Hardware Skinning Support

- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
This commit is contained in:
James Urquhart 2015-01-10 19:41:25 +00:00
parent 507c239a87
commit 3496c549b5
72 changed files with 2533 additions and 1327 deletions

View file

@ -1426,6 +1426,8 @@ String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFo
StringBuilder mainBodyData;
//make shader
mainBodyData.append("VertOut main(VertIn IN){VertOut OUT;");
bool addedPadding = false;
for (U32 i = 0; i < elemCount; i++)
{
const GFXVertexElement &element = vertexFormat->getElement(i);
@ -1433,6 +1435,8 @@ String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFo
String semanticOut = semantic;
String type;
AssertFatal(!(addedPadding && !element.isSemantic(GFXSemantic::PADDING)), "Padding added before data");
if (element.isSemantic(GFXSemantic::POSITION))
{
semantic = "POSITION";
@ -1458,6 +1462,21 @@ String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFo
semantic = "BINORMAL";
semanticOut = semantic;
}
else if (element.isSemantic(GFXSemantic::BLENDINDICES))
{
semantic = String::ToString("BLENDINDICES%d", element.getSemanticIndex());
semanticOut = semantic;
}
else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
{
semantic = String::ToString("BLENDWEIGHT%d", element.getSemanticIndex());
semanticOut = semantic;
}
else if (element.isSemantic(GFXSemantic::PADDING))
{
addedPadding = true;
continue;
}
else
{
//Anything that falls thru to here will be a texture coord.
@ -1481,6 +1500,9 @@ String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFo
case DXGI_FORMAT_R8G8B8A8_UNORM:
type = "float4";
break;
case DXGI_FORMAT_R8G8B8A8_UINT:
type = "uint4";
break;
}
StringBuilder in;
@ -1570,16 +1592,17 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
U32 stream;
D3D11_INPUT_ELEMENT_DESC *vd = new D3D11_INPUT_ELEMENT_DESC[ elemCount];
for ( U32 i=0; i < elemCount; i++ )
S32 elemIndex = 0;
for (S32 i = 0; i < elemCount; i++, elemIndex++)
{
const GFXVertexElement &element = vertexFormat->getElement( i );
const GFXVertexElement &element = vertexFormat->getElement(elemIndex);
stream = element.getStreamIndex();
vd[i].InputSlot = stream;
vd[i].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
vd[i].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
vd[i].Format = GFXD3D11DeclType[element.getType()];
// If instancing is enabled, the per instance data is only used on stream 1.
if (vertexFormat->hasInstancing() && stream == 1)
@ -1596,16 +1619,32 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
// texture coords for now... this may change later.
vd[i].SemanticIndex = 0;
if ( element.isSemantic( GFXSemantic::POSITION ) )
if (element.isSemantic(GFXSemantic::POSITION))
vd[i].SemanticName = "POSITION";
else if ( element.isSemantic( GFXSemantic::NORMAL ) )
else if (element.isSemantic(GFXSemantic::NORMAL))
vd[i].SemanticName = "NORMAL";
else if ( element.isSemantic( GFXSemantic::COLOR ) )
else if (element.isSemantic(GFXSemantic::COLOR))
vd[i].SemanticName = "COLOR";
else if ( element.isSemantic( GFXSemantic::TANGENT ) )
else if (element.isSemantic(GFXSemantic::TANGENT))
vd[i].SemanticName = "TANGENT";
else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
else if (element.isSemantic(GFXSemantic::BINORMAL))
vd[i].SemanticName = "BINORMAL";
else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
{
vd[i].SemanticName = "BLENDWEIGHT";
vd[i].SemanticIndex = element.getSemanticIndex();
}
else if (element.isSemantic(GFXSemantic::BLENDINDICES))
{
vd[i].SemanticName = "BLENDINDICES";
vd[i].SemanticIndex = element.getSemanticIndex();
}
else if (element.isSemantic(GFXSemantic::PADDING))
{
i--;
elemCount--;
continue;
}
else
{
//Anything that falls thru to here will be a texture coord.

