357 lines
9.1 KiB
HLSL
357 lines
9.1 KiB
HLSL
#ifndef SKIN_H
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#define SKIN_H
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#include "common.hlsli"
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struct v_model_skinned_0
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{
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float4 P : POSITION; // (float,float,float,1) - quantized // short4
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float3 N : NORMAL; // normal // DWORD
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float3 T : TANGENT; // tangent // DWORD
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float3 B : BINORMAL; // binormal // DWORD
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float2 tc : TEXCOORD0; // (u,v) // short2
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};
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struct v_model_skinned_1 // 24 bytes
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{
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float4 P : POSITION; // (float,float,float,1) - quantized // short4
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float4 N : NORMAL; // (nx,ny,nz,index) // DWORD
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float3 T : TANGENT; // tangent // DWORD
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float3 B : BINORMAL; // binormal // DWORD
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float2 tc : TEXCOORD0; // (u,v) // short2
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};
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struct v_model_skinned_2 // 28 bytes
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{
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float4 P : POSITION; // (float,float,float,1) - quantized // short4
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float4 N : NORMAL; // (nx,ny,nz,weight) // DWORD
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float3 T : TANGENT; // tangent // DWORD
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float3 B : BINORMAL; // binormal // DWORD
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float4 tc : TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4
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};
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struct v_model_skinned_3 // 28 bytes
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{
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float4 P : POSITION; // (float,float,float,1) - quantized // short4
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float4 N : NORMAL; // (nx,ny,nz,weight0) // DWORD
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float4 T : TANGENT; // (tx,ty,tz,weight1) // DWORD
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float4 B : BINORMAL; // (bx,by,bz,m-index2) // DWORD
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float4 tc : TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4
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};
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struct v_model_skinned_4 // 28 bytes
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{
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float4 P : POSITION; // (float,float,float,1) - quantized // short4
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float4 N : NORMAL; // (nx,ny,nz,weight0) // DWORD
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float4 T : TANGENT; // (tx,ty,tz,weight1) // DWORD
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float4 B : BINORMAL; // (bx,by,bz,weight2) // DWORD
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float2 tc : TEXCOORD0; // (u,v) // short2
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float4 ind : TEXCOORD1; // (x=m-index0, y=m-index1, z=m-index2, w=m-index3) // DWORD
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};
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float4 u_position(float4 v)
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{
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return float4(v.xyz, 1.f);
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} // -12..+12
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#define MAX_BONES_COUNT 128
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cbuffer SkinConstants
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{
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float4 sbones_array[MAX_BONES_COUNT * 3];
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#ifndef DISABLE_VELOCITY
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float4 sbones_array_old[MAX_BONES_COUNT * 3];
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#endif
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}
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float3 skinning_dir(float3 dir, float3 m0, float3 m1, float3 m2)
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{
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float3 U = unpack_normal(dir);
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return float3(
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dot(m0, U),
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dot(m1, U),
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dot(m2, U)
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);
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}
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float4 skinning_pos(float4 pos, float4 m0, float4 m1, float4 m2)
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{
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float4 P = u_position(pos); // -12..+12
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return float4(
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dot(m0, P),
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dot(m1, P),
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dot(m2, P),
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1.0f);
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}
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v_model skinning_0(v_model_skinned_0 v)
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{
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// Swizzle for D3DCOLOUR format
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v.N = v.N.zyx;
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v.T = v.T.zyx;
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v.B = v.B.zyx;
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// skinning
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v_model o;
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o.P = u_position(v.P); // -12..+12
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o.P_old = o.P; // -12..+12
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o.N = unpack_normal(v.N);
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o.T = unpack_normal(v.T);
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o.B = unpack_normal(v.B);
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o.tc = v.tc; // -16..+16
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return o;
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}
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v_model skinning_1(v_model_skinned_1 v)
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{
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// Swizzle for D3DCOLOUR format
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v.N.xyz = v.N.zyx;
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v.T.xyz = v.T.zyx;
