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Z-Knight
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« Reply #60 on: May 27, 2008, 10:21:12 am » |
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rogersgb, I have a small update to the computeNormals() function for 3DS in MaxLoader.java (originally this was in Loader3DS.java). Since I've not used the "new" code as of yet I didn't feel comfortable commiting this via subversion so I would appreciate if you could try it out and update it yourself. The "new" code seems to match the "old" code except that the Vec3 is now Vec4, and "object.verts" is now "object.vertices" Basically I ran a profiler on the joglutils project (old one) and I noticed that computeNormals() was a huge bottleneck and so I started looking at the code and realized that it has way too much nested looping that is causing the long computation times. Initially the code loops over the objects and then each face of the object and calculates the normal for each face. It then loops over the vertices of each object and for each vertex it loops over all of the faces and tries to find the face who has a vertex that matches the current vertex and then it uses the face normal to add to the vertex normal...and then it normalizes the normal. Well, the looping over each face for every vertex is horrible because the loop never terminates early because it has to loop through all of the faces to find if any has a matching vertex. Also, it calculates a 'shared' counter that is used to divide the normal summation for each vertex normal but this is pretty much useless because we normalize the vertex normal anyway so dividing it by some value does nothing....it just adds an unnecessary calculation. I rewrote the code to the following: Loop through each object - initialize the normal vector in each object Loop through each object - Loop through each face of the object - calculate face normal - add face normal to each of the 3 vertex normals of the face Loop through each object - Loop through each vertex of the object - normalize the vertex normal It may seem like there are three loops and this is worse but in fact this is much much faster and gives the correct results (or at least it seems to). And when I say it is much faster, on a model of 500,000 vertices the calculation was 30 times faster than before....I don't think the model size matters but I'm just giving you an example. Here is the code that I believe works for the "new" code (MaxLoader.java) private void computeNormals(Model model) { Vec4 vVector1 = new Vec4(); Vec4 vVector2 = new Vec4(); Vec4 vPoly[] = new Vec4[3]; int numObjs = model.getNumberOfMeshes();
// Initialize the normals vectors for each vertex of each object for (int index=0; index<numObjs; index++) { Mesh object = model.getMesh(index);
object.normals = new Vec4[object.numOfVerts]; for (int i=0; i<object.numOfVerts; i++) { object.normals[i] = new Vec4(0.0f, 0.0f, 0.0f); } } // Calculate the normal for each face and add this normal value to each // vertex of the face for (int index=0; index<numObjs; index++) { Mesh object = model.getMesh(index);
for (int i=0; i<object.numOfFaces; i++) { vPoly[0] = new Vec4(object.vertices[object.faces[i].vertIndex[0]]); vPoly[1] = new Vec4(object.vertices[object.faces[i].vertIndex[1]]); vPoly[2] = new Vec4(object.vertices[object.faces[i].vertIndex[2]]); vVector1 = vPoly[1]; vVector2 = vPoly[2]; vVector1.x -= vPoly[0].x; vVector1.y -= vPoly[0].y; vVector1.z -= vPoly[0].z; vVector2.x -= vPoly[0].x; vVector2.y -= vPoly[0].y; vVector2.z -= vPoly[0].z; Vec4 tempVect = new Vec4( vVector1.y*vVector2.z - vVector1.z*vVector2.y, vVector1.z*vVector2.x - vVector1.x*vVector2.z, vVector1.x*vVector2.y - vVector1.y*vVector2.x ); for (int j=0; j<3; j++) { int vertex = object.faces[i].vertIndex[j];
object.normals[vertex].x += tempVect.x; object.normals[vertex].y += tempVect.y; object.normals[vertex].z += tempVect.z; } } } // Normalize the normal vector of each vertex of every object for (int index=0; index<numObjs; index++) { Mesh object = model.getMesh(index); for (int i=0; i<object.numOfVerts; i++) { // Normalize float mag = (float)Math.sqrt(object.normals[i].x*object.normals[i].x + object.normals[i].y*object.normals[i].y + object.normals[i].z*object.normals[i].z); // dividing by the negative of the magnitude to get the opposite // vector...not exactly sure why this is done to be honest but it works. object.normals[i].x /= -mag; object.normals[i].y /= -mag; object.normals[i].z /= -mag; } } }
Here is the code that works for the "old" code (Loader3DS.java) that I am currently using: private void computeNormals(Model3DS model) { Vec3 vVector1 = new Vec3(); Vec3 vVector2 = new Vec3(); Vec3 vPoly[] = new Vec3[3]; int numObjs = model.getNumberOfObjects();
// Initialize the normals vectors for each vertex of each object for (int index=0; index<numObjs; index++) { Obj object = model.getObject(index);
object.normals = new Vec3[object.numOfVerts]; for (int i=0; i<object.numOfVerts; i++) { object.normals[i] = new Vec3(0.0f, 0.0f, 0.0f); } } // Calculate the normal for each face and add this normal value to each // vertex of the face for (int index=0; index<numObjs; index++) { Obj object = model.getObject(index);
