
model_state = DM_STATIC;
if( options )
{
commandLine = options->commandLine;
localOptions = const_cast<idImportOptions*>( options );
}
else
{
if( !commandLine.IsEmpty() )
{
localOptions = new idImportOptions();
localOptions->Init( commandLine, fileName );
}
}
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gltfManager::ExtractIdentifier( gltfFileName, meshID, rootName );
GLTF_Parser gltf;
gltf.Load( gltfFileName );
timeStamp = fileSystem->GetTimestamp( gltfFileName );
data = gltf.currentAsset;
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bounds.Clear();
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int sceneId = data->DefaultScene();
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assert( sceneId >= 0 );
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auto scene = data->SceneList()[sceneId];
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assert( scene );
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auto nodes = data->NodeList();
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assert( nodes.Num() );
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// determine root node
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/*
if( !rootName[0] && data->MeshList().Num() )
{
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// FIXME, the models scene is not used anymore.
gltfMesh* firstMesh = data->MeshList()[0];
fileExclusive = true;
root = data->GetNode( scene, firstMesh, &rootID );
if( root )
{
rootID = data->GetNodeIndex( root );
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rootName = root->name;
}
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}
else
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*/
if( !rootName[0] )
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{
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// this is the default
rootName = "root";
fileExclusive = true;
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}
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root = FindModelRoot();
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if( !root )
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{
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common->Warning( "Couldn't find model: '%s'", name.c_str() );
MakeDefaultModel();
if( localOptions && !options )
{
delete localOptions;
}
return;
}
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// get all meshes in hierachy, starting at root.
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MeshNodeIds.Clear();
data->GetAllMeshes( root, MeshNodeIds );
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// find all animations and bones
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bones.Clear();
int lastSkin = -1;
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int totalAnims = 0;
for( int meshID : MeshNodeIds )
{
gltfNode* meshNode = nodes[meshID];
int animCount = 0;
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if( meshNode->skin != -1 && meshNode->skin != lastSkin ) //&& lastSkin == -1 )
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{
animCount = data->GetAnimationIds( meshNode, animIds );
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// check if this model has a skeleton/bones
// if not but it has an anim, create a bone from the target mesh-node as origin.
if( meshNode->skin >= 0 )
{
lastSkin = meshNode->skin;
currentSkin = data->SkinList()[meshNode->skin];
assert( currentSkin );
if( currentSkin->joints.Num() )
{
assert( currentSkin->skeleton == rootID );
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// armature node is origin bone
//bones.Append( currentSkin->skeleton );
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// skeleton bones
bones.Append( currentSkin->joints );
animCount = data->GetAnimationIds( nodes[bones[0]], animIds );
}
if( localOptions )
{
if( localOptions->keepjoints.Num() )
{
KeepNodes( data, localOptions->keepjoints, bones );
}
if( localOptions->addOrigin )
{
gltfNode* armatureNode = nodes[bones[0]]->parent;
AddOriginBone( data, bones, armatureNode );
}
if( localOptions->remapjoints.Num() )
{
RemapNodes( data, localOptions->remapjoints, bones );
}
if( localOptions->renamejoints.Num() )
{
RenameNodes( data, localOptions->renamejoints, bones );
}
}
}
else
{
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// Boneless TRS animation.
animCount = data->GetAnimationIds( meshNode, animIds );
bones.Append( meshID );
}
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}
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totalAnims += animCount;
}
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hasAnimations = totalAnims > 0;
model_state = hasAnimations ? DM_CACHED : DM_STATIC;
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// combine all scaling, rotating options into globalTransform
globalTransform = blenderToDoomTransform;
if( localOptions )
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{
const auto blenderToDoomRotation = idAngles( 0.0f, 0.0f, 90 ).ToMat3();
idMat3 reOrientationMat = blenderToDoomRotation;
if( localOptions->reOrient != ang_zero )
{
reOrientationMat = localOptions->reOrient.ToMat3();
}
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float scale = localOptions->scale;
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idMat3 scaleMat( scale, 0, 0, 0, scale, 0, 0, 0, scale );
globalTransform = idMat4( reOrientationMat * scaleMat, vec3_origin );
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}
ProcessNode_r( root, mat4_identity, globalTransform, data );
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if( surfaces.Num() <= 0 )
{
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common->Warning( "Couldn't load model: '%s'", name.c_str() );
MakeDefaultModel();
data = nullptr;
if( localOptions && !options )
{
delete localOptions;
}
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return;
}
#if 0
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// patch bone indices;
// offset with 1 because armature node is added as root
for( auto& surf : surfaces )
{
for( int i = 0; i < surf.geometry->numVerts; i++ )
{
idDrawVert& base = surf.geometry->verts[i];
base.color[0] += 1;
base.color[1] += 1;
base.color[2] += 1;
base.color[3] += 1;
}
}
#endif
if( options )
{
if( options->addOrigin )
{
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// patch bone indices;
// offset with one because an origin bone is inserted after root.
for( auto& surf : surfaces )
{
for( int i = 0; i < surf.geometry->numVerts; i++ )
{
idDrawVert& base = surf.geometry->verts[i];
base.color[0] += 1;
base.color[1] += 1;
base.color[2] += 1;
base.color[3] += 1;
}
}
}
}
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// derive mikktspace tangents from normals
FinishSurfaces( true );
LoadModel();
// it is now available for use
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lastMeshFromFile = this;
if( localOptions && !options )
{
delete localOptions;
}
}
bool idRenderModelGLTF::LoadBinaryModel( idFile* file, const ID_TIME_T sourceTimeStamp )
{
hasAnimations = false;
fileExclusive = false; // not written.
