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- /*
- * Copyright (c) Contributors to the Open 3D Engine Project.
- * For complete copyright and license terms please see the LICENSE at the root of this distribution.
- *
- * SPDX-License-Identifier: Apache-2.0 OR MIT
- *
- */
- #include <SkinnedMeshContainer.h>
- #include <ProceduralSkinnedMesh.h>
- #include <ProceduralSkinnedMeshUtils.h>
- #include <SampleComponentConfig.h>
- #include <AzCore/Math/Vector3.h>
- #include <Atom/RPI.Reflect/Asset/AssetUtils.h>
- #include <Atom/RPI.Reflect/Model/ModelAsset.h>
- #include <Atom/RPI.Reflect/Material/MaterialAsset.h>
- #include <Atom/RPI.Public/RPISystemInterface.h>
- #include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
- #include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
- #include <Atom/Feature/SkinnedMesh/SkinnedMeshInputBuffers.h>
- #include <Atom/Utils/Utils.h>
- namespace
- {
- static const char* const SkinnedMeshMaterial = "materials/defaultpbr.azmaterial";
- }
- namespace AtomSampleViewer
- {
- SkinnedMeshContainer::SkinnedMeshContainer(AZ::Render::SkinnedMeshFeatureProcessorInterface* skinnedMeshFeatureProcessor, AZ::Render::MeshFeatureProcessorInterface* meshFeatureProcessor, const SkinnedMeshConfig& config)
- : m_skinnedMeshFeatureProcessor(skinnedMeshFeatureProcessor)
- , m_meshFeatureProcessor(meshFeatureProcessor)
- , m_skinnedMeshConfig(config)
- {
- SetupSkinnedMeshes();
- }
- void SkinnedMeshContainer::SetupSkinnedMeshes()
- {
- m_skinnedMeshes.clear();
- m_skinnedMeshInstances.clear();
- SetupNewSkinnedMesh(m_skinnedMeshConfig);
- }
- SkinnedMeshContainer::~SkinnedMeshContainer()
- {
- SetActiveSkinnedMeshCount(0);
- }
- void SkinnedMeshContainer::SetActiveSkinnedMeshCount(uint32_t activeSkinnedMeshCount)
- {
- uint32_t skinnedMeshContainerSize = aznumeric_cast<uint32_t>(m_skinnedMeshes.size());
- for (uint32_t i = 0; i < skinnedMeshContainerSize; ++i)
- {
- if (i < activeSkinnedMeshCount)
- {
- AcquireSkinnedMesh(i);
- }
- else
- {
- ReleaseSkinnedMesh(i);
- }
- }
- m_activeSkinnedMeshCount = activeSkinnedMeshCount;
- }
- void SkinnedMeshContainer::SetSkinnedMeshConfig(const SkinnedMeshConfig& skinnedMeshConfig)
- {
- m_skinnedMeshConfig = skinnedMeshConfig;
- // Cache the previous skinned mesh count before setting it to 0 and back again
- const uint32_t skinnedMeshCount = m_activeSkinnedMeshCount;
- SetActiveSkinnedMeshCount(0);
- SetupSkinnedMeshes();
- SetActiveSkinnedMeshCount(skinnedMeshCount);
- }
- SkinnedMeshConfig SkinnedMeshContainer::GetSkinnedMeshConfig() const
- {
- return m_skinnedMeshConfig;
- }
- void SkinnedMeshContainer::UpdateAnimation(float time, bool useOutOfSyncBoneAnimation)
- {
- uint32_t skinnedMeshContainerSize = aznumeric_cast<uint32_t>(m_skinnedMeshes.size());
- for (uint32_t i = 0; i < skinnedMeshContainerSize; ++i)
- {
- if (i < m_activeSkinnedMeshCount)
- {
- m_skinnedMeshes[i].m_proceduralSkinnedMesh.UpdateAnimation(time, useOutOfSyncBoneAnimation);
- if (m_skinnedMeshInstances[i].m_boneTransformBuffer)
- {
- m_skinnedMeshInstances[i].m_boneTransformBuffer->UpdateData(
- m_skinnedMeshes[i].m_proceduralSkinnedMesh.m_boneMatrices.data(),
- m_skinnedMeshes[i].m_proceduralSkinnedMesh.m_boneMatrices.size() * sizeof(AZ::Matrix3x4));
- }
- }
- }
- }
- void SkinnedMeshContainer::DrawBones()
- {
- auto rpiScene = AZ::RPI::RPISystemInterface::Get()->GetSceneByName(AZ::Name("RPI"));
- if (auto auxGeom = AZ::RPI::AuxGeomFeatureProcessorInterface::GetDrawQueueForScene(rpiScene))
- {
- uint32_t skinnedMeshContainerSize = aznumeric_cast<uint32_t>(m_skinnedMeshes.size());
- for (uint32_t i = 0; i < skinnedMeshContainerSize; ++i)
- {
- if (i < m_activeSkinnedMeshCount)
- {
- for (const AZ::Matrix3x4& boneMatrix : m_skinnedMeshes[i].m_proceduralSkinnedMesh.m_boneMatrices)
- {
- AZ::Transform boneTransform = AZ::Transform::CreateFromMatrix3x4(boneMatrix);
- AZ::Vector3 center = boneTransform.GetTranslation();
- AZ::Vector3 direction = boneTransform.GetRotation().TransformVector(AZ::Vector3(0.0f, 0.0f, 1.0f));
- float radius = 0.02f;
- float height = 0.05f;
- 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);
- }
- }
- }
- }
- }
