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

@ -101,6 +101,30 @@ Var * AppVertConnectorGLSL::getElement( RegisterType type,
return newVar;
}
case RT_BLENDINDICES:
{
Var *newVar = new Var;
newVar->constNum = mCurBlendIndicesElem;
mElementList.push_back(newVar);
char out[32];
dSprintf((char*)out, sizeof(out), "vBlendIndex%d", mCurBlendIndicesElem);
mCurBlendIndicesElem += 1;
newVar->setConnectName(out);
return newVar;
}
case RT_BLENDWEIGHT:
{
Var *newVar = new Var;
newVar->constNum = mCurBlendWeightsElem;
mElementList.push_back(newVar);
char out[32];
dSprintf((char*)out, sizeof(out), "vBlendWeight%d", mCurBlendWeightsElem);
mCurBlendWeightsElem += 1;
newVar->setConnectName(out);
return newVar;
}
default:
break;
}

View file

@ -33,6 +33,7 @@
#include "core/util/autoPtr.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "ts/tsShape.h"
LangElement * ShaderFeatureGLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, // componentList
Var **texSpaceMat )
@ -2795,4 +2796,68 @@ void ImposterVertFeatureGLSL::determineFeature( Material *material,
{
if ( features.hasFeature( MFT_ImposterVert ) )
outFeatureData->features.addFeature( MFT_ImposterVert );
}
}
//****************************************************************************
// HardwareSkinningFeatureGLSL
//****************************************************************************
void HardwareSkinningFeatureGLSL::processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd)
{
MultiLine *meta = new MultiLine;
Var *inPosition = (Var*)LangElement::find("inPosition");
Var *inNormal = (Var*)LangElement::find("inNormal");
if (!inPosition)
inPosition = (Var*)LangElement::find("position");
if (!inNormal)
inNormal = (Var*)LangElement::find("normal");
Var* posePos = new Var("posePos", "vec3");
Var* poseNormal = new Var("poseNormal", "vec3");
Var* poseMat = new Var("poseMat", "mat4x3");
Var* poseRotMat = new Var("poseRotMat", "mat3x3");
Var* nodeTransforms = (Var*)LangElement::find("nodeTransforms");
if (!nodeTransforms)
{
nodeTransforms = new Var("nodeTransforms", "mat4x3");
nodeTransforms->uniform = true;
nodeTransforms->arraySize = TSShape::smMaxSkinBones;
nodeTransforms->constSortPos = cspPrimitive;
}
U32 numIndices = mVertexFormat->getNumBlendIndices();
meta->addStatement(new GenOp(" @ = vec3(0.0);\r\n", new DecOp(posePos)));
meta->addStatement(new GenOp(" @ = vec3(0.0);\r\n", new DecOp(poseNormal)));
meta->addStatement(new GenOp(" @;\r\n", new DecOp(poseMat)));
meta->addStatement(new GenOp(" @;\r\n int i;\r\n", new DecOp(poseRotMat)));
for (U32 i = 0; i<numIndices; i++)
{
// NOTE: To keep things simple, we assume all 4 bone indices are used in each element chunk.
LangElement* inIndices = (Var*)LangElement::find(String::ToString("vBlendIndex%d", i));
LangElement* inWeights = (Var*)LangElement::find(String::ToString("vBlendWeight%d", i));
AssertFatal(inIndices && inWeights, "Something went wrong here");
AssertFatal(poseMat && nodeTransforms && posePos && inPosition && inWeights && poseNormal && inNormal && poseRotMat, "Something went REALLY wrong here");
meta->addStatement(new GenOp(" for (i=0; i<4; i++) {\r\n"));
meta->addStatement(new GenOp(" int poseIdx = int(@[i]);\r\n", inIndices));
meta->addStatement(new GenOp(" float poseWeight = @[i];\r\n", inWeights));
meta->addStatement(new GenOp(" @ = @[poseIdx];\r\n", poseMat, nodeTransforms));
meta->addStatement(new GenOp(" @ = mat3x3(@);\r\n", poseRotMat, poseMat));
meta->addStatement(new GenOp(" @ += (@ * vec4(@, 1)).xyz * poseWeight;\r\n", posePos, poseMat, inPosition));
meta->addStatement(new GenOp(" @ += ((@ * @) * poseWeight);\r\n", poseNormal, poseRotMat, inNormal));
meta->addStatement(new GenOp(" }\r\n"));
}
// Assign new position and normal
meta->addStatement(new GenOp(" @ = @;\r\n", inPosition, posePos));
meta->addStatement(new GenOp(" @ = normalize(@);\r\n", inNormal, poseNormal));
output = meta;
}

View file

@ -659,4 +659,17 @@ public:
MaterialFeatureData *outFeatureData );
};
/// Hardware Skinning
class HardwareSkinningFeatureGLSL : public ShaderFeatureGLSL
{
protected:
public:
virtual void processVert(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual String getName() { return "Hardware Skinning"; }
};
#endif // _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_

