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fix skinning model split #11378
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Merged
fix skinning model split #11378
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Interface Check Report! WARNING this pull request has changed these public interfaces:
@@ -8353,8 +8353,9 @@
setIndicesAndJoints(indices: number[], joints: NativeJointInfo[]): void;
setBuffers(bufs: gfx.Buffer[]): void;
updateLocalDescriptors(submodelIdx: number, descriptorSet: gfx.DescriptorSet): any;
updateLightingmap(val: math.Vec4, sampler: gfx.Sampler, texture: gfx.Texture): void;
+ setRealTimeJointTextures(textures: gfx.Texture[]): void;
}>;
export type NativeSkinningModel = InstanceType<typeof NativeSkinningModel>;
export const NativeBakedAnimInfo: __private._types_globals__Constructor<{
buffer: gfx.Buffer;
@@ -20619,8 +20620,12 @@
MAX = 255,
DEFAULT = 128
}
/**
+ * @internal This method only used to init localDescriptorSetLayout.layouts[UBOSkinning.NAME]
+ */
+ export function localDescriptorSetLayout_ResizeMaxJoints(maxCount: number): void;
+ /**
* @en Does the device support single-channeled half float texture? (for both color attachment and sampling)
* @zh 当前设备是否支持单通道半浮点贴图?(颜色输出和采样)
*/
export function supportsR16HalfFloatTexture(device: gfx.Device): boolean;
@@ -20868,15 +20873,19 @@
static readonly LAYOUT: gfx.UniformBlock;
}
export const INST_JOINT_ANIM_INFO = "a_jointAnimInfo";
export class UBOSkinning {
- static readonly JOINTS_OFFSET = 0;
- static readonly COUNT: number;
- static readonly SIZE: number;
+ static get JOINT_UNIFORM_CAPACITY(): number;
+ static get COUNT(): number;
+ static get SIZE(): number;
static readonly NAME = "CCSkinning";
static readonly BINDING = ModelLocalBindings.UBO_SKINNING_TEXTURE;
static readonly DESCRIPTOR: gfx.DescriptorSetLayoutBinding;
static readonly LAYOUT: gfx.UniformBlock;
+ /**
+ * @internal This method only used init UBOSkinning configure.
+ */
+ static initLayout(capacity: number): void;
}
/**
* @en The uniform buffer object for morph setting
* @zh 形变配置的 UBO
@@ -20900,8 +20909,9 @@
static readonly DESCRIPTOR: gfx.DescriptorSetLayoutBinding;
static readonly LAYOUT: gfx.UniformBlock;
}
export const UNIFORM_JOINT_TEXTURE_BINDING = ModelLocalBindings.SAMPLER_JOINTS;
+ export const UNIFORM_REALTIME_JOINT_TEXTURE_BINDING = ModelLocalBindings.SAMPLER_JOINTS;
export const UNIFORM_POSITION_MORPH_TEXTURE_BINDING = ModelLocalBindings.SAMPLER_MORPH_POSITION;
export const UNIFORM_NORMAL_MORPH_TEXTURE_BINDING = ModelLocalBindings.SAMPLER_MORPH_NORMAL;
export const UNIFORM_TANGENT_MORPH_TEXTURE_BINDING = ModelLocalBindings.SAMPLER_MORPH_TANGENT;
export const UNIFORM_LIGHTMAP_TEXTURE_BINDING = ModelLocalBindings.SAMPLER_LIGHTMAP;
|
pandamicro
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Jun 6, 2022
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Jun 7, 2022
minggo
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Jun 7, 2022
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Jun 13, 2022
* fix skinning model split * rename function _resizeMaxJointForDS Co-authored-by: zhakesi <zhakesi@foxmail.com>
pandamicro
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Jun 24, 2022