root = nullptr;
if( !idRenderModelStatic::LoadBinaryModel( file, sourceTimeStamp ) )
{
data = nullptr;
return false;
}
unsigned int magic = 0;
file->ReadBig( magic );
if( magic != GLMB_MAGIC )
{
data = nullptr;
return false;
}
file->ReadString( commandLine );
file->ReadBig( model_state );
file->ReadBig( rootID );
idStr dataFilename;
file->ReadString( dataFilename );
int animCnt;
file->ReadBig( animCnt );
if( animCnt > 0 )
{
animIds.Resize( animCnt, 1 );
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file->ReadBigArray( animIds.Ptr(), animCnt );
animIds.SetNum( animCnt );
}
hasAnimations = animCnt > 0;
int tempNum;
file->ReadBig( tempNum );
md5joints.SetNum( tempNum );
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for( int i = 0; i < md5joints.Num(); i++ )
{
file->ReadString( md5joints[i].name );
int offset;
file->ReadBig( offset );
if( offset >= 0 )
{
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md5joints[i].parent = md5joints.Ptr() + offset;
}
else
{
md5joints[i].parent = NULL;
}
}
int boneCnt;
file->ReadBig( boneCnt );
if( boneCnt > 0 )
{
bones.Resize( boneCnt, 1 );
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file->ReadBigArray( bones.Ptr(), boneCnt );
bones.SetNum( boneCnt );
}
else
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{
if( hasAnimations && !bones.Num() )
{
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bones.Clear();
bones.Append( rootID );
}
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}
file->ReadBig( tempNum );
defaultPose.SetNum( tempNum );
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for( int i = 0; i < defaultPose.Num(); i++ )
{
file->ReadBig( defaultPose[i].q.x );
file->ReadBig( defaultPose[i].q.y );
file->ReadBig( defaultPose[i].q.z );
file->ReadBig( defaultPose[i].q.w );
file->ReadVec3( defaultPose[i].t );
}
file->ReadBig( tempNum );
invertedDefaultPose.SetNum( tempNum );
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for( int i = 0; i < invertedDefaultPose.Num(); i++ )
{
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file->ReadBigArray( invertedDefaultPose[i].ToFloatPtr(), JOINTMAT_TYPESIZE );
}
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SIMD_INIT_LAST_JOINT( invertedDefaultPose.Ptr(), md5joints.Num() );
model_state = hasAnimations ? DM_CACHED : DM_STATIC;
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lastMeshFromFile = this;
data = nullptr;
return true;
}
const idMD5Joint* idRenderModelGLTF::FindMD5Joint( const idStr& name ) const
{
for( auto& joint : md5joints )
{
if( joint.name == name )
{
return &joint;
}
}
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assert( 0 );
static idMD5Joint staticJoint;
return &staticJoint;
}
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// unused
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void idRenderModelGLTF::UpdateMd5Joints()
{
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// FIXME, for added origin with no skin
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if( bones.Num() == 1 )
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{
//patch bone indices
//for( auto& surf : surfaces )
//{
// for( int i = 0; i < surf.geometry->numVerts; i++ )
// {
// idDrawVert& base = surf.geometry->verts[i];
// base.SetColor( PackColor( ( vec4_zero ) ) );
// base.SetColor2( PackColor( ( vec4_one / 4 ) ) );
// }
//}
}
}
void idRenderModelGLTF::DrawJoints( const struct renderEntity_s* ent, const viewDef_t* view )
{
int i;
int num;
idVec3 pos;
const idJointMat* joint;
const idMD5Joint* md5Joint;
int parentNum;
num = ent->numJoints;
joint = ent->joints;
md5Joint = md5joints.Ptr();
for( i = 0; i < num; i++, joint++, md5Joint++ )
{
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pos = ent->origin + joint->ToVec3() * ent->axis;
if( md5Joint->parent )
{
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parentNum = md5Joint->parent - md5joints.Ptr();
common->RW()->DebugLine( colorWhite, ent->origin + ent->joints[parentNum].ToVec3() * ent->axis, pos );
}
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common->RW()->DebugLine( colorRed, pos, pos + joint->ToMat3()[0] * 2.0f * ent->axis );
common->RW()->DebugLine( colorGreen, pos, pos + joint->ToMat3()[1] * 2.0f * ent->axis );
common->RW()->DebugLine( colorBlue, pos, pos + joint->ToMat3()[2] * 2.0f * ent->axis );
}
idBounds bounds;
bounds.FromTransformedBounds( ent->bounds, vec3_zero, ent->axis );
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common->RW()->DebugBounds( colorMagenta, bounds, ent->origin );
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if( ( r_jointNameScale.GetFloat() != 0.0f ) && ( bounds.Expand( 128.0f ).ContainsPoint( view->renderView.vieworg - ent->origin ) ) )
{
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idVec3 offset( 0, 0, r_jointNameOffset.GetFloat() );
float scale;
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scale = r_jointNameScale.GetFloat();
joint = ent->joints;
num = ent->numJoints;
for( i = 0; i < num; i++, joint++ )
{
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pos = ent->origin + joint->ToVec3() * ent->axis;
common->RW()->DrawText( md5joints[i].name, pos + offset, scale, colorWhite, view->renderView.viewaxis, 1 );
}
}
}
static bool GatherBoneInfo( gltfData* data, gltfAnimation* gltfAnim, idList<int, TAG_MODEL>& bones, idList<jointAnimInfo_t, TAG_MD5_ANIM>& jointInfo , gltfSkin* skin, const idImportOptions* options )
{
//Gather Bones;
bool boneLess = false;
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int targetNode = lastMeshFromFile->GetRootID();
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auto targets = data->GetAnimTargets( gltfAnim );
auto& nodeList = data->NodeList();
if( skin == nullptr )
{
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boneLess = true;
}
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// we cant be sure channels are sorted by bone?
if( !boneLess )
{
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if( skin == nullptr )
{
skin = data->GetSkin( targetNode );
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}
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assert( skin );
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// armature node is origin/root bone
//bones.Append( skin->skeleton );
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// skeleton bones
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bones.Append( skin->joints );
}
else
{
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bones.Append( targetNode );
}
if( options )
{
if( options->keepjoints.Num() )
{
KeepNodes( data, options->keepjoints, bones );
}
if( options->addOrigin )
{
gltfNode* armatureNode = data->NodeList()[bones[0]]->parent;
AddOriginBone( data, bones, armatureNode );
}
if( options->remapjoints.Num() )
{
RemapNodes( data, options->remapjoints, bones );
}
if( options->renamejoints.Num() )
{
RenameNodes( data, options->renamejoints, bones );
}
}
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// create jointInfo
jointInfo.SetGranularity( 1 );
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jointInfo.SetNum( bones.Num() );
int idx = 0;
for( auto& joint : jointInfo )
{
joint.animBits = ~63;
joint.firstComponent = -1;
const char* name = nodeList[bones[idx++]]->name.c_str();
joint.nameIndex = animationLib.JointIndex( name );
}
return boneLess;
}
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static idList<idJointQuat> GetPose( idList<gltfNode>& bones, idJointMat* poseMat, const idMat4& globalTransform )
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{
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// resolve each glTF2 bone to world space and convert to idJointQuat
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idList<idJointQuat> ret;
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ret.AssureSize( bones.Num() );
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for( int i = 0; i < bones.Num(); i++ )
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{
auto* node = &bones[i];
idMat4 trans = mat4_identity;
gltfData::ResolveNodeMatrix( node, &trans );
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if( node->parent == nullptr )
{
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node->matrix *= globalTransform;
trans = node->matrix;
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}
idJointQuat& pose = ret[i];
pose.q = ( trans.ToMat3().ToQuat() );
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pose.t = idVec3( trans[0][3], trans[1][3], trans[2][3] );
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pose.w = pose.q.CalcW();
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}
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// calculate the relative transform from each to bone to its parent and store to idJointMat
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for( int i = 0; i < bones.Num(); i++ )
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{
const gltfNode* joint = &bones[i];
idJointQuat* pose = &ret[i];
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poseMat[i].SetRotation( pose->q.ToMat3() );
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poseMat[i].SetTranslation( pose->t );
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if( joint->parent )
{
int parentNum = bones.FindIndex( *joint->parent );
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pose->q = ( poseMat[i].ToMat3() * poseMat[parentNum].ToMat3().Transpose() ).ToQuat();
pose->t = ( poseMat[i].ToVec3() - poseMat[parentNum].ToVec3() ) * poseMat[parentNum].ToMat3().Transpose();
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}
}
return ret;
}
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static int CopyBones( gltfData* data, const idList<int>& bones, idList<gltfNode>& out )
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{
out.Clear();
auto nodes = data->NodeList();
for( auto jointId : bones )
{
auto* newNode = &out.Alloc();
*newNode = *nodes[jointId];
}
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// patch parents
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for( auto& bone : out )
{
bool found = false;
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for( int i = 0; i < out.Num(); i++ )
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{
if( bone.parent && bone.parent->name == out[i].name )
{
bone.parent = &out[i];
found = true;
break;
}
}
if( !found )
{
bone.parent = nullptr;
}
}
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return out.Num();
}
idFile_Memory* idRenderModelGLTF::GetAnimBin( const idStr& animName, const ID_TIME_T sourceTimeStamp, const idImportOptions* options )
{
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assert( lastMeshFromFile );
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// keep in sync with game!