View file

@ -152,5 +152,6 @@ void GFXD3D11EnumTranslate::init()
GFXD3D11DeclType[GFXDeclType_Float3] = DXGI_FORMAT_R32G32B32_FLOAT;
GFXD3D11DeclType[GFXDeclType_Float4] = DXGI_FORMAT_R32G32B32A32_FLOAT;
GFXD3D11DeclType[GFXDeclType_Color] = DXGI_FORMAT_B8G8R8A8_UNORM; // DXGI_FORMAT_R8G8B8A8_UNORM;
GFXD3D11DeclType[GFXDeclType_UByte4] = DXGI_FORMAT_R8G8B8A8_UINT;
}

View file

@ -150,9 +150,11 @@ bool GFXD3D11ConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstTyp
(
(pd.constType == GFXSCT_Float2x2 ||
pd.constType == GFXSCT_Float3x3 ||
pd.constType == GFXSCT_Float4x3 ||
pd.constType == GFXSCT_Float4x4) &&
(constType == GFXSCT_Float2x2 ||
constType == GFXSCT_Float3x3 ||
constType == GFXSCT_Float4x3 ||
constType == GFXSCT_Float4x4)
), "Mismatched const type!");
@ -161,6 +163,7 @@ bool GFXD3D11ConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstTyp
{
case GFXSCT_Float2x2:
case GFXSCT_Float3x3:
case GFXSCT_Float4x3:
case GFXSCT_Float4x4:
return setMatrix(pd, constType, size, data, basePointer);
break;
@ -201,6 +204,40 @@ bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
return false;
}
else if (pd.constType == GFXSCT_Float4x3)
{
F32 buffer[4 * 4];
const U32 csize = 48;
// Loop through and copy
bool ret = false;
U8* currDestPointer = basePointer + pd.offset;
const U8* currSourcePointer = static_cast<const U8*>(data);
const U8* endData = currSourcePointer + size;
while (currSourcePointer < endData)
{
#ifdef TORQUE_DOUBLE_CHECK_43MATS
Point4F col;
((MatrixF*)currSourcePointer)->getRow(3, &col);
AssertFatal(col.x == 0.0f && col.y == 0.0f && col.z == 0.0f && col.w == 1.0f, "3rd row used");
#endif
if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
{
dMemcpy(currDestPointer, currSourcePointer, csize);
ret = true;
}
else if (pd.constType == GFXSCT_Float4x3)
{
ret = true;
}
currDestPointer += csize;
currSourcePointer += sizeof(MatrixF);
}
return ret;
}
else
{
PROFILE_SCOPE(GFXD3D11ConstBufferLayout_setMatrix_not4x4);
@ -480,8 +517,15 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
AssertFatal(h->mShader == mShader, "Mismatched shaders!");
MatrixF transposed;
mat.transposeTo(transposed);
MatrixF transposed;
if (matrixType == GFXSCT_Float4x3)
{
transposed = mat;
}
else
{
mat.transposeTo(transposed);
}
if (h->mInstancingConstant)
{
@ -510,9 +554,17 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
static Vector<MatrixF> transposed;
if (arraySize > transposed.size())
transposed.setSize(arraySize);
for (U32 i = 0; i < arraySize; i++)
mat[i].transposeTo(transposed[i]);
transposed.setSize(arraySize);
if (matrixType == GFXSCT_Float4x3)
{
dMemcpy(transposed.address(), mat, arraySize * sizeof(MatrixF));
}
else
{
for (U32 i = 0; i < arraySize; i++)
mat[i].transposeTo(transposed[i]);
}
// TODO: Maybe support this in the future?
if (h->mInstancingConstant)
@ -1190,19 +1242,13 @@ bool GFXD3D11Shader::_convertShaderVariable(const D3D11_SHADER_TYPE_DESC &typeDe
case D3D_SVC_MATRIX_ROWS:
case D3D_SVC_MATRIX_COLUMNS:
{
switch (typeDesc.Columns)
switch (typeDesc.Rows)
{
case 3:
if (typeDesc.Rows == 3)
{
desc.constType = GFXSCT_Float3x3;
}
desc.constType = typeDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3;
break;
case 4:
if (typeDesc.Rows == 4)
{
desc.constType = GFXSCT_Float4x4;
}
desc.constType = typeDesc.Columns == 3 ? GFXSCT_Float4x3 : GFXSCT_Float4x4;
break;
}
}
@ -1513,6 +1559,9 @@ U32 GFXD3D11Shader::getAlignmentValue(const GFXShaderConstType constType) const
case GFXSCT_Float3x3 :
return mRowSizeF * 3;
break;
case GFXSCT_Float4x3:
return mRowSizeF * 3;
break;
case GFXSCT_Float4x4 :
return mRowSizeF * 4;
break;

