SkinnedMeshContainer.cpp 9.5 KB

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  1. /*
  2. * Copyright (c) Contributors to the Open 3D Engine Project.
  3. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  4. *
  5. * SPDX-License-Identifier: Apache-2.0 OR MIT
  6. *
  7. */
  8. #include <SkinnedMeshContainer.h>
  9. #include <ProceduralSkinnedMesh.h>
  10. #include <ProceduralSkinnedMeshUtils.h>
  11. #include <SampleComponentConfig.h>
  12. #include <AzCore/Math/Vector3.h>
  13. #include <Atom/RPI.Reflect/Asset/AssetUtils.h>
  14. #include <Atom/RPI.Reflect/Model/ModelAsset.h>
  15. #include <Atom/RPI.Reflect/Material/MaterialAsset.h>
  16. #include <Atom/RPI.Public/RPISystemInterface.h>
  17. #include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
  18. #include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
  19. #include <Atom/Feature/SkinnedMesh/SkinnedMeshInputBuffers.h>
  20. #include <Atom/Utils/Utils.h>
  21. namespace
  22. {
  23. static const char* const SkinnedMeshMaterial = "materials/defaultpbr.azmaterial";
  24. }
  25. namespace AtomSampleViewer
  26. {
  27. SkinnedMeshContainer::SkinnedMeshContainer(AZ::Render::SkinnedMeshFeatureProcessorInterface* skinnedMeshFeatureProcessor, AZ::Render::MeshFeatureProcessorInterface* meshFeatureProcessor, const SkinnedMeshConfig& config)
  28. : m_skinnedMeshFeatureProcessor(skinnedMeshFeatureProcessor)
  29. , m_meshFeatureProcessor(meshFeatureProcessor)
  30. , m_skinnedMeshConfig(config)
  31. {
  32. SetupSkinnedMeshes();
  33. }
  34. void SkinnedMeshContainer::SetupSkinnedMeshes()
  35. {
  36. m_skinnedMeshes.clear();
  37. m_skinnedMeshInstances.clear();
  38. SetupNewSkinnedMesh(m_skinnedMeshConfig);
  39. }
  40. SkinnedMeshContainer::~SkinnedMeshContainer()
  41. {
  42. SetActiveSkinnedMeshCount(0);
  43. }
  44. void SkinnedMeshContainer::SetActiveSkinnedMeshCount(uint32_t activeSkinnedMeshCount)
  45. {
  46. uint32_t skinnedMeshContainerSize = aznumeric_cast<uint32_t>(m_skinnedMeshes.size());
  47. for (uint32_t i = 0; i < skinnedMeshContainerSize; ++i)
  48. {
  49. if (i < activeSkinnedMeshCount)
  50. {
  51. AcquireSkinnedMesh(i);
  52. }
  53. else
  54. {
  55. ReleaseSkinnedMesh(i);
  56. }
  57. }
  58. m_activeSkinnedMeshCount = activeSkinnedMeshCount;
  59. }
  60. void SkinnedMeshContainer::SetSkinnedMeshConfig(const SkinnedMeshConfig& skinnedMeshConfig)
  61. {
  62. m_skinnedMeshConfig = skinnedMeshConfig;
  63. // Cache the previous skinned mesh count before setting it to 0 and back again
  64. const uint32_t skinnedMeshCount = m_activeSkinnedMeshCount;
  65. SetActiveSkinnedMeshCount(0);
  66. SetupSkinnedMeshes();
  67. SetActiveSkinnedMeshCount(skinnedMeshCount);
  68. }
  69. SkinnedMeshConfig SkinnedMeshContainer::GetSkinnedMeshConfig() const
  70. {
  71. return m_skinnedMeshConfig;
  72. }
  73. void SkinnedMeshContainer::UpdateAnimation(float time, bool useOutOfSyncBoneAnimation)
  74. {
  75. uint32_t skinnedMeshContainerSize = aznumeric_cast<uint32_t>(m_skinnedMeshes.size());
  76. for (uint32_t i = 0; i < skinnedMeshContainerSize; ++i)
  77. {