for (int i=0; i<object.numOfFaces; i++) { vPoly[0] = new Vec3(object.verts[object.faces[i].vertIndex[0]]); vPoly[1] = new Vec3(object.verts[object.faces[i].vertIndex[1]]); vPoly[2] = new Vec3(object.verts[object.faces[i].vertIndex[2]]); vVector1 = vPoly[1]; vVector2 = vPoly[2]; vVector1.x -= vPoly[0].x; vVector1.y -= vPoly[0].y; vVector1.z -= vPoly[0].z; vVector2.x -= vPoly[0].x; vVector2.y -= vPoly[0].y; vVector2.z -= vPoly[0].z; Vec3 tempVect = new Vec3( vVector1.y*vVector2.z - vVector1.z*vVector2.y, vVector1.z*vVector2.x - vVector1.x*vVector2.z, vVector1.x*vVector2.y - vVector1.y*vVector2.x ); for (int j=0; j<3; j++) { int vertex = object.faces[i].vertIndex[j];
object.normals[vertex].x += tempVect.x; object.normals[vertex].y += tempVect.y; object.normals[vertex].z += tempVect.z; } } } // Normalize the normal vector of each vertex of every object for (int index=0; index<numObjs; index++) { Obj object = model.getObject(index); for (int i=0; i<object.numOfVerts; i++) { // Normalize float mag = (float)Math.sqrt(object.normals[i].x*object.normals[i].x + object.normals[i].y*object.normals[i].y + object.normals[i].z*object.normals[i].z); // dividing by the negative of the magnitude to get the opposite // vector...not exactly sure why this is done to be honest. object.normals[i].x /= -mag; object.normals[i].y /= -mag; object.normals[i].z /= -mag; } } }
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rodgersgb
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« Reply #61 on: May 27, 2008, 11:10:43 am » |
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Sure, I will try it out.
Thanks.
By the way, I'm working on a small scale scenegraph that supports LOD. This should tremendously help out the model rendering.
-greg
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Z-Knight
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« Reply #62 on: May 27, 2008, 11:25:57 am » |
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Sure, I will try it out.
Thanks.
By the way, I'm working on a small scale scenegraph that supports LOD. This should tremendously help out the model rendering.
-greg
cool...that's actually something I need to implement in my work and I've not even started so I can't wait to use what you come up with. I'm currently trying to implement VBO rendering as an option though I'm not sure how much it will help me since I'm using GLJPanel() and the GL context is destroyed on resize/init() and so I lose the VBOs that are created. Right now the direct draw rendering is what I'm using until I come learn how to do context sharing, etc. Though the VBO rendering might help for the versions of the code that use the GLCanvas() so it might not be a total waste. I have VBOs drawing the faces thus far, but I need to figure out how to get the normals in there and then the textures.
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rodgersgb
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« Reply #63 on: May 27, 2008, 11:40:35 am » |
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cool...that's actually something I need to implement in my work and I've not even started so I can't wait to use what you come up with.
I'm currently trying to implement VBO rendering as an option though I'm not sure how much it will help me since I'm using GLJPanel() and the GL context is destroyed on resize/init() and so I lose the VBOs that are created. Right now the direct draw rendering is what I'm using until I come learn how to do context sharing, etc. Though the VBO rendering might help for the versions of the code that use the GLCanvas() so it might not be a total waste. I have VBOs drawing the faces thus far, but I need to figure out how to get the normals in there and then the textures.
I have the same problem with textures and display lists on a GLJPanel. I store them in hash tables when they are created. If they need re-initialized due to context destruction I just grab them back out of the hash table. That implementation works for a heavyweight canvas as well.
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Z-Knight
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« Reply #64 on: May 30, 2008, 10:08:46 am » |
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I finally was able to get VBOs to work in my version of the JOGLUTILS (old code) and so I'll be sending you an update here in the next few days. I've basically written out the steps I used for the VBO code in this post http://www.javagaming.org/index.php/topic,18710.0.html. Currently I have it working for a GLCanvas and I need to add code that recreates the buffers following a re-init() in GLJPanel cases....once I get that figured out I'll post the update here or I might actually try to edit the subversion code itself. EDIT: I downloaded the latest version of the joglutils loaders and so I'll try to make the changes directly and either I'll send you the modified files, create a patch and attach the files, or try to see if I can commit to subversion. I'll even add the computeNormals() code that I submitted before and I noticed that the test viewer doesn't have the best lighting setup because it washes out the models so I'll try to make it like the viewer I wrote (just gonna tweak the lighting parameters).
