#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 ////////////////////////////////////////////////////////////////////////////////////////// // uniform float4 sbones_array [256-22] : register(vs,c22); // Igor: Max number of bones per mesh - 64. 3 registers per bone. 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); // -12..+12 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.P = u_position(v.P); 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) { // 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.P = skinning_pos(v.P, m0, m1, m2); o.N = 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 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.P = skinning_pos(v.P, m0, m1, m2); o.N = 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 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.P = skinning_pos(v.P, m0, m1, m2); o.N = 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_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.P = skinning_pos(v.P, m0, m1, m2); o.N = 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 return o; } #endif