  78. if (i < m_activeSkinnedMeshCount)
  79. {
  80. m_skinnedMeshes[i].m_proceduralSkinnedMesh.UpdateAnimation(time, useOutOfSyncBoneAnimation);
  81. if (m_skinnedMeshInstances[i].m_boneTransformBuffer)
  82. {
  83. m_skinnedMeshInstances[i].m_boneTransformBuffer->UpdateData(
  84. m_skinnedMeshes[i].m_proceduralSkinnedMesh.m_boneMatrices.data(),
  85. m_skinnedMeshes[i].m_proceduralSkinnedMesh.m_boneMatrices.size() * sizeof(AZ::Matrix3x4));
  86. }
  87. }
  88. }
  89. }
  90. void SkinnedMeshContainer::DrawBones()
  91. {
  92. auto rpiScene = AZ::RPI::RPISystemInterface::Get()->GetSceneByName(AZ::Name("RPI"));
  93. if (auto auxGeom = AZ::RPI::AuxGeomFeatureProcessorInterface::GetDrawQueueForScene(rpiScene))
  94. {
  95. uint32_t skinnedMeshContainerSize = aznumeric_cast<uint32_t>(m_skinnedMeshes.size());
  96. for (uint32_t i = 0; i < skinnedMeshContainerSize; ++i)
  97. {
  98. if (i < m_activeSkinnedMeshCount)
  99. {
  100. for (const AZ::Matrix3x4& boneMatrix : m_skinnedMeshes[i].m_proceduralSkinnedMesh.m_boneMatrices)
  101. {
  102. AZ::Transform boneTransform = AZ::Transform::CreateFromMatrix3x4(boneMatrix);
  103. AZ::Vector3 center = boneTransform.GetTranslation();
  104. AZ::Vector3 direction = boneTransform.GetRotation().TransformVector(AZ::Vector3(0.0f, 0.0f, 1.0f));
  105. float radius = 0.02f;
  106. float height = 0.05f;
  107. auxGeom->DrawCone(center, direction, radius, height, AZ::Color::CreateFromRgba(0, 0, 255, 255), AZ::RPI::AuxGeomDraw::DrawStyle::Line, AZ::RPI::AuxGeomDraw::DepthTest::Off, AZ::RPI::AuxGeomDraw::DepthWrite::Off);
  108. }
  109. }
  110. }
  111. }
  112. }
  113. void SkinnedMeshContainer::SetupNewSkinnedMesh(SkinnedMeshConfig& skinnedMeshConfig)
  114. {
  115. SkinnedMesh newSkinnedMesh;
  116. newSkinnedMesh.m_proceduralSkinnedMesh.Resize(skinnedMeshConfig);
  117. m_skinnedMeshes.push_back(AZStd::move(newSkinnedMesh));
  118. SkinnedMeshContainer::RenderData newRenderData;
  119. m_skinnedMeshInstances.push_back(AZStd::move(newRenderData));
  120. }
  121. void SkinnedMeshContainer::AcquireSkinnedMesh(uint32_t i)
  122. {
  123. // For now, there is a 1-1 match of input meshes to instances
  124. SkinnedMesh& skinnedMesh = m_skinnedMeshes[i];
  125. RenderData& renderData = m_skinnedMeshInstances[i];
  126. if (renderData.m_skinnedMeshHandle.IsValid())
  127. {
  128. return;
  129. }
  130. skinnedMesh.m_useCount++;
  131. if (!skinnedMesh.m_skinnedMeshInputBuffers)
  132. {
  133. skinnedMesh.m_skinnedMeshInputBuffers = CreateSkinnedMeshInputBuffersFromProceduralSkinnedMesh(skinnedMesh.m_proceduralSkinnedMesh);
  134. }
  135. CreateInstance(i);
  136. }
  137. void SkinnedMeshContainer::CreateInstance(uint32_t i)
  138. {
  139. // For now, there is a 1-1 match of input meshes to instances
  140. SkinnedMesh& skinnedMesh = m_skinnedMeshes[i];
  141. RenderData& renderData = m_skinnedMeshInstances[i];
  142. renderData.m_skinnedMeshInstance = skinnedMesh.m_skinnedMeshInputBuffers->CreateSkinnedMeshInstance();
  143. if (renderData.m_skinnedMeshInstance)
  144. {
  145. // Create a buffer and populate it with the transforms