static const byte B_ANIM_MD5_VERSION = 101;
static const unsigned int B_ANIM_MD5_MAGIC = ( 'B' << 24 ) | ( 'M' << 16 ) | ( 'D' << 8 ) | B_ANIM_MD5_VERSION;
// convert animName to original glTF2 filename and load it
GLTF_Parser gltf;
int rootMotionCopyTargetId = -1;
int id;
idStr gltfFileName = idStr( animName );
idStr name;
gltfManager::ExtractIdentifier( gltfFileName, id, name );
gltf.Load( gltfFileName );
gltfData* data = gltf.currentAsset;
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auto& accessors = data->AccessorList();
auto& nodes = data->NodeList();
int rootID = -1;
idStr lastGltfFileName = idStr( lastMeshFromFile->name );
idStr lastName;
gltfManager::ExtractIdentifier( lastGltfFileName, id, lastName );
gltfSkin* skin = nullptr;
if( options != nullptr && !options->armature.IsEmpty() )
{
gameLocal.Printf( "Looking for armature %s\n", options->armature.c_str() );
skin = data->GetSkin( options->armature );
if( skin && ( skin->skeleton > -1 && skin->skeleton < nodes.Num() ) )
{
rootID = skin->skeleton;
}
}
else if( lastMeshFromFile != nullptr && lastGltfFileName == gltfFileName )
{
rootID = lastMeshFromFile->rootID;
gltfNode* rootNode = nullptr;
if( rootID != -1 )
{
rootNode = nodes[rootID];
}
if( rootNode != nullptr )// && nodeRoot->skin > -1 )
{
// find skin using the child meshes of the armature
idList<int, TAG_MODEL> meshNodeIDs;
data->GetAllMeshes( rootNode, meshNodeIDs );
int skinID = -1;
for( int meshID : meshNodeIDs )
{
gltfNode* meshNode = nodes[meshID];
if( meshNode->skin >= 0 )
{
skinID = meshNode->skin;
break;
}
}
if( skinID != -1 )
{
skin = data->SkinList()[skinID];
//rootID = skin->skeleton;
}
}
}
else
{
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// treat the gltf file as one that only has 1 scene and 1 model, aka a fileExclusive model and
// try to use node from first model in first scene in gltf file
common->Warning( "Loading %s as if it was a gltf with only 1 mesh, 1 scene and 1 armature", gltfFileName.c_str() );
if( data->MeshList().Num() < 1 || data->SceneList().Num() < 1 )
{
common->Warning( "Could not determine root" );
return nullptr;
}
gltfMesh* firstMesh = data->MeshList()[0];
gltfScene* scenePtr = data->SceneList()[0];
gltfNode* root = data->GetNode( scenePtr, firstMesh, &rootID );
if( root )
{
rootID = data->GetNodeIndex( root );
}
}
if( rootID == -1 || !skin || ( skin && !skin->joints.Num() ) )
{
common->Error( "Could not determine the armatures rootID" );
return nullptr;
}
auto gltfAnim = data->GetAnimation( name, skin->joints[0] );
if( !gltfAnim )
{
common->Warning( "Could not find action %s in %s !", name.c_str(), gltfFileName.c_str() );
return nullptr;
}
idList<int, TAG_MODEL> bones;
idList<jointAnimInfo_t, TAG_MD5_ANIM> jointInfo;
bool boneLess = GatherBoneInfo( data, gltfAnim, bones, jointInfo, skin, options );
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idList<idList<gltfNode>> animBones;
idList<float, TAG_MD5_ANIM> componentFrames;
idList<idJointQuat, TAG_MD5_ANIM> baseFrame;
idList<idBounds, TAG_MD5_ANIM> bounds;
int numFrames = 0;
int frameRate = 0;
int numJoints = bones.Num();
int numAnimatedComponents = 0;
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gameLocal.Printf( "Generating MD5Anim for GLTF anim %s from scene %s\n", name.c_str(), gltf_ModelSceneName.GetString() );
idMat4 globalTransform = blenderToDoomTransform;
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if( options )
{
if( !options->transferRootMotion.IsEmpty() )
{
gltfNode* target = data->GetNode( options->transferRootMotion );
if( !target )
{
common->Warning( "Target bone to copy root motion from is not found" );
}
rootMotionCopyTargetId = data->GetNodeIndex( target );
}
const auto blenderToDoomRotation = idAngles( 0.0f, 0.0f, 90 ).ToMat3();
idMat3 reOrientationMat = blenderToDoomRotation;
if( options->reOrient != ang_zero )
{
reOrientationMat = options->reOrient.ToMat3();
}
float scale = options->scale;
idMat3 scaleMat( scale, 0, 0, 0, scale, 0, 0, 0, scale );
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globalTransform = idMat4( reOrientationMat * scaleMat, vec3_origin );
}
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// setup jointinfo's animbits for every joint that is animated
int channelCount = 0;
bool hasArmatureTransform = false;
for( auto channel : gltfAnim->channels )
{
int boneIndex = bones.FindIndex( channel->target.node );
if( boneIndex < 0 )
{
continue;
}
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auto* sampler = gltfAnim->samplers[channel->sampler];
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auto* input = accessors[sampler->input];
auto* output = accessors[sampler->output];
auto* target = nodes[channel->target.node];
jointAnimInfo_t* newJoint = &( jointInfo[boneIndex] );
idList<float>& timeStamps = data->GetAccessorView( input );
int frames = timeStamps.Num();
if( numFrames != 0 && numFrames != frames )
{
common->Warning( "Not all channel animations have the same amount of frames" );
}
if( frames > numFrames )
{
numFrames = frames;
}
int parentIndex = data->GetNodeIndex( target->parent );
newJoint->nameIndex = animationLib.JointIndex( boneLess ? "origin" : target->name );
newJoint->parentNum = bones.FindIndex( parentIndex );
//assert( newJoint->parentNum >= 0 );
if( newJoint->firstComponent == -1 )
{
newJoint->firstComponent = numAnimatedComponents;
}
switch( channel->target.TRS )
{
default:
break;
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case gltfAnimation_Channel_Target::none:
break;
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case gltfAnimation_Channel_Target::rotation:
newJoint->animBits |= ANIM_QX | ANIM_QY | ANIM_QZ;
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numAnimatedComponents += 3;
if( !boneIndex )
{
hasArmatureTransform = true;
}
break;
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case gltfAnimation_Channel_Target::translation:
newJoint->animBits |= ANIM_TX | ANIM_TY | ANIM_TZ;
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numAnimatedComponents += 3;
if( !boneIndex )
{
hasArmatureTransform = true;
}
break;
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case gltfAnimation_Channel_Target::scale: // this is not supported by engine, but it should be for gltf
break;
}
channelCount++;
}
if( options )
{
if( options->addOrigin )
{
// patch jointinfo when origin was inserted
jointInfo[1].parentNum = 0;
}
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// patch animbits for added joint when root motion is being transferred
if( !options->transferRootMotion.IsEmpty() )
{
jointAnimInfo_t* newJoint = &( jointInfo[0] );
newJoint->animBits |= ANIM_TX | ANIM_TY | ANIM_TZ;
numAnimatedComponents += 3;
newJoint->firstComponent = -3;
for( auto& joint : jointInfo )
{
joint.firstComponent += 3;
}
}
}
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// create skeletons for each frame
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animBones.AssureSize( numFrames );
animBones.SetNum( numFrames );
for( int i = 0; i < numFrames; i++ )
{
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int totalCopied = CopyBones( data, bones, animBones[i] );
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assert( totalCopied );
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}
gameLocal.Printf( "Total bones %i \n", bones.Num() );
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// we can calculate frame rate by:
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// max_timestamp_value / totalFrames
// but keeping it fixed for now.
