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A lightweight C++ OpenGL middleware for 2D/3D graphics

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# D:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vlGraphics/MorphingCallback.cpp

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    00001 /**************************************************************************************/
    00002 /*                                                                                    */
    00003 /*  Visualization Library                                                             */
    00004 /*  http://www.visualizationlibrary.org                                               */
    00005 /*                                                                                    */
    00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
    00007 /*  All rights reserved.                                                              */
    00008 /*                                                                                    */
    00009 /*  Redistribution and use in source and binary forms, with or without modification,  */
    00010 /*  are permitted provided that the following conditions are met:                     */
    00011 /*                                                                                    */
    00012 /*  - Redistributions of source code must retain the above copyright notice, this     */
    00013 /*  list of conditions and the following disclaimer.                                  */
    00014 /*                                                                                    */
    00015 /*  - Redistributions in binary form must reproduce the above copyright notice, this  */
    00016 /*  list of conditions and the following disclaimer in the documentation and/or       */
    00017 /*  other materials provided with the distribution.                                   */
    00018 /*                                                                                    */
    00019 /*  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND   */
    00020 /*  ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED     */
    00021 /*  WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE            */
    00022 /*  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR  */
    00023 /*  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES    */
    00024 /*  (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;      */
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    00027 /*  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS     */
    00028 /*  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.                      */
    00029 /*                                                                                    */
    00030 /**************************************************************************************/
    00031
    00032 #include <vlGraphics/MorphingCallback.hpp>
    00033 #include <vlCore/ResourceDatabase.hpp>
    00034 #include <vlGraphics/GLSL.hpp>
    00035
    00036 using namespace vl;
    00037
    00038 //-----------------------------------------------------------------------------
    00039 // MorphingCallback
    00040 //-----------------------------------------------------------------------------
    00041 MorphingCallback::MorphingCallback()
    00042 {
    00043   VL_DEBUG_SET_OBJECT_NAME()
    00044
    00045   mGeometry = new Geometry;
    00046   setAnimation(0,0,0);
    00047   resetGLSLBindings();
    00048   setGLSLVertexBlendEnabled(false);
    00049
    00050   mAnim_t = 0.0f;
    00051   mFrame1 = -1;
    00052   mFrame2 = -1;
    00053   mLastUpdate = -1;
    00054 }
    00055 //-----------------------------------------------------------------------------
    00056 MorphingCallback::~MorphingCallback()
    00057 {
    00058 }
    00059 //-----------------------------------------------------------------------------
    00060 void MorphingCallback::onActorRenderStarted(Actor*, real frame_clock, const Camera*, Renderable*, const Shader* shader, int pass)
    00061 {
    00062   // perform only on the first pass
    00063   if (pass>0)
    00064     return;
    00065
    00066   if (!mAnimationStarted)
    00067     return;
    00068
    00069   mElapsedTime = frame_clock - mAnimationStartTime;
    00070   // 30 fps update using the CPU vertex blending or continuous update if using the GPU
    00071   bool do_update = mLastUpdate == -1 || (mElapsedTime - mLastUpdate) > 1.0f/30.0f || glslVertexBlendEnabled();
    00072   if ( do_update )
    00073   {
    00074     mLastUpdate = mElapsedTime;
    00075     real ft = mElapsedTime / mAnimationPeriod;
    00076     ft = ft - (int)ft;
    00077     int frame_count = mAnimationEnd - mAnimationStart + 1;
    00078     mAnim_t  = (float)(ft * frame_count - (int)(ft * frame_count));
    00079     mFrame1 = (int)(ft * frame_count);
    00080     mFrame2 = (mFrame1 + 1) % frame_count;
    00081     mFrame1 += mAnimationStart;
    00082     mFrame2 += mAnimationStart;
    00083     VL_CHECK(mFrame1 >= 0)
    00084     VL_CHECK(mLastUpdate>=0)
    00085   }
    00086
    00087   VL_CHECK(mFrame1 != -1)
    00088   VL_CHECK(mLastUpdate != -1)
    00089
    00090   if (mLastUpdate == -1 || mFrame1 == -1)
    00091     return;
    00092
    00093   const GLSLProgram* glslprogram = shader->glslProgram();
    00094
    00095   // from here you can change uniforms or query uniform binding location
    00096
    00097   if ( glslVertexBlendEnabled() && glslprogram )
    00098   {
    00099     // memo:
    00100     // Since every character is in a different stage of the animation they all have different vertex/normal/etc. arrays pointers,
    00101     // thus the lazy-vertex-array setup is forced to call glVertexAttribPointer/glVertexPointer/glBindBuffer continuously.