  146. renderData.m_boneTransformBuffer = CreateBoneTransformBufferFromProceduralSkinnedMesh(skinnedMesh.m_proceduralSkinnedMesh);
  147. auto materialAsset = AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::MaterialAsset>(SkinnedMeshMaterial);
  148. auto materialOverrideInstance = AZ::RPI::Material::FindOrCreate(materialAsset);
  149. if (renderData.m_skinnedMeshInstance->m_model)
  150. {
  151. AZ::Render::MeshHandleDescriptor meshDescriptor;
  152. meshDescriptor.m_modelAsset = renderData.m_skinnedMeshInstance->m_model->GetModelAsset();
  153. meshDescriptor.m_isRayTracingEnabled = false;
  154. meshDescriptor.m_isAlwaysDynamic = true;
  155. renderData.m_meshHandle =
  156. AZStd::make_shared<AZ::Render::MeshFeatureProcessorInterface::MeshHandle>(m_meshFeatureProcessor->AcquireMesh(
  157. meshDescriptor, materialOverrideInstance));
  158. m_meshFeatureProcessor->SetTransform(*renderData.m_meshHandle, renderData.m_rootTransform);
  159. }
  160. // If render proxies already exist, they will be auto-freed
  161. AZ::Render::SkinnedMeshShaderOptions defaultShaderOptions;
  162. AZ::Render::SkinnedMeshFeatureProcessorInterface::SkinnedMeshHandleDescriptor desc{ skinnedMesh.m_skinnedMeshInputBuffers, renderData.m_skinnedMeshInstance, renderData.m_meshHandle, renderData.m_boneTransformBuffer, defaultShaderOptions };
  163. renderData.m_skinnedMeshHandle = m_skinnedMeshFeatureProcessor->AcquireSkinnedMesh(desc);
  164. }
  165. else
  166. {
  167. m_instancesOutOfMemory.push(i);
  168. AZ::Render::SkinnedMeshOutputStreamNotificationBus::Handler::BusConnect();
  169. }
  170. }
  171. void SkinnedMeshContainer::OnSkinnedMeshOutputStreamMemoryAvailable()
  172. {
  173. AZ::Render::SkinnedMeshOutputStreamNotificationBus::Handler::BusDisconnect();
  174. // Iterate over the instances that previously failed and try to create them again now that memory has been freed
  175. // If they fail again, CreateInstance will just add them to the back of the queue
  176. size_t instanceCount = m_instancesOutOfMemory.size();
  177. for (size_t i = 0; i < instanceCount; ++i)
  178. {
  179. uint32_t instanceIndex = m_instancesOutOfMemory.front();
  180. m_instancesOutOfMemory.pop();
  181. CreateInstance(instanceIndex);
  182. }
  183. }
  184. void SkinnedMeshContainer::ReleaseSkinnedMesh(uint32_t i)
  185. {
  186. // Decrement the use count, and release the input buffers if there are no longer any instances using this skinned mesh
  187. SkinnedMesh& skinnedMesh = m_skinnedMeshes[i];
  188. skinnedMesh.m_useCount--;
  189. if (skinnedMesh.m_useCount == 0)
  190. {
  191. skinnedMesh.m_skinnedMeshInputBuffers.reset();
  192. }
  193. // Release the per-instance data
  194. RenderData& renderData = m_skinnedMeshInstances[i];
  195. m_skinnedMeshFeatureProcessor->ReleaseSkinnedMesh(renderData.m_skinnedMeshHandle);
  196. if (renderData.m_meshHandle)
  197. {
  198. m_meshFeatureProcessor->ReleaseMesh(*renderData.m_meshHandle);
  199. }
  200. renderData.m_skinnedMeshInstance.reset();
  201. renderData.m_boneTransformBuffer.reset();
  202. }
  203. }//namespace AtomSampleViewer