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https://github.com/TorqueGameEngines/Torque3D.git
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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
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parent
507c239a87
commit
3496c549b5
72 changed files with 2533 additions and 1327 deletions
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@ -92,6 +92,8 @@ static U32 shaderConstTypeSize(GFXShaderConstType type)
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return 16;
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case GFXSCT_Float3x3:
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return 36;
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case GFXSCT_Float4x3:
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return 48;
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case GFXSCT_Float4x4:
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return 64;
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default:
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@ -305,6 +307,9 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& ma
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[7] = mat[9];
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reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[8] = mat[10];
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break;
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case GFXSCT_Float4x3:
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dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, (sizeof(F32) * 12));// matrix with end row chopped off
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break;
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case GFXSCT_Float4x4:
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{
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if(_glHandle->mInstancingConstant)
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@ -334,6 +339,13 @@ void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF* ma
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AssertFatal(!_glHandle->mInstancingConstant, "GFXGLShaderConstBuffer::set - Instancing not supported for matrix arrays");
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switch (matrixType) {
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case GFXSCT_Float4x3:
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// Copy each item with the last row chopped off
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for (int i = 0; i<arraySize; i++)
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{
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dMemcpy(mBuffer + _glHandle->mOffset + (i*(sizeof(F32) * 12)), (F32*)(mat + i), sizeof(F32) * 12);
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}
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break;
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case GFXSCT_Float4x4:
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dMemcpy(mBuffer + _glHandle->mOffset, (F32*)mat, _glHandle->getSize());
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break;
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@ -443,6 +455,14 @@ bool GFXGLShader::_init()
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Tangent, "vTangent");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TangentW, "vTangentW");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_Binormal, "vBinormal");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex0, "vBlendIndex0");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex1, "vBlendIndex1");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex2, "vBlendIndex2");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendIndex3, "vBlendIndex3");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight0, "vBlendWeight0");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight1, "vBlendWeight1");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight2, "vBlendWeight2");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_BlendWeight3, "vBlendWeight3");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord0, "vTexCoord0");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord1, "vTexCoord1");
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glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord2, "vTexCoord2");
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@ -572,6 +592,9 @@ void GFXGLShader::initConstantDescs()
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case GL_FLOAT_MAT4:
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desc.constType = GFXSCT_Float4x4;
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break;
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case GL_FLOAT_MAT4x3: // jamesu - columns, rows
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desc.constType = GFXSCT_Float4x3;
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break;
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case GL_SAMPLER_1D:
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case GL_SAMPLER_2D:
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case GL_SAMPLER_3D:
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@ -805,6 +828,11 @@ void GFXGLShader::setConstantsFromBuffer(GFXGLShaderConstBuffer* buffer)
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case GFXSCT_Float3x3:
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glUniformMatrix3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
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break;
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case GFXSCT_Float4x3:
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// NOTE: To save a transpose here we could store the matrix transposed (i.e. column major) in the constant buffer.
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// See _mesa_uniform_matrix in the mesa source for the correct transpose algorithm for a 4x3 matrix.
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glUniformMatrix4x3fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
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break;
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case GFXSCT_Float4x4:
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glUniformMatrix4fv(handle->mLocation, handle->mDesc.arraySize, true, (GLfloat*)(mConstBuffer + handle->mOffset));
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break;
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