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

@ -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 ),