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@ -1,11 +1,9 @@ |
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package com.jme3.anim; |
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package com.jme3.anim; |
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import com.jme3.export.*; |
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import com.jme3.material.*; |
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import com.jme3.material.*; |
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import com.jme3.renderer.*; |
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import com.jme3.renderer.*; |
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import com.jme3.scene.Geometry; |
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import com.jme3.scene.*; |
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import com.jme3.scene.Mesh; |
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import com.jme3.scene.SceneGraphVisitorAdapter; |
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import com.jme3.scene.VertexBuffer; |
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import com.jme3.scene.control.AbstractControl; |
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import com.jme3.scene.control.AbstractControl; |
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import com.jme3.scene.mesh.MorphTarget; |
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import com.jme3.scene.mesh.MorphTarget; |
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import com.jme3.shader.VarType; |
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import com.jme3.shader.VarType; |
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@ -13,7 +11,10 @@ import com.jme3.util.BufferUtils; |
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import com.jme3.util.SafeArrayList; |
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import com.jme3.util.SafeArrayList; |
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import javafx.geometry.Pos; |
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import javafx.geometry.Pos; |
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import java.io.IOException; |
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import java.nio.FloatBuffer; |
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import java.nio.FloatBuffer; |
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import java.util.logging.Level; |
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import java.util.logging.Logger; |
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/** |
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/** |
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* A control that handle morph animation for Position, Normal and Tangent buffers. |
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* A control that handle morph animation for Position, Normal and Tangent buffers. |
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@ -22,7 +23,9 @@ import java.nio.FloatBuffer; |
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* |
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* |
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* @author Rémy Bouquet |
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* @author Rémy Bouquet |
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*/ |
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*/ |
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public class MorphControl extends AbstractControl { |
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public class MorphControl extends AbstractControl implements Savable { |
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private static final Logger logger = Logger.getLogger(MorphControl.class.getName()); |
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private static final int MAX_MORPH_BUFFERS = 14; |
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private static final int MAX_MORPH_BUFFERS = 14; |
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private final static float MIN_WEIGHT = 0.005f; |
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private final static float MIN_WEIGHT = 0.005f; |
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@ -55,33 +58,23 @@ public class MorphControl extends AbstractControl { |
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if (!enabled) { |
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if (!enabled) { |
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return; |
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return; |
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} |
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} |
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for (Geometry target : targets) { |
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for (Geometry geom : targets) { |
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Mesh mesh = target.getMesh(); |
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Mesh mesh = geom.getMesh(); |
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if (!target.isDirtyMorph()) { |
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if (!geom.isDirtyMorph()) { |
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continue; |
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continue; |
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} |
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} |
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int nbMaxBuffers = getRemainingBuffers(mesh, rm.getRenderer()); |
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Material m = target.getMaterial(); |
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float weights[] = target.getMorphState(); |
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Material m = geom.getMaterial(); |
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float weights[] = geom.getMorphState(); |
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MorphTarget morphTargets[] = mesh.getMorphTargets(); |
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MorphTarget morphTargets[] = mesh.getMorphTargets(); |
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float matWeights[]; |
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float matWeights[]; |
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MatParam param = m.getParam("MorphWeights"); |
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//Number of buffer to handle for each morph target
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//Number of buffer to handle for each morph target
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int targetNumBuffers = getTargetNumBuffers(morphTargets[0]); |
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int targetNumBuffers = getTargetNumBuffers(morphTargets[0]); |
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// compute the max number of targets to send to the GPU
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int maxGPUTargets = Math.min(nbMaxBuffers, MAX_MORPH_BUFFERS) / targetNumBuffers; |
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if (param == null) { |
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matWeights = new float[maxGPUTargets]; |
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m.setParam("MorphWeights", VarType.FloatArray, matWeights); |
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} else { |
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matWeights = (float[]) param.getValue(); |
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} |
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// setting the maximum number as the real number may change every frame and trigger a shader recompilation since it's bound to a define.