frameRate = gltf_AnimSampleRate.GetInteger();
int animLength = ( ( numFrames - 1 ) * 1000 + frameRate - 1 ) / frameRate;
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#if 0
for( int i = 0; i < jointInfo.Num(); i++ )
{
jointAnimInfo_t& j = jointInfo[i];
idStr jointName = animationLib.JointName( j.nameIndex );
if( i == 0 && ( jointName != "origin" ) )
{
gameLocal.Warning( "Renaming bone 0 from %s to %s \n", jointName.c_str(), "origin" );
jointName = "origin";
}
}
#endif
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baseFrame.SetGranularity( 1 );
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baseFrame.SetNum( bones.Num() );
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idJointMat* poseMat = ( idJointMat* ) _alloca16( bones.Num() * sizeof( poseMat[0] ) );
baseFrame = GetPose( animBones[0], poseMat, globalTransform );
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componentFrames.SetGranularity( 1 );
componentFrames.SetNum( ( ( numAnimatedComponents * numFrames ) ) + 1 );
int componentFrameIndex = 0;
for( int i = 0; i < numFrames; i++ )
{
for( auto channel : gltfAnim->channels )
{
int boneIndex = bones.FindIndex( channel->target.node );
if( boneIndex < 0 )
{
continue;
}
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auto sampler = gltfAnim->samplers[channel->sampler];
auto* input = accessors[sampler->input];
auto* output = accessors[sampler->output];
idList<float>& timeStamps = data->GetAccessorView( input );
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switch( channel->target.TRS )
{
default:
break;
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case gltfAnimation_Channel_Target::none:
break;
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case gltfAnimation_Channel_Target::rotation:
{
idList<idQuat*>& values = data->GetAccessorView<idQuat>( output );
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if( values.Num() > i )
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{
animBones[i][boneIndex].rotation = *values[i];
}
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break;
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}
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case gltfAnimation_Channel_Target::translation:
{
idList<idVec3*>& values = data->GetAccessorView<idVec3>( output );
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if( values.Num() > i )
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{
if( channel->target.node == rootMotionCopyTargetId )
{
animBones[i][boneIndex].translation.y = values[i]->y;
animBones[i][0].translation = *values[i];
animBones[i][0].translation.y = 0;
}
else
{
animBones[i][boneIndex].translation = *values[i];
}
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}
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break;
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}
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case gltfAnimation_Channel_Target::scale:
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{
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idList<idVec3*>& values = data->GetAccessorView<idVec3>( output );
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if( values.Num() > i )
{
animBones[i][boneIndex].scale = *values[i] ;
}
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break;
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}
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}
}
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for( int b = 0; b < bones.Num(); b++ )
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{
auto* node = &animBones[i][b];
jointAnimInfo_t* joint = &( jointInfo[b] );
gltfNode tmpNode = *node;
if( joint->animBits & ( ANIM_QX | ANIM_QY | ANIM_QZ | ANIM_TX | ANIM_TY | ANIM_TZ ) )
{
if( node->parent == nullptr )
{
idMat4 trans = mat4_identity;
gltfData::ResolveNodeMatrix( &tmpNode, &trans );
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tmpNode.matrix *= globalTransform * tmpNode.matrix.Transpose();
tmpNode.rotation = ( tmpNode.matrix.ToMat3().ToQuat() );
tmpNode.translation = idVec3( trans[0][3], trans[1][3], trans[2][3] );
tmpNode.rotation.w = tmpNode.rotation.CalcW();
}
else
{
tmpNode.rotation *= -tmpNode.rotation;
}
}
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idQuat q = tmpNode.rotation;
idVec3 t = tmpNode.translation;
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if( joint->animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) )
{
if( !hasArmatureTransform && node->parent == nullptr )
{
t = globalTransform * t;
}
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componentFrames[componentFrameIndex++] = t.x;
componentFrames[componentFrameIndex++] = t.y;
componentFrames[componentFrameIndex++] = t.z;
}
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if( joint->animBits & ( ANIM_QX | ANIM_QY | ANIM_QZ ) )
{
if( !hasArmatureTransform )
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{
if( node->parent == nullptr )
{
q = globalTransform.ToMat3().ToQuat() * animBones[i][b].rotation;
}
else
{
q = -animBones[i][b].rotation;
}
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}
componentFrames[componentFrameIndex++] = q.x;
componentFrames[componentFrameIndex++] = q.y;
componentFrames[componentFrameIndex++] = q.z;
}
}
}
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assert( componentFrames.Num() == ( componentFrameIndex + 1 ) );
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bounds.SetGranularity( 1 );
bounds.AssureSize( numFrames );
bounds.SetNum( numFrames );
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// do software skinning to determine bounds.
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idJointMat* currJoints = ( idJointMat* ) _alloca16( bones.Num() * sizeof( poseMat[0] ) );
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for( int i = 0; i < numFrames; i++ )
{
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bounds[i].Clear();
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for( int b = 0; b < animBones[i].Num(); b++ )
{
if( animBones[i][b].parent == nullptr )
{
animBones[i][b].translation = globalTransform * animBones[i][b].translation;
}
}
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idList<idJointMat> joints;
GetPose( animBones[i], currJoints, globalTransform );
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for( int b = 0; b < animBones[i].Num(); b++ )
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{
idJointMat mat = poseMat[b];
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mat.Invert();
idJointMat::Multiply( joints.Alloc(), currJoints[b], mat );
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}
// an mesh entry _should_ always be before an anim entry!