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v.B.xyz = v.B.zyx;
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// matrices
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int mid = v.N.w * 765 + 0.3;
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float4 m0 = sbones_array[mid + 0];
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float4 m1 = sbones_array[mid + 1];
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float4 m2 = sbones_array[mid + 2];
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// skinning
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v_model o;
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o.P = skinning_pos(v.P, m0, m1, m2);
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o.N = skinning_dir(v.N.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.T = skinning_dir(v.T.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.B = skinning_dir(v.B.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.tc = v.tc; // -16..+
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#ifndef DISABLE_VELOCITY
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float4 m0_old = sbones_array_old[mid + 0];
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float4 m1_old = sbones_array_old[mid + 1];
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float4 m2_old = sbones_array_old[mid + 2];
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o.P_old = skinning_pos(v.P, m0_old, m1_old, m2_old);
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#else
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o.P_old = o.P;
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#endif
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return o;
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}
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v_model skinning_2(v_model_skinned_2 v)
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{
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// Swizzle for D3DCOLOUR format
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v.N.xyz = v.N.zyx;
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v.T.xyz = v.T.zyx;
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v.B.xyz = v.B.zyx;
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// matrices
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int id_0 = v.tc.z * 3;
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float4 m0_0 = sbones_array[id_0 + 0];
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float4 m1_0 = sbones_array[id_0 + 1];
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float4 m2_0 = sbones_array[id_0 + 2];
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int id_1 = v.tc.w * 3;
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float4 m0_1 = sbones_array[id_1 + 0];
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float4 m1_1 = sbones_array[id_1 + 1];
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float4 m2_1 = sbones_array[id_1 + 2];
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float w = v.N.w;
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float4 m0 = lerp(m0_0, m0_1, w);
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float4 m1 = lerp(m1_0, m1_1, w);
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float4 m2 = lerp(m2_0, m2_1, w);
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// skinning
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v_model o;
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o.P = skinning_pos(v.P, m0, m1, m2);
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o.N = skinning_dir(v.N.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.T = skinning_dir(v.T.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.B = skinning_dir(v.B.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.tc = v.tc.xy; // -16..+16
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#ifndef DISABLE_VELOCITY
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float4 m0_0_old = sbones_array_old[id_0 + 0];
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float4 m1_0_old = sbones_array_old[id_0 + 1];
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float4 m2_0_old = sbones_array_old[id_0 + 2];
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float4 m0_1_old = sbones_array_old[id_1 + 0];
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float4 m1_1_old = sbones_array_old[id_1 + 1];
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float4 m2_1_old = sbones_array_old[id_1 + 2];
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float4 m0_old = lerp(m0_0_old, m0_1_old, w);
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float4 m1_old = lerp(m1_0_old, m1_1_old, w);
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float4 m2_old = lerp(m2_0_old, m2_1_old, w);
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o.P_old = skinning_pos(v.P, m0_old, m1_old, m2_old);
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#else
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o.P_old = o.P;
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#endif
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return o;
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}
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v_model skinning_3(v_model_skinned_3 v)
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{
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// Swizzle for D3DCOLOUR format
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v.N.xyz = v.N.zyx;
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v.T.xyz = v.T.zyx;
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v.B.xyz = v.B.zyx;
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// matrices
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int id_0 = v.tc.z * 3;
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float4 m0_0 = sbones_array[id_0 + 0];
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float4 m1_0 = sbones_array[id_0 + 1];
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float4 m2_0 = sbones_array[id_0 + 2];
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int id_1 = v.tc.w * 3;
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float4 m0_1 = sbones_array[id_1 + 0];
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float4 m1_1 = sbones_array[id_1 + 1];
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float4 m2_1 = sbones_array[id_1 + 2];
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int id_2 = v.B.w * 765 + 0.3;
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float4 m0_2 = sbones_array[id_2 + 0];
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float4 m1_2 = sbones_array[id_2 + 1];
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float4 m2_2 = sbones_array[id_2 + 2];
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// lerp
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float w0 = v.N.w;
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float w1 = v.T.w;
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float w2 = 1.0f - w0 - w1;
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float4 m0 = m0_0 * w0;
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float4 m1 = m1_0 * w0;
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float4 m2 = m2_0 * w0;
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m0 += m0_1 * w1;
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m1 += m1_1 * w1;
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m2 += m2_1 * w1;
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m0 += m0_2 * w2;
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m1 += m1_2 * w2;
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m2 += m2_2 * w2;