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« Last Edit: May 30, 2008, 02:53:57 pm by Z-Knight »
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crazyrrrussian
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« Reply #66 on: June 23, 2008, 06:26:19 pm » |
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is there a chance of the source code for this becoming available?
EDIT: nm, i figured it out. dev.java.net is pretty cool!
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« Last Edit: June 23, 2008, 06:29:43 pm by crazyrrrussian »
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Z-Knight
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« Reply #67 on: June 25, 2008, 07:36:25 am » |
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If you get a chance, I would download the latest joglutils loader (not in the original branch but the new stuff) and try to add your OBJ loader and/or add to the one that has been started there. I've not looked at it myself yet so I don't know how much is complete but it might be of interest to you. Thanks for the contribution and keep it coming.
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bpeck
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« Reply #68 on: July 20, 2008, 08:16:38 pm » |
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Would you guys be interested in a Frame Buffer Object class? It covers all the basic stuff like color and depth attachments, but it has some neat features like support for multiple color attachments (a nice feature for those doing GPGPU stuff), and you can designate either a texture or render buffer as the attachment type.
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Z-Knight
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« Reply #69 on: July 21, 2008, 07:54:39 am » |
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Would you guys be interested in a Frame Buffer Object class? It covers all the basic stuff like color and depth attachments, but it has some neat features like support for multiple color attachments (a nice feature for those doing GPGPU stuff), and you can designate either a texture or render buffer as the attachment type.
heck yeah, I think any improvements would be welcome.
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bpeck
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« Reply #70 on: July 24, 2008, 01:46:11 pm » |
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I submitted the code to dev@games.java.net, let me know if it is of any use thanks, Ben Peck
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Glex
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« Reply #71 on: February 01, 2009, 10:07:25 am » |
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is the project still alive?
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rsantina
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« Reply #72 on: February 10, 2009, 06:24:49 am » |
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is the project still alive?
Hello, is this project still alive and if so where can i find the latest build.. iwould like to give some of the features a test run .. Thanks
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Z-Knight
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« Reply #73 on: February 10, 2009, 10:51:44 am » |
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Yes, the project is alive. I personally have updates that I've planning on making but I've not had the free time to do them. In particular, I want to add updates in these areas of the 3DS Model Loader: - Include VBO loading/rendering option - Include Serialization of model files for faster reading/processing - Improve the example viewer code to have more functionality and better lighting I don't have a timetable of the update because I need to first convert my code to the new structure that was created in the last update. here is the main project site: https://joglutils.dev.java.net/ The files are available via SVN or you can download individual files from the Documents and Files section. For some reason the dev sites are not accessible right now...figures the timing!
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GameCodingNinja
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« Reply #74 on: July 09, 2009, 12:42:50 pm » |
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This all sounds very exciting! I'm hoping some day I'll be able to load a model with bone animations and be able call the animations from my code. As far as 3D programming goes, bones and shaders are the two things I haven't been able to wrap my brain around.
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Z-Knight
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« Reply #75 on: July 31, 2009, 08:44:46 am » |
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Z-Knight
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« Reply #76 on: August 07, 2009, 07:51:59 am » |
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wow, nice...really, you have NO answer for me? See if people are going to be willing to waste their time contributing in the future.
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rodgersgb
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« Reply #77 on: August 18, 2009, 05:54:20 pm » |
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So have mine. 
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Z-Knight
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« Reply #79 on: August 21, 2009, 07:43:33 am » |
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good to know...thanks. I wish that was sort of included in any emails, I'm simply not able to follows news from every darn website.
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jdp
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NEWT is beautiful
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« Reply #80 on: November 25, 2009, 04:41:03 pm » |
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hi, when i build jogl-utils from github it can't find vecmath.. in my copy i repacked jogl-utils/make/lib/jogl-demos-util.jar with vecmath to get it to build. best, john
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gouessej
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« Reply #81 on: November 27, 2009, 02:16:44 pm » |
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hi, when i build jogl-utils from github it can't find vecmath.. in my copy i repacked jogl-utils/make/lib/jogl-demos-util.jar with vecmath to get it to build. best, john
Thanks.
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