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Vasily Petrov 2026-06-18 01:18:29 +03:00
commit 2fe6ca2f65
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#ifndef SKIN_H
#define SKIN_H
#include "common.hlsli"
struct v_model_skinned_0
{
float4 P : POSITION; // (float,float,float,1) - quantized // short4
float3 N : NORMAL; // normal // DWORD
float3 T : TANGENT; // tangent // DWORD
float3 B : BINORMAL; // binormal // DWORD
float2 tc : TEXCOORD0; // (u,v) // short2
};
struct v_model_skinned_1 // 24 bytes
{
float4 P : POSITION; // (float,float,float,1) - quantized // short4
int4 N : NORMAL; // (nx,ny,nz,index) // DWORD
float3 T : TANGENT; // tangent // DWORD
float3 B : BINORMAL; // binormal // DWORD
float2 tc : TEXCOORD0; // (u,v) // short2
};
struct v_model_skinned_2 // 28 bytes
{
float4 P : POSITION; // (float,float,float,1) - quantized // short4
float4 N : NORMAL; // (nx,ny,nz,weight) // DWORD
float3 T : TANGENT; // tangent // DWORD
float3 B : BINORMAL; // binormal // DWORD
float4 tc : TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4
};
struct v_model_skinned_3 // 28 bytes
{
float4 P : POSITION; // (float,float,float,1) - quantized // short4
float4 N : NORMAL; // (nx,ny,nz,weight0) // DWORD
float4 T : TANGENT; // (tx,ty,tz,weight1) // DWORD
float4 B : BINORMAL; // (bx,by,bz,m-index2) // DWORD
float4 tc : TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4
};
struct v_model_skinned_4 // 28 bytes
{
float4 P : POSITION; // (float,float,float,1) - quantized // short4
float4 N : NORMAL; // (nx,ny,nz,weight0) // DWORD
float4 T : TANGENT; // (tx,ty,tz,weight1) // DWORD
float4 B : BINORMAL; // (bx,by,bz,weight2) // DWORD
float2 tc : TEXCOORD0; // (u,v) // short2
float4 ind : TEXCOORD1; // (x=m-index0, y=m-index1, z=m-index2, w=m-index3) // DWORD
};
//////////////////////////////////////////////////////////////////////////////////////////
float4 u_position(float4 v)
{
return float4(v.xyz, 1.f);
} // -12..+12
//////////////////////////////////////////////////////////////////////////////////////////
// uniform float4 sbones_array [256-22] : register(vs,c22);
// Igor: some shaders in r1 need more free constant registers
uniform float4 sbones_array[65 * 3] : register(vs, c22);
float3 skinning_dir(float3 dir, float3 m0, float3 m1, float3 m2)
{
float3 U = unpack_normal(dir);
return float3(
dot(m0, U),
dot(m1, U),
dot(m2, U));
}
float4 skinning_pos(float4 pos, float4 m0, float4 m1, float4 m2)
{
float4 P = u_position(pos);
return float4(
dot(m0, P),
dot(m1, P),
dot(m2, P),
1);
}
v_model skinning_0(v_model_skinned_0 v)
{
// skinning
v_model o;
o.pos = u_position(v.P);
o.norm = unpack_normal(v.N);
o.T = unpack_normal(v.T);
o.B = unpack_normal(v.B);
o.tc = v.tc; // -16..+16
#ifdef SKIN_COLOR
o.rgb_tint = float3(0, 0, 2);
#endif
return o;
}
v_model skinning_1(v_model_skinned_1 v)
{
// matrices
int mid = v.N.w * (int)255;
float4 m0 = sbones_array[mid + 0];
float4 m1 = sbones_array[mid + 1];
float4 m2 = sbones_array[mid + 2];
// skinning
v_model o;
o.pos = skinning_pos(v.P, m0, m1, m2);
o.norm = skinning_dir(v.N, m0, m1, m2);
o.T = skinning_dir(v.T, m0, m1, m2);
o.B = skinning_dir(v.B, m0, m1, m2);
o.tc = v.tc; // -16..+16
#ifdef SKIN_COLOR
o.rgb_tint = float3(0, 2, 0);
#endif