* support asset property preview (#11017) (cherry picked from commit 85769cf8f81459b5ad98ccab4138420009572a32) * show mesh asset thumbnail (#10981) * V3.5.1 noise particle (#11003) * add cpu & gpu noise for particle * add some params & change particle noise shader * change shader * add cpu noise particle * add noise preview * run generation when preview * revert shaders * remove unused statements * add particle noise module * change noise preview interface * add invisible to remap * remove get deltaTime * set noiseModule private * fix eslint * feat: add noise preview (#11260) * [Optimize] asset editing undo (#10779) * edit render-pipeline * support renderpipeline undo * optimize material editing undo * reset last record data * temporary not support animation-mask undo * support animation-mask edit undo * animation mask remove _jointMasks * Animation clip embedded players (#11320) * Animation clip subregions * Log * Test * Eval * Update * Update * No longer use animation state to implement clip motion * Clear subregions * Fix * Mark subregion as editor extendable * Animation clip subregion player path * fix isnan(0.0) with webgl1.0 (#11262) * fix isinf(0.0)==true with webgl1.0 * code style * fix specular params with surface toon (#11265) * code format and add sliders for parameters (#11266) * Broadcasting of animation state\'s speed * Fix * Rename * Update * Fix * Revert "No longer use animation state to implement clip motion" This reverts commit 20755f9. * Revert some exotic changes * Update docs Co-authored-by: jk20012001 <jkregister@163.com> Co-authored-by: 徐兵 <49358166+xubing0906@users.noreply.github.com> * fix skinning model split (#11378) * fix skinning model split * rename function _resizeMaxJointForDS Co-authored-by: zhakesi <zhakesi@foxmail.com> * [ci skip][AUTO]: Automated genbindings update: d823cbb (#11378) (#11383) Co-authored-by: cocos-robot <cocos-robot@cocos.com> * use stop emitting instead (#11381) * add stop emitting api * use stop emitting instead * Update cocos/particle/particle-system.ts Co-authored-by: Leslie Leigh (李的序) <leslieleigh@outlook.com> Co-authored-by: Leslie Leigh (李的序) <leslieleigh@outlook.com> * fix: imageData fault tolerance (#11374) * fix: imageData fault tolerance * chore: when data is an empty array,stop the function * material undo updating effects list (#11409) * modify noise module ui (#11433) * use visible decorator to control the visibility of property (#11438) * fix joints data with value nan (#11489) * V3.5.2 CI Android NDK set version to 21 (#11448) (#11492) * Minor improvement * Fix format * Fix particle culler * Improve particle culler * Manually migrate joint data upload with texture in skinning model * Update shaders for skinning model based on joint texture * fis native skinning model with realtime-texture mode (#45) Co-authored-by: zhakesi <zhakesi@foxmail.com> * fix clangtidy (#46) * Small tweaks * modify code struct for skinning model (#47) * modify code struct for skinning model * update skinning chunk Co-authored-by: 黄森斌 <arsen2010@126.com> Co-authored-by: zxx43 <zxx43@hotmail.com> Co-authored-by: 袁炜海 <35713518+dogodo-cc@users.noreply.github.com> Co-authored-by: Leslie Leigh (李的序) <leslieleigh@outlook.com> Co-authored-by: jk20012001 <jkregister@163.com> Co-authored-by: 徐兵 <49358166+xubing0906@users.noreply.github.com> Co-authored-by: zhakesi <liqiao@cocos.com> Co-authored-by: zhakesi <zhakesi@foxmail.com> Co-authored-by: Cocos Robot <48829427+cocos-robot@users.noreply.github.com> Co-authored-by: cocos-robot <cocos-robot@cocos.com> Co-authored-by: Santy-Wang <wh19930829@qq.com> Co-authored-by: zhangxin <59186205+chichinohaha@users.noreply.github.com> Co-authored-by: 江战 <40414978+PatriceJiang@users.noreply.github.com>
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1] 根据硬件查询maxVertexUniformVectors 设置最大joints数量
2] maxVertexUniformVectors 不足时使用texture代替UniformVectors
为避免传输数据过大(例如PC可能最大支持4096VertexUniformVectors) 最大joints数量限定在256