View file

@ -629,6 +629,8 @@ void GFXD3D9Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
mVolatileVB = NULL;
}
U32 offset = d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0;
// NOTE: We do not use the stream offset here for stream 0
// as that feature is *supposedly* not as well supported as
// using the start index in drawPrimitive.
@ -638,7 +640,7 @@ void GFXD3D9Device::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
D3D9Assert( mD3DDevice->SetStreamSource( stream,
d3dBuffer ? d3dBuffer->vb : NULL,
d3dBuffer && stream != 0 ? d3dBuffer->mVolatileStart * d3dBuffer->mVertexSize : 0,
offset,
d3dBuffer ? d3dBuffer->mVertexSize : 0 ),
"GFXD3D9Device::setVertexStream - Failed to set stream source." );
}
@ -929,10 +931,12 @@ GFXVertexDecl* GFXD3D9Device::allocVertexDecl( const GFXVertexFormat *vertexForm
U32 elemCount = vertexFormat->getElementCount();
U32 offsets[4] = { 0 };
U32 stream;
S32 i = 0;
S32 elemIdx = 0;
D3DVERTEXELEMENT9 *vd = new D3DVERTEXELEMENT9[ elemCount + 1 ];
for ( U32 i=0; i < elemCount; i++ )
for ( i=0; elemIdx < elemCount; i++, elemIdx++ )
{
const GFXVertexElement &element = vertexFormat->getElement( i );
const GFXVertexElement &element = vertexFormat->getElement( elemIdx );
stream = element.getStreamIndex();
@ -955,6 +959,18 @@ GFXVertexDecl* GFXD3D9Device::allocVertexDecl( const GFXVertexFormat *vertexForm
vd[i].Usage = D3DDECLUSAGE_TANGENT;
else if ( element.isSemantic( GFXSemantic::BINORMAL ) )
vd[i].Usage = D3DDECLUSAGE_BINORMAL;
else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
{
vd[i].Usage = D3DDECLUSAGE_BLENDINDICES;
vd[i].UsageIndex = element.getSemanticIndex();
}
else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) )
{
vd[i].Usage = D3DDECLUSAGE_BLENDWEIGHT;
vd[i].UsageIndex = element.getSemanticIndex();
}
else if ( element.isSemantic( GFXSemantic::PADDING ) )
i--;
else
{
// Anything that falls thru to here will be a texture coord.
@ -966,7 +982,7 @@ GFXVertexDecl* GFXD3D9Device::allocVertexDecl( const GFXVertexFormat *vertexForm
}
D3DVERTEXELEMENT9 declEnd = D3DDECL_END();
vd[elemCount] = declEnd;
vd[i] = declEnd;
decl = new D3D9VertexDecl();
D3D9Assert( mD3DDevice->CreateVertexDeclaration( vd, &decl->decl ),

View file

@ -112,3 +112,4 @@ void GFXD3D9PrimitiveBuffer::resurrect()
usage , GFXD3D9IndexFormat[GFXIndexFormat16], pool, &ib, 0),
"GFXD3D9PrimitiveBuffer::resurrect - Failed to allocate an index buffer.");
}