- void SkinnedMeshContainer::SetupNewSkinnedMesh(SkinnedMeshConfig& skinnedMeshConfig)
- {
- SkinnedMesh newSkinnedMesh;
- newSkinnedMesh.m_proceduralSkinnedMesh.Resize(skinnedMeshConfig);
- m_skinnedMeshes.push_back(AZStd::move(newSkinnedMesh));
- SkinnedMeshContainer::RenderData newRenderData;
- m_skinnedMeshInstances.push_back(AZStd::move(newRenderData));
- }
- void SkinnedMeshContainer::AcquireSkinnedMesh(uint32_t i)
- {
- // For now, there is a 1-1 match of input meshes to instances
- SkinnedMesh& skinnedMesh = m_skinnedMeshes[i];
- RenderData& renderData = m_skinnedMeshInstances[i];
- if (renderData.m_skinnedMeshHandle.IsValid())
- {
- return;
- }
- skinnedMesh.m_useCount++;
- if (!skinnedMesh.m_skinnedMeshInputBuffers)
- {
- skinnedMesh.m_skinnedMeshInputBuffers = CreateSkinnedMeshInputBuffersFromProceduralSkinnedMesh(skinnedMesh.m_proceduralSkinnedMesh);
- }
- CreateInstance(i);
- }
- void SkinnedMeshContainer::CreateInstance(uint32_t i)
- {
- // For now, there is a 1-1 match of input meshes to instances
- SkinnedMesh& skinnedMesh = m_skinnedMeshes[i];
- RenderData& renderData = m_skinnedMeshInstances[i];
- renderData.m_skinnedMeshInstance = skinnedMesh.m_skinnedMeshInputBuffers->CreateSkinnedMeshInstance();
- if (renderData.m_skinnedMeshInstance)
- {
- // Create a buffer and populate it with the transforms
- renderData.m_boneTransformBuffer = CreateBoneTransformBufferFromProceduralSkinnedMesh(skinnedMesh.m_proceduralSkinnedMesh);
- auto materialAsset = AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::MaterialAsset>(SkinnedMeshMaterial);
- auto materialOverrideInstance = AZ::RPI::Material::FindOrCreate(materialAsset);
- if (renderData.m_skinnedMeshInstance->m_model)
- {
- AZ::Render::MeshHandleDescriptor meshDescriptor;
- meshDescriptor.m_modelAsset = renderData.m_skinnedMeshInstance->m_model->GetModelAsset();
- meshDescriptor.m_isRayTracingEnabled = false;
- meshDescriptor.m_isAlwaysDynamic = true;
- renderData.m_meshHandle =
- AZStd::make_shared<AZ::Render::MeshFeatureProcessorInterface::MeshHandle>(m_meshFeatureProcessor->AcquireMesh(
- meshDescriptor, materialOverrideInstance));
- m_meshFeatureProcessor->SetTransform(*renderData.m_meshHandle, renderData.m_rootTransform);
- }
- // If render proxies already exist, they will be auto-freed
- AZ::Render::SkinnedMeshShaderOptions defaultShaderOptions;
- AZ::Render::SkinnedMeshFeatureProcessorInterface::SkinnedMeshHandleDescriptor desc{ skinnedMesh.m_skinnedMeshInputBuffers, renderData.m_skinnedMeshInstance, renderData.m_meshHandle, renderData.m_boneTransformBuffer, defaultShaderOptions };
- renderData.m_skinnedMeshHandle = m_skinnedMeshFeatureProcessor->AcquireSkinnedMesh(desc);
- }
- else
- {
- m_instancesOutOfMemory.push(i);
- AZ::Render::SkinnedMeshOutputStreamNotificationBus::Handler::BusConnect();
- }
- }
- void SkinnedMeshContainer::OnSkinnedMeshOutputStreamMemoryAvailable()
- {
- AZ::Render::SkinnedMeshOutputStreamNotificationBus::Handler::BusDisconnect();
- // Iterate over the instances that previously failed and try to create them again now that memory has been freed
- // If they fail again, CreateInstance will just add them to the back of the queue
- size_t instanceCount = m_instancesOutOfMemory.size();
- for (size_t i = 0; i < instanceCount; ++i)
- {
- uint32_t instanceIndex = m_instancesOutOfMemory.front();
- m_instancesOutOfMemory.pop();
- CreateInstance(instanceIndex);
- }
- }
- void SkinnedMeshContainer::ReleaseSkinnedMesh(uint32_t i)
- {
- // Decrement the use count, and release the input buffers if there are no longer any instances using this skinned mesh
- SkinnedMesh& skinnedMesh = m_skinnedMeshes[i];
- skinnedMesh.m_useCount--;
- if (skinnedMesh.m_useCount == 0)
- {
- skinnedMesh.m_skinnedMeshInputBuffers.reset();
- }
- // Release the per-instance data
- RenderData& renderData = m_skinnedMeshInstances[i];
- m_skinnedMeshFeatureProcessor->ReleaseSkinnedMesh(renderData.m_skinnedMeshHandle);
- if (renderData.m_meshHandle)
- {
- m_meshFeatureProcessor->ReleaseMesh(*renderData.m_meshHandle);
- }
- renderData.m_skinnedMeshInstance.reset();
- renderData.m_boneTransformBuffer.reset();
- }
- }//namespace AtomSampleViewer
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