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X:/dropbox/visualizationlibrary/src/vlGraphics/MorphingCallback.cpp

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00003 /*  Visualization Library                                                             */
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00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
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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 2011.09.1160 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 2 2013 13:40:38.
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