225 lines
6.2 KiB
HLSL
225 lines
6.2 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
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////
|
|
// 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
|