Working on optimization: GPU skinning and binary animations

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Vladislav Khorev committed 2026-04-15 16:39:33 +03:00
1 parent a589765b7e
commit f708843747
24 files changed
+890 -489525

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@@ -23,6 +23,7 @@ enum class AnimationState {
class Character {
public:
void loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile = "");
void loadBinaryAnimation(AnimationState state, const std::string& filename, const std::string& zipFile = "");
// void setTexture(std::shared_ptr<Texture> texture);
void setTexture(std::shared_ptr<Texture> texture) {
this->texture = texture;
@@ -59,6 +60,7 @@ public:
bool canAttack = false;
Character* attackTarget = nullptr;
bool isPlayer = false;
bool useGpuSkinning = true;
private:
struct AnimationData {
@@ -67,6 +69,15 @@ private:
float currentFrame = 0.f;
int lastFrame = -1;
int totalFrames = 1;
// GPU skinning data (lazily initialized)
VertexRenderStruct bindPoseMutable;
std::shared_ptr<VBOHolder> boneIndices0VBO;
std::shared_ptr<VBOHolder> boneIndices1VBO;
std::shared_ptr<VBOHolder> boneWeights0VBO;
std::shared_ptr<VBOHolder> boneWeights1VBO;
bool gpuSkinningPrepared = false;
std::vector<Eigen::Matrix4f> skinningMatrices;
};
std::map<AnimationState, AnimationData> animations;
@@ -81,6 +92,11 @@ private:
// Returns the animation state to actually play/draw, falling back to IDLE
// if the requested state has no loaded animation.
AnimationState resolveActiveState() const;
// GPU skinning: prepare per-animation VBOs (called lazily on first draw)
void prepareGpuSkinningVBOs(AnimationData& anim);
// GPU skinning: draw using shader-based skinning
void drawGpuSkinning(Renderer& renderer);
};
} // namespace ZL