View file

@ -35,7 +35,6 @@ class GFXD3D9PrimitiveBuffer : public GFXPrimitiveBuffer
public:
IDirect3DIndexBuffer9 *ib;
StrongRefPtr<GFXD3D9PrimitiveBuffer> mVolatileBuffer;
U32 mVolatileStart;
#ifdef TORQUE_DEBUG
#define _PBGuardString "GFX_PRIMTIVE_BUFFER_GUARD_STRING"

View file

@ -35,6 +35,8 @@
#include "core/stream/fileStream.h"
#include "core/util/safeDelete.h"
#include "console/console.h"
#include "math/mMathFn.h"
using namespace Torque;
@ -172,6 +174,40 @@ bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
return false;
}
else if (pd.constType == GFXSCT_Float4x3)
{
F32 buffer[4*4];
const U32 csize = 48;
// Loop through and copy
bool ret = false;
U8* currDestPointer = basePointer + pd.offset;
const U8* currSourcePointer = static_cast<const U8*>(data);
const U8* endData = currSourcePointer + size;
while (currSourcePointer < endData)
{
#ifdef TORQUE_DOUBLE_CHECK_43MATS
Point4F col;
((MatrixF*)currSourcePointer)->getRow(3, &col);
AssertFatal(col.x == 0.0f && col.y == 0.0f && col.z == 0.0f && col.w == 1.0f, "3rd row used");
#endif
if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
{
dMemcpy(currDestPointer, currSourcePointer, csize);
ret = true;
}
else if (pd.constType == GFXSCT_Float4x3)
{
ret = true;
}
currDestPointer += csize;
currSourcePointer += sizeof(MatrixF);
}
return ret;
}
else
{
PROFILE_SCOPE(GFXD3D9ShaderBufferLayout_setMatrix_not4x4);
@ -186,6 +222,9 @@ bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
case GFXSCT_Float3x3 :
csize = 48;
break;
case GFXSCT_Float3x4 :
csize = 64;
break;
default:
AssertFatal(false, "Unhandled case!");
return false;
@ -204,6 +243,10 @@ bool GFXD3D9ShaderBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
dMemcpy(currDestPointer, currSourcePointer, csize);
ret = true;
}
else if (pd.constType == GFXSCT_Float4x3)
{
ret = true;
}
currDestPointer += csize;
currSourcePointer += sizeof(MatrixF);
@ -390,8 +433,15 @@ void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF&
AssertFatal(!h->isSampler(), "Handle is sampler constant!" );
AssertFatal(h->mShader == mShader, "Mismatched shaders!");
MatrixF transposed;
mat.transposeTo(transposed);
MatrixF transposed;
if (matrixType == GFXSCT_Float4x3)
{
transposed = mat;
}
else
{
mat.transposeTo(transposed);
}
if (h->mInstancingConstant)
{
@ -420,9 +470,17 @@ void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF*
static Vector<MatrixF> transposed;
if (arraySize > transposed.size())
transposed.setSize(arraySize);
for (U32 i = 0; i < arraySize; i++)
mat[i].transposeTo(transposed[i]);
transposed.setSize(arraySize);
if (matrixType == GFXSCT_Float4x3)
{
dMemcpy(transposed.address(), mat, arraySize * sizeof(MatrixF));
}
else
{
for (U32 i = 0; i < arraySize; i++)
mat[i].transposeTo(transposed[i]);
}
// TODO: Maybe support this in the future?
if (h->mInstancingConstant)
@ -1069,13 +1127,13 @@ void GFXD3D9Shader::_getShaderConstants( ID3DXConstantTable *table,
case D3DXPC_MATRIX_ROWS :
case D3DXPC_MATRIX_COLUMNS :
{
switch (constantDesc.RegisterCount)
switch (constantDesc.Rows)
{
case 3 :
desc.constType = GFXSCT_Float3x3;
desc.constType = constantDesc.Columns == 4 ? GFXSCT_Float3x4 : GFXSCT_Float3x3;
break;
case 4 :
desc.constType = GFXSCT_Float4x4;
desc.constType = constantDesc.Columns == 3 ? GFXSCT_Float4x3 : GFXSCT_Float4x4;
break;
}
}
@ -1436,9 +1494,15 @@ U32 GFXD3D9Shader::getAlignmentValue(const GFXShaderConstType constType) const
case GFXSCT_Float3x3 :
return mRowSizeF * 3;
break;
case GFXSCT_Float3x4 :
return mRowSizeF * 4;
break;
case GFXSCT_Float4x4 :
return mRowSizeF * 4;
break;
case GFXSCT_Float4x3 :
return mRowSizeF * 3;
break;
//// Scalar
case GFXSCT_Int :
case GFXSCT_Int2 :