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int maxGPUTargets = getMaxGPUTargets(rm, geom, m, targetNumBuffers); |
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m.setInt("NumberOfMorphTargets", maxGPUTargets); |
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m.setInt("NumberOfTargetsBuffers", targetNumBuffers); |
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MatParam param2 = m.getParam("MorphWeights"); |
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matWeights = (float[]) param2.getValue(); |
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int nbGPUTargets = 0; |
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int nbGPUTargets = 0; |
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int lastGpuTargetIndex = 0; |
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int lastGpuTargetIndex = 0; |
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@ -115,14 +108,14 @@ public class MorphControl extends AbstractControl { |
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} else if (cpuWeightSum > 0) { |
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} else if (cpuWeightSum > 0) { |
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// we have more simultaneous morph targets than available gpu slots,
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// we have more simultaneous morph targets than available gpu slots,
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// we merge the additional morph targets and bind them to the last gpu slot
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// we merge the additional morph targets and bind them to the last gpu slot
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MorphTarget mt = target.getFallbackMorphTarget(); |
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MorphTarget mt = geom.getFallbackMorphTarget(); |
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if (mt == null) { |
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if (mt == null) { |
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mt = initCpuMorphTarget(target); |
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mt = initCpuMorphTarget(geom); |
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target.setFallbackMorphTarget(mt); |
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geom.setFallbackMorphTarget(mt); |
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} |
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} |
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// adding the last Gpu target weight
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// adding the last Gpu target weight
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cpuWeightSum += matWeights[nbGPUTargets - 1]; |
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cpuWeightSum += matWeights[nbGPUTargets - 1]; |
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ensureTmpArraysCapacity(target.getVertexCount() * 3, targetNumBuffers); |
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ensureTmpArraysCapacity(geom.getVertexCount() * 3, targetNumBuffers); |
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// merging all remaining targets in tmp arrays
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// merging all remaining targets in tmp arrays
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for (int i = lastGpuTargetIndex; i < morphTargets.length; i++) { |
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for (int i = lastGpuTargetIndex; i < morphTargets.length; i++) { |
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@ -130,7 +123,7 @@ public class MorphControl extends AbstractControl { |
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continue; |
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continue; |
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} |
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} |
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float weight = weights[i] / cpuWeightSum; |
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float weight = weights[i] / cpuWeightSum; |
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MorphTarget t = target.getMesh().getMorphTargets()[i]; |
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MorphTarget t = geom.getMesh().getMorphTargets()[i]; |
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mergeMorphTargets(targetNumBuffers, weight, t, i == lastGpuTargetIndex); |
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mergeMorphTargets(targetNumBuffers, weight, t, i == lastGpuTargetIndex); |
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} |
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} |
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@ -143,7 +136,52 @@ public class MorphControl extends AbstractControl { |
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// setting the eight of the merged targets
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// setting the eight of the merged targets
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matWeights[nbGPUTargets - 1] = cpuWeightSum; |
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matWeights[nbGPUTargets - 1] = cpuWeightSum; |
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} |
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} |
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geom.setDirtyMorph(false); |
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} |
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} |
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} |
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private int getMaxGPUTargets(RenderManager rm, Geometry geom, Material mat, int targetNumBuffers) { |
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if (geom.getNbSimultaneousGPUMorph() > -1) { |
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return geom.getNbSimultaneousGPUMorph(); |
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} |
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// Evaluate the number of CPU slots remaining for morph buffers.
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int nbMaxBuffers = getRemainingBuffers(geom.getMesh(), rm.getRenderer()); |
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int realNumTargetsBuffers = geom.getMesh().getMorphTargets().length * targetNumBuffers; |
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// compute the max number of targets to send to the GPU
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int maxGPUTargets = Math.min(realNumTargetsBuffers, Math.min(nbMaxBuffers, MAX_MORPH_BUFFERS)) / targetNumBuffers; |
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MatParam param = mat.getParam("MorphWeights"); |
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if (param == null) { |
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// init the mat param if it doesn't exists.
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float[] wts = new float[maxGPUTargets]; |
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mat.setParam("MorphWeights", VarType.FloatArray, wts); |
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} |
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mat.setInt("NumberOfTargetsBuffers", targetNumBuffers); |
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// test compile the shader to find the accurate number of remaining attributes slots
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boolean compilationOk = false; |
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// Note that if ever the shader has an unrelated issue we want to break at some point, hence the maxGPUTargets > 0
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while (!compilationOk && maxGPUTargets > 0) { |
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// setting the maximum number as the real number may change every frame and trigger a shader recompilation since it's bound to a define.
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mat.setInt("NumberOfMorphTargets", maxGPUTargets); |
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try { |
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// preload the spatial. this will trigger a shader compilation that will fail if the number of attributes is over the limit.
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rm.preloadScene(spatial); |
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compilationOk = true; |
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} catch (RendererException e) { |
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logger.log(Level.FINE, geom.getName() + ": failed at " + maxGPUTargets); |
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// the compilation failed let's decrement the number of targets an try again.
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maxGPUTargets--; |
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} |
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} |
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logger.log(Level.FINE, geom.getName() + ": " + maxGPUTargets); |
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// set the number of GPU morph on the geom to not have to recompute it next frame.
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geom.setNbSimultaneousGPUMorph(maxGPUTargets); |
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return maxGPUTargets; |
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} |
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} |
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private int bindMorphtargetBuffer(Mesh mesh, int targetNumBuffers, int boundBufferIdx, MorphTarget t) { |
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private int bindMorphtargetBuffer(Mesh mesh, int targetNumBuffers, int boundBufferIdx, MorphTarget t) { |
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@ -263,6 +301,17 @@ public class MorphControl extends AbstractControl { |
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return num; |
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return num; |
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} |
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} |
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/** |
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* Computes the number of remaining buffers on this mesh. |
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* This is supposed to give a hint on how many attributes will be used in the material and computes the remaining available slots for the morph attributes. |
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* However, the shader can declare attributes that are not used and not bound to a real buffer. |
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* That's why we attempt to compile the shader later on to avoid any compilation crash. |
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* This method is here to avoid too much render test iteration. |
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* |
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* @param mesh |
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* @param renderer |
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* @return |
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*/ |
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private int getRemainingBuffers(Mesh mesh, Renderer renderer) { |
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private int getRemainingBuffers(Mesh mesh, Renderer renderer) { |
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int nbUsedBuffers = 0; |
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int nbUsedBuffers = 0; |
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for (VertexBuffer vb : mesh.getBufferList().getArray()) { |
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for (VertexBuffer vb : mesh.getBufferList().getArray()) { |
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