#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 float4 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 #define MAX_BONES_COUNT 128 cbuffer SkinConstants { float4 sbones_array[MAX_BONES_COUNT * 3]; #ifndef DISABLE_VELOCITY float4 sbones_array_old[MAX_BONES_COUNT * 3]; #endif } 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); // -12..+12 return float4( dot(m0, P), dot(m1, P), dot(m2, P), 1.0f); } v_model skinning_0(v_model_skinned_0 v) { // Swizzle for D3DCOLOUR format v.N = v.N.zyx; v.T = v.T.zyx; v.B = v.B.zyx; // skinning v_model o; o.P = u_position(v.P); // -12..+12 o.P_old = o.P; // -12..+12 o.N = unpack_normal(v.N); o.T = unpack_normal(v.T); o.B = unpack_normal(v.B); o.tc = v.tc; // -16..+16 return o; } v_model skinning_1(v_model_skinned_1 v) { // Swizzle for D3DCOLOUR format v.N.xyz = v.N.zyx; v.T.xyz = v.T.zyx; v.B.xyz = v.B.zyx; // matrices int mid = v.N.w * 765 + 0.3; float4 m0 = sbones_array[mid + 0]; float4 m1 = sbones_array[mid + 1]; float4 m2 = sbones_array[mid + 2]; // skinning v_model o; o.P = skinning_pos(v.P, m0, m1, m2); o.N = skinning_dir(v.N.xyz, m0.xyz, m1.xyz, m2.xyz); o.T = skinning_dir(v.T.xyz, m0.xyz, m1.xyz, m2.xyz); o.B = skinning_dir(v.B.xyz, m0.xyz, m1.xyz, m2.xyz); o.tc = v.tc; // -16..+ #ifndef DISABLE_VELOCITY float4 m0_old = sbones_array_old[mid + 0]; float4 m1_old = sbones_array_old[mid + 1]; float4 m2_old = sbones_array_old[mid + 2]; o.P_old = skinning_pos(v.P, m0_old, m1_old, m2_old); #else o.P_old = o.P; #endif return o; } v_model skinning_2(v_model_skinned_2 v) { // Swizzle for D3DCOLOUR format v.N.xyz = v.N.zyx; v.T.xyz = v.T.zyx; v.B.xyz = v.B.zyx; // matrices int id_0 = v.tc.z * 3; 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 * 3; float4 m0_1 = sbones_array[id_1 + 0]; float4 m1_1 = sbones_array[id_1 + 1]; float4 m2_1 = sbones_array[id_1 + 2]; 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.P = skinning_pos(v.P, m0, m1, m2); o.N = skinning_dir(v.N.xyz, m0.xyz, m1.xyz, m2.xyz); o.T = skinning_dir(v.T.xyz, m0.xyz, m1.xyz, m2.xyz); o.B = skinning_dir(v.B.xyz, m0.xyz, m1.xyz, m2.xyz); o.tc = v.tc.xy; // -16..+16 #ifndef DISABLE_VELOCITY float4 m0_0_old = sbones_array_old[id_0 + 0]; float4 m1_0_old = sbones_array_old[id_0 + 1]; float4 m2_0_old = sbones_array_old[id_0 + 2]; float4 m0_1_old = sbones_array_old[id_1 + 0]; float4 m1_1_old = sbones_array_old[id_1 + 1]; float4 m2_1_old = sbones_array_old[id_1 + 2]; float4 m0_old = lerp(m0_0_old, m0_1_old, w); float4 m1_old = lerp(m1_0_old, m1_1_old, w); float4 m2_old = lerp(m2_0_old, m2_1_old, w); o.P_old = skinning_pos(v.P, m0_old, m1_old, m2_old); #else o.P_old = o.P; #endif return o; } v_model skinning_3(v_model_skinned_3 v) { // Swizzle for D3DCOLOUR format v.N.xyz = v.N.zyx; v.T.xyz = v.T.zyx; v.B.xyz = v.B.zyx; // matrices int id_0 = v.tc.z * 3; 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 * 3; 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 * 765 + 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 = 1.0f - 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.P = skinning_pos(v.P, m0, m1, m2); o.N = skinning_dir(v.N.xyz, m0.xyz, m1.xyz, m2.xyz); o.T = skinning_dir(v.T.xyz, m0.xyz, m1.xyz, m2.xyz); o.B = skinning_dir(v.B.xyz, m0.xyz, m1.xyz, m2.xyz); o.tc = v.tc.xy; // -16..+16 #ifndef DISABLE_VELOCITY float4 m0_0_old = sbones_array_old[id_0 + 0]; float4 m1_0_old = sbones_array_old[id_0 + 1]; float4 m2_0_old = sbones_array_old[id_0 + 2]; float4 m0_1_old = sbones_array_old[id_1 + 0]; float4 m1_1_old = sbones_array_old[id_1 + 1]; float4 m2_1_old = sbones_array_old[id_1 + 2]; float4 m0_2_old = sbones_array_old[id_2 + 0]; float4 m1_2_old = sbones_array_old[id_2 + 1]; float4 m2_2_old = sbones_array_old[id_2 + 2]; float4 m0_old = m0_0_old * w0; float4 m1_old = m1_0_old * w0; float4 m2_old = m2_0_old * w0; m0_old += m0_1_old * w1; m1_old += m1_1_old * w1; m2_old += m2_1_old * w1; m0_old += m0_2_old * w2; m1_old += m1_2_old * w2; m2_old += m2_2_old * w2; o.P_old = skinning_pos(v.P, m0_old, m1_old, m2_old); #else o.P_old = o.P; #endif return o; } v_model skinning_4(v_model_skinned_4 v) { // Swizzle for D3DCOLOUR format v.N.xyz = v.N.zyx; v.T.xyz = v.T.zyx; v.B.xyz = v.B.zyx; v.ind.xyz = v.ind.zyx; // matrices float id[4]; float4 m[4][3]; // [bone index][matrix row or column???] #ifndef DISABLE_VELOCITY float4 m_old[4][3]; // [bone index][matrix row or column???] #endif [unroll(4)] for (int i = 0; i < 4; ++i) { id[i] = v.ind[i] * 765 + 0.3; [unroll(3)] for (int j = 0; j < 3; ++j) { m[i][j] = sbones_array[id[i] + j]; #ifndef DISABLE_VELOCITY m_old[i][j] = sbones_array_old[id[i] + j]; #endif } } // lerp float w[4]; w[0] = v.N.w; w[1] = v.T.w; w[2] = v.B.w; w[3] = 1.0f - 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]; #ifndef DISABLE_VELOCITY float4 m0_old = m_old[0][0] * w[0]; float4 m1_old = m_old[0][1] * w[0]; float4 m2_old = m_old[0][2] * w[0]; #endif [unroll] for (int k = 1; k < 4; ++k) { m0 += m[k][0] * w[k]; m1 += m[k][1] * w[k]; m2 += m[k][2] * w[k]; #ifndef DISABLE_VELOCITY m0_old += m_old[k][0] * w[k]; m1_old += m_old[k][1] * w[k]; m2_old += m_old[k][2] * w[k]; #endif } // skinning v_model o; o.P = skinning_pos(v.P, m0, m1, m2); o.N = skinning_dir(v.N.xyz, m0.xyz, m1.xyz, m2.xyz); o.T = skinning_dir(v.T.xyz, m0.xyz, m1.xyz, m2.xyz); o.B = skinning_dir(v.B.xyz, m0.xyz, m1.xyz, m2.xyz); o.tc = v.tc; // -16..+16 #ifndef DISABLE_VELOCITY o.P_old = skinning_pos(v.P, m0_old, m1_old, m2_old); #else o.P_old = o.P; #endif return o; } #endif