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// skinning
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v_model o;
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o.P = skinning_pos(v.P, m0, m1, m2);
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o.N = skinning_dir(v.N.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.T = skinning_dir(v.T.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.B = skinning_dir(v.B.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.tc = v.tc.xy; // -16..+16
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#ifndef DISABLE_VELOCITY
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float4 m0_0_old = sbones_array_old[id_0 + 0];
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float4 m1_0_old = sbones_array_old[id_0 + 1];
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float4 m2_0_old = sbones_array_old[id_0 + 2];
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float4 m0_1_old = sbones_array_old[id_1 + 0];
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float4 m1_1_old = sbones_array_old[id_1 + 1];
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float4 m2_1_old = sbones_array_old[id_1 + 2];
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float4 m0_2_old = sbones_array_old[id_2 + 0];
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float4 m1_2_old = sbones_array_old[id_2 + 1];
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float4 m2_2_old = sbones_array_old[id_2 + 2];
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float4 m0_old = m0_0_old * w0;
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float4 m1_old = m1_0_old * w0;
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float4 m2_old = m2_0_old * w0;
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m0_old += m0_1_old * w1;
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m1_old += m1_1_old * w1;
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m2_old += m2_1_old * w1;
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m0_old += m0_2_old * w2;
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m1_old += m1_2_old * w2;
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m2_old += m2_2_old * w2;
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o.P_old = skinning_pos(v.P, m0_old, m1_old, m2_old);
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#else
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o.P_old = o.P;
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#endif
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return o;
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}
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v_model skinning_4(v_model_skinned_4 v)
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{
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// Swizzle for D3DCOLOUR format
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v.N.xyz = v.N.zyx;
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v.T.xyz = v.T.zyx;
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v.B.xyz = v.B.zyx;
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v.ind.xyz = v.ind.zyx;
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// matrices
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float id[4];
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float4 m[4][3]; // [bone index][matrix row or column???]
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#ifndef DISABLE_VELOCITY
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float4 m_old[4][3]; // [bone index][matrix row or column???]
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#endif
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[unroll(4)]
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for (int i = 0; i < 4; ++i)
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{
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id[i] = v.ind[i] * 765 + 0.3;
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[unroll(3)]
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for (int j = 0; j < 3; ++j)
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{
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m[i][j] = sbones_array[id[i] + j];
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#ifndef DISABLE_VELOCITY
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m_old[i][j] = sbones_array_old[id[i] + j];
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#endif
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}
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}
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// lerp
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float w[4];
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w[0] = v.N.w;
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w[1] = v.T.w;
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w[2] = v.B.w;
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w[3] = 1.0f - w[0] - w[1] - w[2];
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float4 m0 = m[0][0] * w[0];
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float4 m1 = m[0][1] * w[0];
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float4 m2 = m[0][2] * w[0];
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#ifndef DISABLE_VELOCITY
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float4 m0_old = m_old[0][0] * w[0];
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float4 m1_old = m_old[0][1] * w[0];
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float4 m2_old = m_old[0][2] * w[0];
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#endif
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[unroll]
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for (int k = 1; k < 4; ++k)
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{
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m0 += m[k][0] * w[k];
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m1 += m[k][1] * w[k];
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m2 += m[k][2] * w[k];
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#ifndef DISABLE_VELOCITY
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m0_old += m_old[k][0] * w[k];
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m1_old += m_old[k][1] * w[k];
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m2_old += m_old[k][2] * w[k];
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#endif
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}
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// skinning
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v_model o;
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o.P = skinning_pos(v.P, m0, m1, m2);
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o.N = skinning_dir(v.N.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.T = skinning_dir(v.T.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.B = skinning_dir(v.B.xyz, m0.xyz, m1.xyz, m2.xyz);
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o.tc = v.tc; // -16..+16
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#ifndef DISABLE_VELOCITY
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o.P_old = skinning_pos(v.P, m0_old, m1_old, m2_old);
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#else
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o.P_old = o.P;
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#endif
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return o;
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}
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#endif
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