// use those verts as base.
if( lastMeshFromFile != nullptr )
{
for( modelSurface_t& surf : lastMeshFromFile->surfaces )
{
idDrawVert* verts = surf.geometry->verts;
int numVerts = surf.geometry->numVerts;
for( int v = 0; v < numVerts; v++ )
{
const idDrawVert& base = verts[v];
const idJointMat& j0 = joints[base.color[0]];
const idJointMat& j1 = joints[base.color[1]];
const idJointMat& j2 = joints[base.color[2]];
const idJointMat& j3 = joints[base.color[3]];
const float w0 = base.color2[0] * ( 1.0f / 255.0f );
const float w1 = base.color2[1] * ( 1.0f / 255.0f );
const float w2 = base.color2[2] * ( 1.0f / 255.0f );
const float w3 = base.color2[3] * ( 1.0f / 255.0f );
idJointMat accum;
idJointMat::Mul( accum, j0, w0 );
idJointMat::Mad( accum, j1, w1 );
idJointMat::Mad( accum, j2, w2 );
idJointMat::Mad( accum, j3, w3 );
idVec3 pos = accum * idVec4( base.xyz.x, base.xyz.y, base.xyz.z, 1.0f );
bounds[i].AddPoint( pos );
}
}
}
}
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//////////////////////////////////////////////////////////////////////////
/// Start writing ////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
idFile_Memory* file = new idFile_Memory();
file->WriteBig( B_ANIM_MD5_MAGIC );
file->WriteBig( sourceTimeStamp );
file->WriteBig( numFrames );
file->WriteBig( frameRate );
file->WriteBig( animLength );
file->WriteBig( numJoints );
file->WriteBig( numAnimatedComponents );
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file->WriteBig( bounds.Num() );
for( int i = 0; i < bounds.Num(); i++ )
{
idBounds& b = bounds[i];
file->WriteBig( b[0] );
file->WriteBig( b[1] );
}
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// namestr list
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file->WriteBig( jointInfo.Num() );
for( int i = 0; i < jointInfo.Num(); i++ )
{
jointAnimInfo_t& j = jointInfo[i];
idStr jointName = animationLib.JointName( j.nameIndex );
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file->WriteString( jointName );
file->WriteBig( j.parentNum );
file->WriteBig( j.animBits );
file->WriteBig( j.firstComponent );
}
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// base frame
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file->WriteBig( baseFrame.Num() );
for( int i = 0; i < baseFrame.Num(); i++ )
{
idJointQuat& j = baseFrame[i];
file->WriteBig( j.q.x );
file->WriteBig( j.q.y );
file->WriteBig( j.q.z );
file->WriteBig( j.q.w );
file->WriteVec3( j.t );
}
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// per joint timestamp values, T R
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file->WriteBig( componentFrames.Num() - 1 );
for( int i = 0; i < componentFrames.Num(); i++ )
{
file->WriteFloat( componentFrames[i] );
}
float* componentPtr = componentFrames.Ptr();
idVec3 totaldelta;
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// get total move delta
if( !numAnimatedComponents )
{
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totaldelta.Zero();
}
else
{
if( jointInfo[0].animBits & ( ANIM_QX | ANIM_QY | ANIM_QZ | ANIM_TX | ANIM_TY | ANIM_TZ ) )
{
componentPtr = &componentFrames[jointInfo[0].firstComponent];
}
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// if there is root movement on a different bone , for example when adding a root bone, this wil fail.
if( jointInfo[0].animBits & ANIM_TX )
{
for( int i = 0; i < numFrames; i++ )
{
componentPtr[numAnimatedComponents * i] -= baseFrame[0].t.x;
}
totaldelta.x = componentPtr[numAnimatedComponents * ( numFrames - 1 )];
componentPtr++;
}
else
{
totaldelta.x = 0.0f;
}
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if( jointInfo[0].animBits & ANIM_TY )
{
for( int i = 0; i < numFrames; i++ )
{
componentPtr[numAnimatedComponents * i] -= baseFrame[0].t.y;
}
totaldelta.y = componentPtr[numAnimatedComponents * ( numFrames - 1 )];
componentPtr++;
}
else
{
totaldelta.y = 0.0f;
}
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if( jointInfo[0].animBits & ANIM_TZ )
{
for( int i = 0; i < numFrames; i++ )
{
componentPtr[numAnimatedComponents * i] -= baseFrame[0].t.z;
}
totaldelta.z = componentPtr[numAnimatedComponents * ( numFrames - 1 )];
}
else
{
totaldelta.z = 0.0f;
}
}
file->WriteVec3( totaldelta );
file->Seek( 0, FS_SEEK_SET );
file->TakeDataOwnership();
common->UpdateLevelLoadPacifier();
return file;
}
void idRenderModelGLTF::WriteBinaryModel( idFile* file, ID_TIME_T* _timeStamp /*= NULL */ ) const
{
idRenderModelStatic::WriteBinaryModel( file , _timeStamp );
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if( file == NULL )
{
return;
}
file->WriteBig( GLMB_MAGIC );
file->WriteString( commandLine );
file->WriteBig( model_state );
file->WriteBig( rootID );
file->WriteString( file->GetName() );
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file->WriteBig( animIds.Num() );
if( animIds.Num() )
{
file->WriteBigArray( animIds.Ptr(), animIds.Num() );
}
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file->WriteBig( md5joints.Num() );
for( int i = 0; i < md5joints.Num(); i++ )
{
file->WriteString( md5joints[i].name );
int offset = -1;
if( md5joints[i].parent != NULL )
{
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offset = md5joints[i].parent - md5joints.Ptr();
}
file->WriteBig( offset );
}
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file->WriteBig( bones.Num() );
if( bones.Num() )
{
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file->WriteBigArray( bones.Ptr(), bones.Num() );
}
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file->WriteBig( defaultPose.Num() );
for( int i = 0; i < defaultPose.Num(); i++ )
{
file->WriteBig( defaultPose[i].q.x );
file->WriteBig( defaultPose[i].q.y );
file->WriteBig( defaultPose[i].q.z );
file->WriteBig( defaultPose[i].q.w );
file->WriteVec3( defaultPose[i].t );
}
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file->WriteBig( invertedDefaultPose.Num() );
for( int i = 0; i < invertedDefaultPose.Num(); i++ )
{
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file->WriteBigArray( invertedDefaultPose[i].ToFloatPtr(), JOINTMAT_TYPESIZE );
}
common->UpdateLevelLoadPacifier();
}
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void idRenderModelGLTF::PurgeModel()
{
idRenderModelStatic::PurgeModel();
purged = true;
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md5joints.Clear();
defaultPose.Clear();
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invertedDefaultPose.Clear();
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animIds.Clear();
bones.Clear();
MeshNodeIds.Clear();
gltfFileName.Clear();
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rootName.Clear();
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// if no root id was set, it is a generated one.
