e4s-sdk/gamedata/shaders/d3d11/skin.hlsli
2026-06-17 23:06:51 +03:00

357 lines
9.1 KiB
HLSL

#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