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

@ -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;