Initial implementation of vertex data blending after resampling.
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6314db125a
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@ -390,25 +390,42 @@ namespace Unity.DemoTeam.Hair
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{
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Resample(
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srcDataPositionPtr + srcVertexOffset, srcVertexCount,
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dstDataPositionPtr + dstVertexOffset, dstVertexCount, resamplingIterations);
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dstDataPositionPtr + dstVertexOffset, dstVertexCount,
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blendWeightsPtr + dstVertexOffset, resamplingIterations);
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srcVertexOffset += srcVertexCount;
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dstVertexOffset += dstVertexCount;
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}
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}
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//TODO resampling needs to also deal with other attributes
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//TODO for example by changing resampling to also return blend weights
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//TODO ... for now, just copy the first uv to satisfy root resolve and ignore the rest
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if (curveSet.vertexFeatures.HasFlag(HairAssetProvisional.CurveSet.VertexFeatures.TexCoord))
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// Use the blend weights to resample any non-positional data requested by the vertex features.
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if (curveSet.vertexFeatures.HasFlag(HairAssetProvisional.CurveSet.VertexFeatures.Diameter) ||
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curveSet.vertexFeatures.HasFlag(HairAssetProvisional.CurveSet.VertexFeatures.TexCoord))
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{
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srcVertexOffset = 0;
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dstVertexOffset = 0;
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for (int i = 0; i != curveSet.curveCount; i++)
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{
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dstDataTexCoordPtr[dstVertexOffset] = srcDataTexCoordPtr[srcVertexOffset];
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for (int j = 0; j < dstVertexCount; j++)
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{
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// Fetch the blend weight.
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var d = dstVertexOffset + j;
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var w = blendWeightsPtr[d];
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var s0 = srcVertexOffset + (int) w.x;
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var s1 = srcVertexOffset + (int) w.y;
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if (curveSet.vertexFeatures.HasFlag(HairAssetProvisional.CurveSet.VertexFeatures.Diameter))
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{
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dstDataDiameterPtr[d] = Mathf.Lerp(srcDataDiameterPtr[s0], srcDataDiameterPtr[s1], w.z);
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}
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if (curveSet.vertexFeatures.HasFlag(HairAssetProvisional.CurveSet.VertexFeatures.TexCoord))
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{
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dstDataTexCoordPtr[d] = Vector2.Lerp(srcDataTexCoordPtr[s0], srcDataTexCoordPtr[s1], w.z);
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}
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}
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srcVertexOffset += srcVertexCountPtr[i];
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dstVertexOffset += dstVertexCount;
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}
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@ -1580,8 +1597,9 @@ namespace Unity.DemoTeam.Hair
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return true;// success
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}
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static unsafe void Resample(Vector3* srcPos, int srcCount, Vector3* dstPos, int dstCount, int iterations)
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static unsafe void Resample(Vector3* srcPos, int srcCount, Vector3* dstPos, int dstCount, Vector3* blendWeights, int iterations)
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{
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// Sum up the length of the source curve.
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var length = 0.0f;
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{
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for (int i = 1; i != srcCount; i++)
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@ -1590,10 +1608,12 @@ namespace Unity.DemoTeam.Hair
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}
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}
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// The resampled curve should have the same length as the source curve.
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// However
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var dstLength = length;
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var dstSpacing = dstLength / (dstCount - 1);
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ResampleWithHint(srcPos, srcCount, out var srcIndex, dstPos, dstCount, out var dstIndex, dstSpacing);
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ResampleWithHint(srcPos, srcCount, out var srcIndex, dstPos, dstCount, out var dstIndex, blendWeights, dstSpacing);
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// run a couple of iterations
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for (int i = 0; i != iterations; i++)
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@ -1605,7 +1625,7 @@ namespace Unity.DemoTeam.Hair
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dstLength = (dstIndex - 1) * dstSpacing + remainder;
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dstSpacing = dstLength / (dstCount - 1);
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ResampleWithHint(srcPos, srcCount, out srcIndex, dstPos, dstCount, out dstIndex, dstSpacing);
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ResampleWithHint(srcPos, srcCount, out srcIndex, dstPos, dstCount, out dstIndex, blendWeights, dstSpacing);
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}
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else
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{
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@ -1622,16 +1642,25 @@ namespace Unity.DemoTeam.Hair
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while (dstIndex < dstCount)
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{
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dstPos[dstIndex] = dstPosPrev + dstDirTail * dstSpacing;
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// Extrapolated blend weights are just a continuation of the last source vertex.
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blendWeights[dstIndex].x = srcCount - 1;
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blendWeights[dstIndex].y = srcCount - 1;
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blendWeights[dstIndex].z = 0.0f;
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dstPosPrev = dstPos[dstIndex++];
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}
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}
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}
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static unsafe void ResampleWithHint(Vector3* srcPos, int srcCount, out int srcIndex, Vector3* dstPos, int dstCount, out int dstIndex, float dstSpacing)
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static unsafe void ResampleWithHint(Vector3* srcPos, int srcCount, out int srcIndex, Vector3* dstPos, int dstCount, out int dstIndex, Vector3* blendWeights, float dstSpacing)
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{
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// The resampled curve always shares the same 0th vertex with the source curve.
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dstPos[0] = srcPos[0];
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// The first blend weight will just select the first vertex's data.
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blendWeights[0] = Vector3.zero;
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dstIndex = 1;
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srcIndex = 1;
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@ -1663,16 +1692,15 @@ namespace Unity.DemoTeam.Hair
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else
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dstPos[dstIndex] = p;
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// Additionally, compute blend weights needed for resampling any additional vertex data
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// as a post-process step later.
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// Additionally, compute blend weights needed for resampling any additional vertex data.
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{
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float d0 = Vector3.SqrMagnitude(dstPos[dstIndex] - srcPos[srcIndex - 1]);
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float d1 = Vector3.SqrMagnitude(srcPos[srcIndex] - srcPos[srcIndex - 1]);
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float t = Mathf.Clamp01(d0 / d1); // Compute a "barycentric" coordinate to blend between vertex data.
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// Assert.IsTrue(d0 / d1 <= 1.0f);
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// Assert.IsTrue(d0 / d1 >= 0.0f);
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// The blend weight is the ratio between distances.
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blendWeights[dstIndex].x = srcIndex - 1;
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blendWeights[dstIndex].y = srcIndex;
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blendWeights[dstIndex].z = Mathf.Clamp01(d0 / d1);;
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}
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dstPosPrev = dstPos[dstIndex++];
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