    00102     // We may be able to partially solve this by putting all the animations in a single ArrayFloat3 and let the draw_calls
    00103     // switch the frame by using the base-vertex functionality.
    00104     // I modified the App_MorphAnimation test so that all the characters share the same animation (thus the same vertex arrays) and don't have
    00105     // transforms attached to eliminate the cost of glLoadMatrix/glMatrixMode. The resulting frame to frame time resulted only 1.2% reduced.
    00106
    00107     // vertex/normals frame 1
    00108     mGeometry->setVertexArray( mVertexFrames[mFrame1].get() );
    00109     mGeometry->setNormalArray( mNormalFrames[mFrame1].get() );
    00110
    00111     if (!mVertexFrames[mFrame1]->bufferObject()->handle() || mVertexFrames[mFrame1]->isBufferObjectDirty())
    00112       mVertexFrames[mFrame1]->updateBufferObject(BUM_KeepRamBuffer);
    00113
    00114     if (!mVertexFrames[mFrame2]->bufferObject()->handle() || mVertexFrames[mFrame2]->isBufferObjectDirty())
    00115       mVertexFrames[mFrame2]->updateBufferObject(BUM_KeepRamBuffer);
    00116
    00117     if (!mNormalFrames[mFrame1]->bufferObject()->handle() || mNormalFrames[mFrame1]->isBufferObjectDirty())
    00118       mNormalFrames[mFrame1]->updateBufferObject(BUM_KeepRamBuffer);
    00119
    00120     if (!mNormalFrames[mFrame2]->bufferObject()->handle() || mNormalFrames[mFrame2]->isBufferObjectDirty())
    00121       mNormalFrames[mFrame2]->updateBufferObject(BUM_KeepRamBuffer);
    00122
    00123     VL_CHECK( mVertexFrames[mFrame1]->bufferObject()->handle() )
    00124     VL_CHECK( mVertexFrames[mFrame2]->bufferObject()->handle() )
    00125     VL_CHECK( mNormalFrames[mFrame1]->bufferObject()->handle() )
    00126     VL_CHECK( mNormalFrames[mFrame2]->bufferObject()->handle() )
    00127
    00128     #if 1 // faster method:
    00129
    00130       // vertex attrib and uniform animation
    00131       if (mVertex2_Binding == -1)
    00132         mVertex2_Binding = glslprogram->getAttribLocation("vertex2");
    00133
    00134       if (mNormal2_Binding == -1)
    00135         mNormal2_Binding = glslprogram->getAttribLocation("normal2");
    00136
    00137       if (mAnim_t_Binding  == -1)
    00138         mAnim_t_Binding = glslprogram->getUniformLocation("anim_t");
    00139
    00140       // vertex/normals frame 2
    00141       mGeometry->setVertexAttribArray( mVertex2_Binding, mVertexFrames[mFrame2].get() );
    00142       mGeometry->setVertexAttribArray( mNormal2_Binding, mNormalFrames[mFrame2].get() );
    00143       // frame interpolation ratio
    00144       glUniform1fv(mAnim_t_Binding, 1, &mAnim_t);
    00145
    00146     #else // slower but simpler method:
    00147
    00148       // vertex/normals frame 2
    00149       mGeometry->setVertexAttribArray( glslprogram->getAttribLocation("vertex2"), false, false, mVertexFrames[mFrame2].get() );
    00150       mGeometry->setVertexAttribArray( glslprogram->getAttribLocation("normal2"), false, false, mNormalFrames[mFrame2].get() );
    00151       // frame interpolation ratio
    00152       glUniform1fv(glslprogram->getUniformLocation("anim_t"), 1, &mAnim_t);
    00153     #endif
    00154   }
    00155   else
    00156   if ( do_update )
    00157   {
    00158     if (mGeometry->vertexArray() == NULL)
    00159       mGeometry->setVertexArray(mVertices.get());
    00160
    00161     if (mGeometry->normalArray() == NULL)
    00162       mGeometry->setNormalArray(mNormals.get());
    00163
    00164     blendFrames(mFrame1, mFrame2, mAnim_t);
    00165   }