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if( rootID == -1 && root )
{
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delete root;
}
data = nullptr;
}
void idRenderModelGLTF::LoadModel()
{
int num;
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auto& accessors = data->AccessorList();
auto& nodes = data->NodeList();
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gltfNode* modelRoot = root;
if( !fileExclusive )
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{
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modelRoot = FindModelRoot();
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}
gltfSkin* skin = nullptr;
gltfAccessor* acc = nullptr;
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if( currentSkin != nullptr )
{
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skin = currentSkin;
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acc = data->AccessorList()[skin->inverseBindMatrices];
}
else
{
skin = new gltfSkin;
skin->joints.AssureSize( 1, rootID );
idMat4 trans = mat4_identity;
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data->ResolveNodeMatrix( modelRoot, &trans );
}
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if( skin && skin->skeleton == -1 )
{
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skin->skeleton = skin->joints[0];
}
num = bones.Num();
md5joints.SetGranularity( 1 );
md5joints.SetNum( num );
defaultPose.SetGranularity( 1 );
defaultPose.SetNum( num );
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for( int i = 0; i < bones.Num(); i++ )
{
gltfNode* node = nodes[bones[i]];
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// check for TRS anim and its artficial root bone
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if( bones.Num() == 0 && node->mesh != -1 )
{
assert( 0 );
//md5joints[i].name = "origin";
}
else
{
md5joints[i].name = node->name;
}
}
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for( int i = 0; i < bones.Num(); i++ )
{
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auto* node = nodes[bones[i]];
if( node->parent && node->parent != root )
{
md5joints[i].parent = FindMD5Joint( node->parent->name );
}
}
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idJointMat* poseMat = ( idJointMat* ) _alloca16( bones.Num() * sizeof( poseMat[0] ) );
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idList<gltfNode> animBones;
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int totalCopied = CopyBones( data, bones, animBones );
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defaultPose = GetPose( animBones, poseMat, globalTransform );
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if( !currentSkin )
{
delete skin;
delete acc;
}
//-----------------------------------------
// create the inverse of the base pose joints to support tech6 style deformation
// of base pose vertexes, normals, and tangents.
//
// vertex * joints * inverseJoints == vertex when joints is the base pose
// When the joints are in another pose, it gives the animated vertex position
//-----------------------------------------
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invertedDefaultPose.SetNum( SIMD_ROUND_JOINTS( md5joints.Num() ) );
for( int i = 0; i < md5joints.Num(); i++ )
{
invertedDefaultPose[i] = poseMat[i];
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invertedDefaultPose[i].Invert();
}
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SIMD_INIT_LAST_JOINT( invertedDefaultPose.Ptr(), md5joints.Num() );
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//auto deformInfo = R_BuildDeformInfo( texCoords.Num(), basePose, tris.Num(), tris.Ptr(),
// shader->UseUnsmoothedTangents() );
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model_state = hasAnimations ? DM_CACHED : DM_STATIC;
// set the timestamp for reloadmodels
fileSystem->ReadFile( name, NULL, &timeStamp );
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purged = false;
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common->UpdateLevelLoadPacifier();
}
void idRenderModelGLTF::TouchData()
{
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for( int i = 0; i < surfaces.Num(); i++ )
{
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declManager->FindMaterial( surfaces[i].shader->GetName() );
}
}
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void idRenderModelGLTF::Print() const
{
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idRenderModelStatic::Print();
// TODO
}
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void idRenderModelGLTF::List() const
{
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idRenderModelStatic::List();
// TODO
}
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int idRenderModelGLTF::Memory() const
{
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return idRenderModelStatic::Memory();
// TODO
}
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dynamicModel_t idRenderModelGLTF::IsDynamicModel() const
{
return model_state;
}
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idList<int> TransformVertsAndTangents_GLTF( idDrawVert* targetVerts, const int numVerts, const idDrawVert* baseVerts, const idJointMat* joints )
{
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idList<int> jointIds;
for( int i = 0; i < numVerts; i++ )
{
const idDrawVert& base = baseVerts[i];
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const idJointMat& j0 = joints[base.color[0]];
const idJointMat& j1 = joints[base.color[1]];
const idJointMat& j2 = joints[base.color[2]];
const idJointMat& j3 = joints[base.color[3]];
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for( int j = 0; j < 4; j++ )
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{
jointIds.AddUnique( base.color[j] );
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}
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const float w0 = base.color2[0] * ( 1.0f / 255.0f );
const float w1 = base.color2[1] * ( 1.0f / 255.0f );
const float w2 = base.color2[2] * ( 1.0f / 255.0f );
const float w3 = base.color2[3] * ( 1.0f / 255.0f );
idJointMat accum;
idJointMat::Mul( accum, j0, w0 );
idJointMat::Mad( accum, j1, w1 );
idJointMat::Mad( accum, j2, w2 );
idJointMat::Mad( accum, j3, w3 );
targetVerts[i].xyz = accum * idVec4( base.xyz.x, base.xyz.y, base.xyz.z, 1.0f );
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targetVerts[i].SetNormal( accum * base.GetNormal() );
targetVerts[i].SetTangent( accum * base.GetTangent() );
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targetVerts[i].tangent[3] = base.tangent[3];
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}
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return jointIds;
}
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void idRenderModelGLTF::UpdateSurface( const struct renderEntity_s* ent, const idJointMat* entJoints, const idJointMat* entJointsInverted, modelSurface_t* surf, const modelSurface_t& sourceSurf )
{