View file

@ -228,4 +228,3 @@ void GFXD3D9VertexBuffer::resurrect()
"GFXD3D9VertexBuffer::resurrect - Failed to allocate VB" );
}
}

View file

@ -372,6 +372,7 @@ void GFXD3D9EnumTranslate::init()
GFXD3D9DeclType[GFXDeclType_Float3] = D3DDECLTYPE_FLOAT3;
GFXD3D9DeclType[GFXDeclType_Float4] = D3DDECLTYPE_FLOAT4;
GFXD3D9DeclType[GFXDeclType_Color] = D3DDECLTYPE_D3DCOLOR;
GFXD3D9DeclType[GFXDeclType_UByte4] = D3DDECLTYPE_UBYTE4;
VALIDATE_LOOKUPTABLE( GFXD3D9DeclType, GFXDeclType );
}

View file

@ -27,6 +27,7 @@
void GFXD3D9PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
{
AssertFatal(!mLocked, "GFXD3D9PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
mLocked = true;
U32 flags=0;
switch(mBufferType)

View file

@ -80,9 +80,13 @@ bool GenericConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstType
(
( pd.constType == GFXSCT_Float2x2 ||
pd.constType == GFXSCT_Float3x3 ||
pd.constType == GFXSCT_Float3x4 ||
pd.constType == GFXSCT_Float4x3 ||
pd.constType == GFXSCT_Float4x4 ) &&
( constType == GFXSCT_Float2x2 ||
constType == GFXSCT_Float3x3 ||
constType == GFXSCT_Float3x3 ||
constType == GFXSCT_Float3x4 ||
constType == GFXSCT_Float4x3 ||
constType == GFXSCT_Float4x4 )
), "Mismatched const type!" );
@ -91,6 +95,7 @@ bool GenericConstBufferLayout::set(const ParamDesc& pd, const GFXShaderConstType
{
case GFXSCT_Float2x2 :
case GFXSCT_Float3x3 :
case GFXSCT_Float4x3 :
case GFXSCT_Float4x4 :
return setMatrix(pd, constType, size, data, basePointer);
break;

View file

@ -190,6 +190,8 @@ public:
{
AssertFatal( matrixType == GFXSCT_Float2x2 ||
matrixType == GFXSCT_Float3x3 ||
matrixType == GFXSCT_Float3x4 ||
matrixType == GFXSCT_Float4x3 ||
matrixType == GFXSCT_Float4x4,
"GenericConstBuffer::set() - Invalid matrix type!" );
@ -200,6 +202,8 @@ public:
{
AssertFatal( matrixType == GFXSCT_Float2x2 ||
matrixType == GFXSCT_Float3x3 ||
matrixType == GFXSCT_Float3x4 ||
matrixType == GFXSCT_Float4x3 ||
matrixType == GFXSCT_Float4x4,
"GenericConstBuffer::set() - Invalid matrix type!" );