    00166 }
    00167 //-----------------------------------------------------------------------------
    00168 void MorphingCallback::bindActor(Actor* actor)
    00169 {
    00170   actor->actorEventCallbacks()->push_back( this );
    00171   actor->setLod(0, mGeometry.get());
    00172 }
    00173 //-----------------------------------------------------------------------------
    00174 void MorphingCallback::init(ResourceDatabase* res_db)
    00175 {
    00176   if (res_db->count<Geometry>() == 0)
    00177     return;
    00178
    00179   Geometry* geometry = res_db->get<Geometry>(0);
    00180   mGeometry->shallowCopyFrom( *geometry );
    00181   mVertices = new ArrayFloat3;
    00182   mNormals  = new ArrayFloat3;
    00183
    00184   // setup Geometry vertex attributes
    00185
    00186   // copy vertex frames
    00187
    00188   for(unsigned i=0, count=res_db->count<ArrayAbstract>(); i<count; ++i)
    00189   {
    00190     ArrayFloat3* buffer = cast<ArrayFloat3>(res_db->get<ArrayAbstract>(i));
    00191     if (buffer && buffer->objectName() == "vertex_frame")
    00192     {
    00193       mVertexFrames.push_back(buffer);
    00194     }
    00195     else
    00196     if (buffer && buffer->objectName() == "normal_frame")
    00197     {
    00198       mNormalFrames.push_back(buffer);
    00199     }
    00200   }
    00201
    00202   if (mVertexFrames.empty())
    00203   {
    00204     Log::error("MorphingCallback::init(): no ArrayFloat3 named 'vertex_frame' found.\n");
    00205     return;
    00206   }
    00207
    00208   if (mNormalFrames.empty())
    00209   {
    00210     Log::error("MorphingCallback::init(): no ArrayFloat3 named 'normal_frame' found.\n");
    00211     return;
    00212   }
    00213
    00214   if (mVertexFrames.size() != mNormalFrames.size())
    00215   {
    00216     Log::error("MorphingCallback::init(): vertex frame count differs from normal frame count.\n");
    00217     return;
    00218   }
    00219
    00220   // compute AABB using the first frame
    00221
    00222   mGeometry->setVertexArray(mVertexFrames[0].get() );
    00223   mGeometry->setNormalArray(mNormalFrames[0].get() );
    00224   mGeometry->computeBounds();
    00225
    00226   mGeometry->setVertexArray(NULL);
    00227   mGeometry->setNormalArray(NULL);
    00228 }
    00229 //-----------------------------------------------------------------------------
    00230 void MorphingCallback::blendFrames(int a, int b, float t)
    00231 {
    00232   // allocate interpolation buffers
    00233   if (mVertices->size() != mVertexFrames[0]->size() ||
    00234       mNormals->size()  != mNormalFrames[0]->size() )
    00235   {
    00236     mVertices->resize( mVertexFrames[0]->size() );
    00237     mNormals->resize(  mNormalFrames[0]->size() );
    00238   }
    00239
    00240   #if 1
    00241     float Ha = 1-t;
    00242     float Hb = t;
    00243   #else
    00244     float Ha = 2*t*t*t - 3*t*t + 1;
    00245     float Hb = -2*t*t*t + 3*t*t;
    00246   #endif
    00247
    00248   for(size_t i=0; i<mVertices->size(); ++i)
    00249   {
    00250     mVertices->at(i) = mVertexFrames[ a ]->at(i)*Ha + mVertexFrames[ b ]->at(i)*Hb;
    00251     mNormals->at(i)  = mNormalFrames[ a ]->at(i)*Ha + mNormalFrames[ b ]->at(i)*Hb;
    00252   }
    00253
    00254   if (mGeometry->isBufferObjectEnabled() && Has_BufferObject)
    00255   {
    00256     // mic fixme:
    00257     // Come si vede qui' sta nomenclatura non e' chiara:
    00258     // sembra che stiamo semplicemente cambiano un po di flags invece stiamo updatando tutto il BufferObject!!!