return o;
}
v_model skinning_2(v_model_skinned_2 v)
{
// matrices
int id_0 = v.tc.z;
float4 m0_0 = sbones_array[id_0 + 0];
float4 m1_0 = sbones_array[id_0 + 1];
float4 m2_0 = sbones_array[id_0 + 2];
int id_1 = v.tc.w;
float4 m0_1 = sbones_array[id_1 + 0];
float4 m1_1 = sbones_array[id_1 + 1];
float4 m2_1 = sbones_array[id_1 + 2];
// lerp
float w = v.N.w;
float4 m0 = lerp(m0_0, m0_1, w);
float4 m1 = lerp(m1_0, m1_1, w);
float4 m2 = lerp(m2_0, m2_1, w);
// skinning
v_model o;
o.pos = skinning_pos(v.P, m0, m1, m2);
o.norm = skinning_dir(v.N, m0, m1, m2);
o.T = skinning_dir(v.T, m0, m1, m2);
o.B = skinning_dir(v.B, m0, m1, m2);
o.tc = v.tc;
#ifdef SKIN_COLOR
o.rgb_tint = float3(2, 0, 0);
if (id_0 == id_1)
{
o.rgb_tint = float3(1, 2, 0);
}
#endif
return o;
}
v_model skinning_2lq(v_model_skinned_2 v)
{
// matrices
int id_0 = v.tc.z;
float4 m0 = sbones_array[id_0 + 0];
float4 m1 = sbones_array[id_0 + 1];
float4 m2 = sbones_array[id_0 + 2];
// skinning
v_model o;
o.pos = skinning_pos(v.P, m0, m1, m2);
o.norm = skinning_dir(v.N, m0, m1, m2);
o.T = skinning_dir(v.T, m0, m1, m2);
o.B = skinning_dir(v.B, m0, m1, m2);
o.tc = v.tc; // -16..+16
#ifdef SKIN_COLOR
o.rgb_tint = float3(0, 2, 0);
#endif
return o;
}
v_model skinning_3(v_model_skinned_3 v)
{
// matrices
int id_0 = v.tc.z;
float4 m0_0 = sbones_array[id_0 + 0];
float4 m1_0 = sbones_array[id_0 + 1];
float4 m2_0 = sbones_array[id_0 + 2];
int id_1 = v.tc.w;
float4 m0_1 = sbones_array[id_1 + 0];
float4 m1_1 = sbones_array[id_1 + 1];
float4 m2_1 = sbones_array[id_1 + 2];
int id_2 = v.B.w * 255 + 0.3;
float4 m0_2 = sbones_array[id_2 + 0];
float4 m1_2 = sbones_array[id_2 + 1];
float4 m2_2 = sbones_array[id_2 + 2];
// lerp
float w0 = v.N.w;
float w1 = v.T.w;
float w2 = 1 - w0 - w1;
float4 m0 = m0_0 * w0;
float4 m1 = m1_0 * w0;
float4 m2 = m2_0 * w0;
m0 += m0_1 * w1;
m1 += m1_1 * w1;
m2 += m2_1 * w1;
m0 += m0_2 * w2;
m1 += m1_2 * w2;
m2 += m2_2 * w2;
// skinning
v_model o;
o.pos = skinning_pos(v.P, m0, m1, m2);
o.norm = skinning_dir(v.N, m0, m1, m2);
o.T = skinning_dir(v.T, m0, m1, m2);
o.B = skinning_dir(v.B, m0, m1, m2);
o.tc = v.tc; // -16..+16
#ifdef SKIN_COLOR
o.rgb_tint = float3(2, 0, 0);
if (id_0 == id_1)
{
o.rgb_tint = float3(1, 2, 0);
}
#endif
return o;
}
v_model skinning_3lq(v_model_skinned_3 v)
{
return skinning_3(v);
}
v_model skinning_4(v_model_skinned_4 v)
{
// matrices
float id[4];
float4 m[4][3]; // [bone index][matrix row or column???]
for (int i = 0; i < 4; ++i)
{
id[i] = v.ind[i] * 255 + 0.3;
for (int j = 0; j < 3; ++j)
{
m[i][j] = sbones_array[id[i] + j];
}
}
// lerp
float w[4];
w[0] = v.N.w;
w[1] = v.T.w;
w[2] = v.B.w;
w[3] = 1 - w[0] - w[1] - w[2];
float4 m0 = m[0][0] * w[0];
float4 m1 = m[0][1] * w[0];
float4 m2 = m[0][2] * w[0];
for (int i = 1; i < 4; ++i)
{
m0 += m[i][0] * w[i];
m1 += m[i][1] * w[i];
m2 += m[i][2] * w[i];
}
// skinning
v_model o;
o.pos = skinning_pos(v.P, m0, m1, m2);
o.norm = skinning_dir(v.N, m0, m1, m2);
o.T = skinning_dir(v.T, m0, m1, m2);
o.B = skinning_dir(v.B, m0, m1, m2);
o.tc = v.tc; // -16..+16
#ifdef SKIN_COLOR
o.rgb_tint = float3(2, 0, 0);
if (id_0 == id_1)
{
o.rgb_tint = float3(1, 2, 0);
}
#endif
return o;
}
v_model skinning_4lq(v_model_skinned_4 v)
{
return skinning_4(v);
}
#endif