View file

@ -48,6 +48,7 @@ enum GFXBufferType
///< allowed.
GFXBufferTypeVolatile, ///< Volatile vertex or index buffers are meant for vertices or indices that are essentially
///< only used once. They can be resized without any performance penalty.
GFXBufferTypeImmutable, ///< Immutable buffers must specify the data when creating the buffer. Cannot be modified.
GFXBufferType_COUNT ///< Number of buffer types.
@ -581,7 +582,9 @@ enum GFXShaderConstType
GFXSCT_Float4,
// Matrices
GFXSCT_Float2x2,
GFXSCT_Float3x3,
GFXSCT_Float3x3,
GFXSCT_Float3x4,
GFXSCT_Float4x3,
GFXSCT_Float4x4,
// Scalar
GFXSCT_Int,
@ -621,6 +624,9 @@ enum GFXDeclType
/// @see GFXVertexColor
GFXDeclType_Color,
/// Four-component, packed, unsigned bytes ranged 0-255
GFXDeclType_UByte4,
/// The count of total GFXDeclTypes.
GFXDeclType_COUNT,
};

View file

@ -43,7 +43,9 @@ public: //protected:
U32 mPrimitiveCount;
GFXBufferType mBufferType;
GFXPrimitive *mPrimitiveArray;
GFXDevice *mDevice;
GFXDevice *mDevice;
U32 mVolatileStart;
#ifdef TORQUE_DEBUG
// In debug builds we provide a TOC leak tracking system.
@ -59,7 +61,8 @@ public: //protected:
GFXPrimitiveBuffer( GFXDevice *device,
U32 indexCount,
U32 primitiveCount,
GFXBufferType bufferType )
GFXBufferType bufferType ) :
mVolatileStart(0)
{
mDevice = device;
mIndexCount = indexCount;
@ -122,7 +125,7 @@ public: //protected:
// GFXResource interface
/// The resource should put a description of itself (number of vertices, size/width of texture, etc.) in buffer
virtual const String describeSelf() const;
virtual const String describeSelf() const;
};
class GFXPrimitiveBufferHandle : public StrongRefPtr<GFXPrimitiveBuffer>

View file

@ -64,11 +64,11 @@ public:
const GFXVertexFormat *vertexFormat,
U32 vertexSize,
GFXBufferType bufferType )
: mNumVerts( numVerts ),
: mDevice( device ),
mVolatileStart( 0 ),
mNumVerts( numVerts ),
mVertexSize( vertexSize ),
mBufferType( bufferType ),
mDevice( device ),
mVolatileStart( 0 )
mBufferType( bufferType )
{
if ( vertexFormat )
{

View file

@ -37,6 +37,9 @@ namespace GFXSemantic
const String TANGENTW = String( "TANGENTW" ).intern();
const String COLOR = String( "COLOR" ).intern();
const String TEXCOORD = String( "TEXCOORD" ).intern();
const String BLENDINDICES = String( "BLENDINDICES" ).intern();
const String BLENDWEIGHT = String( "BLENDWEIGHT" ).intern();
const String PADDING = String( "PADDING" ).intern();
}
@ -59,6 +62,9 @@ U32 GFXVertexElement::getSizeInBytes() const
case GFXDeclType_Color:
return 4;
case GFXDeclType_UByte4:
return 4;
default:
return 0;
};
@ -85,6 +91,7 @@ void GFXVertexFormat::copy( const GFXVertexFormat &format )
mHasTangent = format.mHasTangent;
mHasColor = format.mHasColor;
mHasInstancing = format.mHasInstancing;
mHasBlendIndices = format.mHasBlendIndices;
mTexCoordCount = format.mTexCoordCount;
mSizeInBytes = format.mSizeInBytes;
mDescription = format.mDescription;
@ -171,6 +178,35 @@ bool GFXVertexFormat::hasInstancing() const
return mHasInstancing;
}
bool GFXVertexFormat::hasBlendIndices() const
{
if ( mDirty )
const_cast<GFXVertexFormat*>(this)->_updateDirty();
return mHasBlendIndices;
}
U32 GFXVertexFormat::getNumBlendIndices() const
{
if ( mDirty )
const_cast<GFXVertexFormat*>(this)->_updateDirty();
if ( !mHasBlendIndices )
return 0;
U32 numIndices = 0;
for ( U32 i=0; i < mElements.size(); i++ )
{
const GFXVertexElement &element = mElements[i];
if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
numIndices++;
}
return numIndices;
}
U32 GFXVertexFormat::getTexCoordCount() const
{
if ( mDirty )
@ -199,6 +235,7 @@ void GFXVertexFormat::_updateDirty()
mTexCoordCount = 0;
mHasColor = false;
mHasBlendIndices = false;
mHasNormal = false;
mHasTangent = false;
mSizeInBytes = 0;
@ -222,6 +259,8 @@ void GFXVertexFormat::_updateDirty()
mHasColor = true;
else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
++mTexCoordCount;
else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
mHasBlendIndices = true;
mSizeInBytes += element.getSizeInBytes();
}