    00259     mVertices->bufferObject()->setBufferData(BU_DYNAMIC_DRAW, false);
    00260     mNormals ->bufferObject()->setBufferData(BU_DYNAMIC_DRAW, false);
    00261   }
    00262 }
    00263 //-----------------------------------------------------------------------------
    00264 void MorphingCallback::setAnimation(int start, int end, float period)
    00265 {
    00266   mFrame1 = -1;
    00267   mFrame2 = -1;
    00268   mLastUpdate = -1;
    00269   mElapsedTime = 0;
    00270   mAnimationStartTime = 0;
    00271   mAnimationStart   = start;
    00272   mAnimationEnd     = end;
    00273   mAnimationPeriod  = period;
    00274   mAnimationStarted = false;
    00275 }
    00276 //-----------------------------------------------------------------------------
    00277 void MorphingCallback::startAnimation(real start_time)
    00278 {
    00279   mAnimationStarted = true;
    00280   mFrame1 = -1;
    00281   mFrame2 = -1;
    00282   mLastUpdate = -1;
    00283   mElapsedTime = 0;
    00284   mAnimationStartTime = start_time;
    00285 }
    00286 //-----------------------------------------------------------------------------
    00287 void MorphingCallback::stopAnimation()
    00288 {
    00289   mAnimationStarted = false;
    00290 }
    00291 //-----------------------------------------------------------------------------
    00292 void MorphingCallback::initFrom(MorphingCallback* morph_cb)
    00293 {
    00294   mVertices = new ArrayFloat3;
    00295   mNormals  = new ArrayFloat3;
    00296
    00297   // copy vertex frames
    00298
    00299   mVertexFrames = morph_cb->mVertexFrames;
    00300   mNormalFrames = morph_cb->mNormalFrames;
    00301
    00302   #if 0
    00303     // Geometry sharing method: works only wiht GLSL
    00304
    00305     // we can have a single shared Geometry since our MorphingCallback setups the
    00306     // appropriate position and normal arrays for every Actor just before the rendering!
    00307     mGeometry = morph_cb->mGeometry;
    00308   #else
    00309     // Geometry copy method
    00310     mGeometry->shallowCopyFrom( *morph_cb->mGeometry );
    00311
    00312     // compute AABB using the first frame
    00313
    00314     mGeometry->setVertexArray(morph_cb->mVertexFrames[0].get() );
    00315     mGeometry->setNormalArray(morph_cb->mNormalFrames[0].get() );
    00316     mGeometry->computeBounds();
    00317
    00318     mGeometry->setVertexArray(NULL);
    00319     mGeometry->setNormalArray(NULL);
    00320   #endif
    00321
    00322   setAnimation(0,0,0);
    00323 }
    00324 //-----------------------------------------------------------------------------
    00325 void MorphingCallback::resetGLSLBindings()
    00326 {
    00327   mVertex2_Binding = -1;
    00328   mNormal2_Binding = -1;
    00329   mAnim_t_Binding  = -1;
    00330 }
    00331 //-----------------------------------------------------------------------------

Visualization Library v2011.09.1162 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu Jan 26 2012 00:43:39.
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