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

@ -44,6 +44,9 @@
// We need to include customMaterialDefinition for ShaderConstHandles::init
#include "materials/customMaterialDefinition.h"
#include "ts/tsShape.h"
///
/// ShaderConstHandles
///
@ -99,6 +102,9 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/
for (S32 i = 0; i < TEXTURE_STAGE_COUNT; ++i)
mRTParamsSC[i] = shader->getShaderConstHandle( String::ToString( "$rtParams%d", i ) );
// MFT_HardwareSkinning
mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
// Clear any existing texture handles.
dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
if(mat)
@ -491,6 +497,12 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
&fd );
}
// Need to add the Hardware Skinning feature if its used
if ( features.hasFeature( MFT_HardwareSkinning ) )
{
fd.features.addFeature( MFT_HardwareSkinning );
}
// Now disable any features that were
// not part of the input feature handle.
fd.features.filter( features );
@ -1217,6 +1229,20 @@ void ProcessedShaderMaterial::setTransforms(const MatrixSet &matrixSet, SceneRen
shaderConsts->set( handles->m_vEyeSC, state->getVectorEye() );
}
void ProcessedShaderMaterial::setNodeTransforms(const MatrixF *transforms, const U32 transformCount, const U32 pass)
{
PROFILE_SCOPE( ProcessedShaderMaterial_setNodeTransforms );
GFXShaderConstBuffer* shaderConsts = _getShaderConstBuffer(pass);
ShaderConstHandles* handles = _getShaderConstHandles(pass);
if ( handles->mNodeTransforms->isValid() )
{
S32 realTransformCount = getMin( transformCount, TSShape::smMaxSkinBones );
shaderConsts->set( handles->mNodeTransforms, transforms, realTransformCount, GFXSCT_Float4x3 );
}
}
void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const SceneData& sgData, U32 pass)
{
PROFILE_SCOPE( ProcessedShaderMaterial_setSceneInfo );