View file

@ -45,6 +45,9 @@ namespace GFXSemantic
extern const String TANGENTW;
extern const String COLOR;
extern const String TEXCOORD;
extern const String BLENDWEIGHT;
extern const String BLENDINDICES;
extern const String PADDING;
}
@ -184,10 +187,16 @@ public:
/// Returns true if there is a COLOR semantic in this vertex format.
bool hasColor() const;
/// Returns true if there is a BLENDWEIGHT or BLENDINDICES semantic in this vertex format.
bool hasBlendIndices() const;
/// Return true if instancing is used with this vertex format.
bool hasInstancing() const;
/// Returns number of blend indices
U32 getNumBlendIndices() const;
/// Returns the texture coordinate count by
/// counting the number of TEXCOORD semantics.
U32 getTexCoordCount() const;
@ -230,6 +239,9 @@ protected:
/// Is true if there is a COLOR semantic in this vertex format.
bool mHasColor;
/// Is true if there is a BLENDWEIGHT or BLENDINDICES semantic in this vertex format.
bool mHasBlendIndices;
/// Is instaning used with this vertex format.
bool mHasInstancing;

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@ -29,6 +29,11 @@ GFXImplementVertexFormat( GFXVertexP )
addElement( "POSITION", GFXDeclType_Float3 );
}
GFXImplementVertexFormat( GFXVertexPad )
{
addElement("PADDING", GFXDeclType_UByte4);
}
GFXImplementVertexFormat( GFXVertexPT )
{
addElement( "POSITION", GFXDeclType_Float3 );

View file

@ -36,6 +36,10 @@
#include "math/mPoint3.h"
#endif
GFXDeclareVertexFormat( GFXVertexPad )
{
U32 data;
};
GFXDeclareVertexFormat( GFXVertexP )
{

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@ -608,13 +608,11 @@ void GFXGLDevice::drawIndexedPrimitive( GFXPrimitiveType primType,
U32 startIndex,
U32 primitiveCount )
{
AssertFatal( startVertex == 0, "GFXGLDevice::drawIndexedPrimitive() - Non-zero startVertex unsupported!" );
preDrawPrimitive();
U16* buf = (U16*)static_cast<GFXGLPrimitiveBuffer*>(mCurrentPrimitiveBuffer.getPointer())->getBuffer() + startIndex;
U16* buf = (U16*)static_cast<GFXGLPrimitiveBuffer*>(mCurrentPrimitiveBuffer.getPointer())->getBuffer() + startIndex + mCurrentPrimitiveBuffer->mVolatileStart;
const U32 baseVertex = mCurrentVB[0]->mBufferVertexOffset;
const U32 baseVertex = mCurrentVB[0]->mBufferVertexOffset + startVertex;
if(mDrawInstancesCount)
glDrawElementsInstancedBaseVertex(GFXGLPrimType[primType], primCountToIndexCount(primType, primitiveCount), GL_UNSIGNED_SHORT, buf, mDrawInstancesCount, baseVertex);