#if defined(USE_INTRINSICS_SSE)
static const __m128 vector_float_posInfinity = { idMath::INFINITUM, idMath::INFINITUM, idMath::INFINITUM, idMath::INFINITUM };
static const __m128 vector_float_negInfinity = { -idMath::INFINITUM, -idMath::INFINITUM, -idMath::INFINITUM, -idMath::INFINITUM };
#endif
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// add skinning
if( surf->geometry != NULL )
{
R_FreeStaticTriSurfVertexCaches( surf->geometry );
}
else
{
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surf->geometry = R_AllocStaticTriSurf();
}
srfTriangles_t* tri = surf->geometry;
int numVerts = sourceSurf.geometry->numVerts;
idDrawVert* verts = sourceSurf.geometry->verts;
tri->referencedIndexes = true;
tri->numIndexes = sourceSurf.geometry->numIndexes;
tri->indexes = sourceSurf.geometry->indexes;
tri->silIndexes = sourceSurf.geometry->silIndexes;
tri->numMirroredVerts = sourceSurf.geometry->numMirroredVerts;
tri->mirroredVerts = sourceSurf.geometry->mirroredVerts;
tri->numDupVerts = sourceSurf.geometry->numDupVerts;
tri->dupVerts = sourceSurf.geometry->dupVerts;
tri->indexCache = sourceSurf.geometry->indexCache;
tri->numVerts = numVerts;
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idList<int> jointIds;
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if( r_useGPUSkinning.GetBool() )
{
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if( tri->verts != NULL && tri->verts != verts )
{
R_FreeStaticTriSurfVerts( tri );
}
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tri->verts = verts;
tri->ambientCache = sourceSurf.geometry->ambientCache;
tri->referencedVerts = true;
}
else
{
if( tri->verts == NULL || tri->verts == verts )
{
tri->verts = NULL;
R_AllocStaticTriSurfVerts( tri, numVerts );
assert( tri->verts != NULL ); // quiet analyze warning
memcpy( tri->verts, verts, numVerts * sizeof( verts[0] ) ); // copy over the texture coordinates
tri->referencedVerts = false;
}
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jointIds = TransformVertsAndTangents_GLTF( tri->verts, numVerts, verts, entJointsInverted );
}
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tri->tangentsCalculated = true;
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// calculate bounds
#if defined(USE_INTRINSICS_SSE)
__m128 minX = vector_float_posInfinity;
__m128 minY = vector_float_posInfinity;
__m128 minZ = vector_float_posInfinity;
__m128 maxX = vector_float_negInfinity;
__m128 maxY = vector_float_negInfinity;
__m128 maxZ = vector_float_negInfinity;
for( int i = 0; i < md5joints.Num(); i++ )
{
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const idJointMat& joint = entJoints[i];
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__m128 x = _mm_load_ps( joint.ToFloatPtr() + 0 * 4 );
__m128 y = _mm_load_ps( joint.ToFloatPtr() + 1 * 4 );
__m128 z = _mm_load_ps( joint.ToFloatPtr() + 2 * 4 );
minX = _mm_min_ps( minX, x );
minY = _mm_min_ps( minY, y );
minZ = _mm_min_ps( minZ, z );
maxX = _mm_max_ps( maxX, x );
maxY = _mm_max_ps( maxY, y );
maxZ = _mm_max_ps( maxZ, z );
}
__m128 expand = _mm_splat_ps( _mm_load_ss( &maxJointVertDist ), 0 );
minX = _mm_sub_ps( minX, expand );
minY = _mm_sub_ps( minY, expand );
minZ = _mm_sub_ps( minZ, expand );
maxX = _mm_add_ps( maxX, expand );
maxY = _mm_add_ps( maxY, expand );
maxZ = _mm_add_ps( maxZ, expand );
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_mm_store_ss( tri->bounds.ToFloatPtr() + 0, _mm_splat_ps( minX, 3 ) );
_mm_store_ss( tri->bounds.ToFloatPtr() + 1, _mm_splat_ps( minY, 3 ) );
_mm_store_ss( tri->bounds.ToFloatPtr() + 2, _mm_splat_ps( minZ, 3 ) );
_mm_store_ss( tri->bounds.ToFloatPtr() + 3, _mm_splat_ps( maxX, 3 ) );
_mm_store_ss( tri->bounds.ToFloatPtr() + 4, _mm_splat_ps( maxY, 3 ) );
_mm_store_ss( tri->bounds.ToFloatPtr() + 5, _mm_splat_ps( maxZ, 3 ) );
#else
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bounds.Clear();
for( int i = 0; i < jointIds.Num(); i++ )
{
const idJointMat& joint = entJoints[i];
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bounds.AddPoint( joint.GetTranslation() );
}
bounds.ExpandSelf( maxJointVertDist );
#endif
}
/*
====================
TransformJoints
====================
*/
static void TransformJointsFast( idJointMat* __restrict outJoints, const int numJoints, const idJointMat* __restrict inJoints1, const idJointMat* __restrict inJoints2 )
{
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float* outFloats = outJoints->ToFloatPtr();
const float* inFloats1 = inJoints1->ToFloatPtr();
const float* inFloats2 = inJoints2->ToFloatPtr();
assert_16_byte_aligned( outFloats );
assert_16_byte_aligned( inFloats1 );
assert_16_byte_aligned( inFloats2 );
#if defined(USE_INTRINSICS_SSE)
const __m128 mask_keep_last = __m128c( _mm_set_epi32( 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000 ) );
for( int i = 0; i < numJoints; i += 2, inFloats1 += 2 * 12, inFloats2 += 2 * 12, outFloats += 2 * 12 )
{
__m128 m1a0 = _mm_load_ps( inFloats1 + 0 * 12 + 0 );
__m128 m1b0 = _mm_load_ps( inFloats1 + 0 * 12 + 4 );
__m128 m1c0 = _mm_load_ps( inFloats1 + 0 * 12 + 8 );
__m128 m1a1 = _mm_load_ps( inFloats1 + 1 * 12 + 0 );
__m128 m1b1 = _mm_load_ps( inFloats1 + 1 * 12 + 4 );
__m128 m1c1 = _mm_load_ps( inFloats1 + 1 * 12 + 8 );
__m128 m2a0 = _mm_load_ps( inFloats2 + 0 * 12 + 0 );
__m128 m2b0 = _mm_load_ps( inFloats2 + 0 * 12 + 4 );
__m128 m2c0 = _mm_load_ps( inFloats2 + 0 * 12 + 8 );
__m128 m2a1 = _mm_load_ps( inFloats2 + 1 * 12 + 0 );
__m128 m2b1 = _mm_load_ps( inFloats2 + 1 * 12 + 4 );
__m128 m2c1 = _mm_load_ps( inFloats2 + 1 * 12 + 8 );
__m128 tj0 = _mm_and_ps( m1a0, mask_keep_last );
__m128 tk0 = _mm_and_ps( m1b0, mask_keep_last );
__m128 tl0 = _mm_and_ps( m1c0, mask_keep_last );
__m128 tj1 = _mm_and_ps( m1a1, mask_keep_last );
__m128 tk1 = _mm_and_ps( m1b1, mask_keep_last );
__m128 tl1 = _mm_and_ps( m1c1, mask_keep_last );
__m128 ta0 = _mm_splat_ps( m1a0, 0 );
__m128 td0 = _mm_splat_ps( m1b0, 0 );
__m128 tg0 = _mm_splat_ps( m1c0, 0 );
__m128 ta1 = _mm_splat_ps( m1a1, 0 );
__m128 td1 = _mm_splat_ps( m1b1, 0 );
__m128 tg1 = _mm_splat_ps( m1c1, 0 );
__m128 ra0 = _mm_add_ps( tj0, _mm_mul_ps( ta0, m2a0 ) );
__m128 rd0 = _mm_add_ps( tk0, _mm_mul_ps( td0, m2a0 ) );
__m128 rg0 = _mm_add_ps( tl0, _mm_mul_ps( tg0, m2a0 ) );
__m128 ra1 = _mm_add_ps( tj1, _mm_mul_ps( ta1, m2a1 ) );
__m128 rd1 = _mm_add_ps( tk1, _mm_mul_ps( td1, m2a1 ) );
__m128 rg1 = _mm_add_ps( tl1, _mm_mul_ps( tg1, m2a1 ) );
__m128 tb0 = _mm_splat_ps( m1a0, 1 );
__m128 te0 = _mm_splat_ps( m1b0, 1 );
__m128 th0 = _mm_splat_ps( m1c0, 1 );
__m128 tb1 = _mm_splat_ps( m1a1, 1 );
__m128 te1 = _mm_splat_ps( m1b1, 1 );
__m128 th1 = _mm_splat_ps( m1c1, 1 );
__m128 rb0 = _mm_add_ps( ra0, _mm_mul_ps( tb0, m2b0 ) );
__m128 re0 = _mm_add_ps( rd0, _mm_mul_ps( te0, m2b0 ) );
__m128 rh0 = _mm_add_ps( rg0, _mm_mul_ps( th0, m2b0 ) );
__m128 rb1 = _mm_add_ps( ra1, _mm_mul_ps( tb1, m2b1 ) );
__m128 re1 = _mm_add_ps( rd1, _mm_mul_ps( te1, m2b1 ) );
__m128 rh1 = _mm_add_ps( rg1, _mm_mul_ps( th1, m2b1 ) );
__m128 tc0 = _mm_splat_ps( m1a0, 2 );
__m128 tf0 = _mm_splat_ps( m1b0, 2 );
__m128 ti0 = _mm_splat_ps( m1c0, 2 );
__m128 tf1 = _mm_splat_ps( m1b1, 2 );
__m128 ti1 = _mm_splat_ps( m1c1, 2 );
__m128 tc1 = _mm_splat_ps( m1a1, 2 );
__m128 rc0 = _mm_add_ps( rb0, _mm_mul_ps( tc0, m2c0 ) );
__m128 rf0 = _mm_add_ps( re0, _mm_mul_ps( tf0, m2c0 ) );
__m128 ri0 = _mm_add_ps( rh0, _mm_mul_ps( ti0, m2c0 ) );
__m128 rc1 = _mm_add_ps( rb1, _mm_mul_ps( tc1, m2c1 ) );
__m128 rf1 = _mm_add_ps( re1, _mm_mul_ps( tf1, m2c1 ) );
__m128 ri1 = _mm_add_ps( rh1, _mm_mul_ps( ti1, m2c1 ) );
_mm_store_ps( outFloats + 0 * 12 + 0, rc0 );