View file

@ -92,6 +92,8 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
return 16;
case GFXSCT_Float3x3:
return 36;
case GFXSCT_Float4x3:
return 48;
case GFXSCT_Float4x4:
return 64;
default:
@ -305,6 +307,9 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& ma
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[7] = mat[9];
reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[8] = mat[10];
break;
case GFXSCT_Float4x3:
dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, (sizeof(F32) * 12));// matrix with end row chopped off
break;
case GFXSCT_Float4x4:
{
if(_glHandle->mInstancingConstant)
@ -334,6 +339,13 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* ma
AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for matrix arrays");
switch (matrixType) {
case GFXSCT_Float4x3:
// Copy each item with the last row chopped off
for (int i = 0; i<arraySize; i++)
{
dMemcpy(mBuffer + _glHandle->mOffset + (i*(sizeof(F32) * 12)), (F32*)(mat + i), sizeof(F32) * 12);
}
break;
case GFXSCT_Float4x4:
dMemcpy(mBuffer + _glHandle->mOffset, (F32*)mat, _glHandle->getSize());
break;
@ -443,6 +455,14 @@ bool GFXGLShader::_init()
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Tangent, "vTangent");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TangentW, "vTangentW");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Binormal, "vBinormal");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex0, "vBlendIndex0");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex1, "vBlendIndex1");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex2, "vBlendIndex2");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex3, "vBlendIndex3");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight0, "vBlendWeight0");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight1, "vBlendWeight1");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight2, "vBlendWeight2");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight3, "vBlendWeight3");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord0, "vTexCoord0");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord1, "vTexCoord1");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord2, "vTexCoord2");
@ -572,6 +592,9 @@ void GFXGLShader::initConstantDescs()
case GL_FLOAT_MAT4:
desc.constType = GFXSCT_Float4x4;
break;
case GL_FLOAT_MAT4x3: // jamesu - columns, rows
desc.constType = GFXSCT_Float4x3;
break;
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
@ -805,6 +828,11 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
case GFXSCT_Float3x3:
glUniformMatrix3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Float4x3:
// NOTE: To save a transpose here we could store the matrix transposed (i.e. column major) in the constant buffer.
// See _mesa_uniform_matrix in the mesa source for the correct transpose algorithm for a 4x3 matrix.
glUniformMatrix4x3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
break;
case GFXSCT_Float4x4:
glUniformMatrix4fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
break;

View file

@ -11,6 +11,14 @@ namespace Torque
GL_VertexAttrib_Tangent,
GL_VertexAttrib_TangentW,
GL_VertexAttrib_Binormal,
GL_VertexAttrib_BlendIndex0,
GL_VertexAttrib_BlendIndex1,
GL_VertexAttrib_BlendIndex2,
GL_VertexAttrib_BlendIndex3,
GL_VertexAttrib_BlendWeight0,
GL_VertexAttrib_BlendWeight1,
GL_VertexAttrib_BlendWeight2,
GL_VertexAttrib_BlendWeight3,
GL_VertexAttrib_TexCoord0,
GL_VertexAttrib_TexCoord1,
GL_VertexAttrib_TexCoord2,

View file

@ -187,6 +187,28 @@ void GFXGLVertexDecl::_initVerticesFormat(U32 stream)
buffer += element.getSizeInBytes();
}
else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) )
{
glElement.attrIndex = Torque::GL_VertexAttrib_BlendWeight0 + element.getSemanticIndex();
glElement.elementCount = 4;
glElement.normalized = false;
glElement.type = GL_FLOAT;
glElement.stride = vertexSize;
glElement.pointerFirst = (void*)buffer;
buffer += element.getSizeInBytes();
}
else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
{
glElement.attrIndex = Torque::GL_VertexAttrib_BlendIndex0 + element.getSemanticIndex();
glElement.elementCount = 4;
glElement.normalized = false;
glElement.type = GL_UNSIGNED_BYTE;
glElement.stride = vertexSize;
glElement.pointerFirst = (void*)buffer;
buffer += element.getSizeInBytes();
}
else // Everything else is a texture coordinate.
{
String name = element.getSemantic();