_mm_store_ps( outFloats + 0 * 12 + 4, rf0 );
_mm_store_ps( outFloats + 0 * 12 + 8, ri0 );
_mm_store_ps( outFloats + 1 * 12 + 0, rc1 );
_mm_store_ps( outFloats + 1 * 12 + 4, rf1 );
_mm_store_ps( outFloats + 1 * 12 + 8, ri1 );
}
#else
for( int i = 0; i < numJoints; i++ )
{
idJointMat::Multiply( outJoints[i], inJoints1[i], inJoints2[i] );
}
#endif
}
idRenderModel* idRenderModelGLTF::InstantiateDynamicModel( const struct renderEntity_s* ent, const viewDef_t* view, idRenderModel* cachedModel )
{
if( cachedModel != NULL && !r_useCachedDynamicModels.GetBool() )
{
delete cachedModel;
cachedModel = NULL;
}
if( purged )
{
common->DWarning( "model %s instantiated while purged", Name() );
LoadModel();
}
if( !ent->joints )
{
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common->Printf( "idRenderModelGLTF::InstantiateDynamicModel: NULL joints on renderEntity for '%s'\n", Name() );
delete cachedModel;
return NULL;
}
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else if( ent->numJoints != md5joints.Num() )
{
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common->Printf( "idRenderModelGLTF::InstantiateDynamicModel: renderEntity has different number of joints than model for '%s'\n", Name() );
delete cachedModel;
return NULL;
}
idRenderModelStatic* staticModel;
if( cachedModel != NULL )
{
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assert( dynamic_cast< idRenderModelStatic* >( cachedModel ) != NULL );
assert( idStr::Icmp( cachedModel->Name(), GLTF_SnapshotName ) == 0 );
staticModel = static_cast< idRenderModelStatic* >( cachedModel );
}
else
{
staticModel = new( TAG_MODEL ) idRenderModelStatic;
staticModel->InitEmpty( GLTF_SnapshotName );
staticModel->jointsInverted = NULL;;
}
staticModel->bounds.Clear();
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if( r_showSkel.GetInteger() )
{
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if( ( view != NULL ) && ( !r_skipSuppress.GetBool() || !ent->suppressSurfaceInViewID || ( ent->suppressSurfaceInViewID != view->renderView.viewID ) ) )
{
// only draw the skeleton
DrawJoints( ent, view );
}
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if( r_showSkel.GetInteger() > 1 )
{
// turn off the model when showing the skeleton
staticModel->InitEmpty( GLTF_SnapshotName );
return staticModel;
}
}
// update the GPU joints array
const int numInvertedJoints = SIMD_ROUND_JOINTS( md5joints.Num() );
if( staticModel->jointsInverted == NULL )
{
staticModel->numInvertedJoints = numInvertedJoints;
staticModel->jointsInverted = ( idJointMat* ) Mem_ClearedAlloc( numInvertedJoints * sizeof( idJointMat ), TAG_JOINTMAT );
staticModel->jointsInvertedBuffer = 0;
}
else
{
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assert( staticModel->numInvertedJoints == numInvertedJoints );
}
TransformJointsFast( staticModel->jointsInverted, md5joints.Num(), ent->joints, invertedDefaultPose.Ptr() );
if( !staticModel->surfaces.Num() )
{
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for( int i = 0 ; i < surfaces.Num(); i++ )
{
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modelSurface_t* newSurf = &staticModel->surfaces.Alloc();
newSurf->geometry = NULL;
newSurf->shader = surfaces[i].shader;
}
}
int surfIdx = 0;
for( modelSurface_t& surf : staticModel->surfaces )
{
const idMaterial* shader = surf.shader;
shader = R_RemapShaderBySkin( shader, ent->customSkin, ent->customShader );
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if( !shader || ( !shader->IsDrawn() && !shader->SurfaceCastsShadow() ) )
{
staticModel->DeleteSurfaceWithId( surfIdx++ );
continue;
}
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UpdateSurface( ent, ent->joints, staticModel->jointsInverted, &surf, surfaces[surfIdx++] );
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assert( surf.geometry != NULL );
surf.geometry->staticModelWithJoints = staticModel;
staticModel->bounds.AddBounds( surf.geometry->bounds );
}
return staticModel;
}
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int idRenderModelGLTF::NumJoints() const
{
return bones.Num();
}
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const idMD5Joint* idRenderModelGLTF::GetJoints() const
{
idMD5Joint* result = nullptr;
if( md5joints.Num() )
{
return &md5joints[0];
}
else
{
common->Warning( "GltfModel has no Joints" );
return nullptr;
}
}
jointHandle_t idRenderModelGLTF::GetJointHandle( const char* name ) const
{
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const idMD5Joint* joint = md5joints.Ptr();
for( int i = 0; i < md5joints.Num(); i++, joint++ )
{
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if( idStr::Icmp( joint->name.c_str(), name ) == 0 )
{
return ( jointHandle_t ) i;
}
}
return INVALID_JOINT;
}
const char* idRenderModelGLTF::GetJointName( jointHandle_t handle ) const
{
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if( ( handle < 0 ) || ( handle >= md5joints.Num() ) )
{
return "<invalid joint>";
}
return md5joints[handle].name;
}
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const idJointQuat* idRenderModelGLTF::GetDefaultPose() const
{
return defaultPose.Ptr();
}
int idRenderModelGLTF::NearestJoint( int surfaceNum, int a, int b, int c ) const
{
for( const modelSurface_t& surf : surfaces )
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{
idDrawVert* verts = surf.geometry->verts;
int numVerts = surf.geometry->numVerts;
for( int v = 0; v < numVerts; v++ )
{
// duplicated vertices might not have weights
int vertNum;
if( a >= 0 && a < numVerts )
{
vertNum = a;
}
else if( b >= 0 && b < numVerts )
{
vertNum = b;
}
else if( c >= 0 && c < numVerts )
{
vertNum = c;
}
else
{
// all vertices are duplicates which shouldn't happen
return 0;
}
const idDrawVert& vert = verts[vertNum];
int bestWeight = 0;
int bestJoint = 0;
for( int i = 0; i < 4; i++ )
{
if( vert.color2[i] > bestWeight )
{
bestWeight = vert.color2[i];
bestJoint = vert.color[i];
}
}
return bestJoint;
}
}
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common->Warning( "Couldn't find NearestJoint for : '%s'", name.c_str() );
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return 0;
}
idBounds idRenderModelGLTF::Bounds( const struct renderEntity_s* ent ) const
{
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if( ent == NULL )
{
// this is the bounds for the reference pose
return bounds;
}
return ent->bounds;
}