View file

@ -113,6 +113,9 @@ const char* ShaderGenComponentFactoryGLSL::typeToString( GFXDeclType type )
case GFXDeclType_Float3:
return "vec3";
case GFXDeclType_UByte4:
return "vec4";
case GFXDeclType_Float4:
case GFXDeclType_Color:
return "vec4";
@ -160,6 +163,16 @@ ShaderComponent* ShaderGenComponentFactoryGLSL::createVertexInputConnector( cons
var = vertComp->getElement( RT_COLOR );
var->setName( "diffuse" );
}
else if (element.isSemantic(GFXSemantic::BLENDINDICES))
{
var = vertComp->getElement(RT_BLENDINDICES);
var->setName(String::ToString("vBlendIndex%d", element.getSemanticIndex()));
}
else if (element.isSemantic(GFXSemantic::BLENDWEIGHT))
{
var = vertComp->getElement(RT_BLENDWEIGHT);
var->setName(String::ToString("vBlendWeight%d", element.getSemanticIndex()));
}
else if ( element.isSemantic( GFXSemantic::TEXCOORD ) )
{
var = vertComp->getElement( RT_TEXCOORD );

View file

@ -105,6 +105,7 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_DeferredMatInfoFlags, new DeferredMatInfoFlagsGLSL );
FEATUREMGR->registerFeature( MFT_DeferredEmptySpec, new DeferredEmptySpecGLSL );
FEATUREMGR->registerFeature( MFT_SkyBox, new NamedFeatureGLSL( "skybox" ) );
FEATUREMGR->registerFeature( MFT_HardwareSkinning, new HardwareSkinningFeatureGLSL );
}
MODULE_BEGIN( ShaderGenGLSL )

View file

@ -32,7 +32,20 @@ Var * ShaderConnectorHLSL::getElement( RegisterType type,
U32 numElements,
U32 numRegisters )
{
Var *ret = getIndexedElement( mCurTexElem, type, numElements, numRegisters );
Var *ret = NULL;
if ( type == RT_BLENDINDICES )
{
ret = getIndexedElement( mCurBlendIndicesElem, type, numElements, numRegisters );
}
else if ( type == RT_BLENDWEIGHT )
{
ret = getIndexedElement( mCurBlendWeightsElem, type, numElements, numRegisters );
}
else
{
ret = getIndexedElement( mCurTexElem, type, numElements, numRegisters );
}
// Adjust texture offset if this is a texcoord type
if( type == RT_TEXCOORD )
@ -42,6 +55,20 @@ Var * ShaderConnectorHLSL::getElement( RegisterType type,
else
mCurTexElem += numElements;
}
else if ( type == RT_BLENDINDICES )
{
if ( numRegisters != -1 )
mCurBlendIndicesElem += numRegisters;
else
mCurBlendIndicesElem += numElements;
}
else if ( type == RT_BLENDWEIGHT )
{
if ( numRegisters != -1 )
mCurBlendWeightsElem += numRegisters;
else
mCurBlendWeightsElem += numElements;
}
return ret;
}
@ -133,6 +160,46 @@ Var * ShaderConnectorHLSL::getIndexedElement( U32 index, RegisterType type, U32
return newVar;
}
case RT_BLENDINDICES:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
// This was needed for hardware instancing, but
// i don't really remember why right now.
if ( index > mCurBlendIndicesElem )
mCurBlendIndicesElem = index + 1;
char out[32];
dSprintf( (char*)out, sizeof(out), "BLENDINDICES%d", index );
newVar->setConnectName( out );
newVar->constNum = index;
newVar->arraySize = numElements;
return newVar;
}
case RT_BLENDWEIGHT:
{
Var *newVar = new Var;
mElementList.push_back( newVar );
// This was needed for hardware instancing, but
// i don't really remember why right now.
if ( index > mCurBlendWeightsElem )
mCurBlendWeightsElem = index + 1;
char out[32];
dSprintf( (char*)out, sizeof(out), "BLENDWEIGHT%d", index );
newVar->setConnectName( out );
newVar->constNum = index;
newVar->arraySize = numElements;
return newVar;
}
default:
break;
}
@ -177,6 +244,8 @@ void ShaderConnectorHLSL::reset()
mElementList.setSize( 0 );
mCurTexElem = 0;
mCurBlendIndicesElem = 0;
mCurBlendWeightsElem = 0;
}
void ShaderConnectorHLSL::print( Stream &stream, bool isVertexShader )
@ -231,12 +300,23 @@ void ParamsDefHLSL::assignConstantNumbers()
if (dStrcmp((const char*)var->type, "float4x4") == 0)
{
mCurrConst += (4 * var->arraySize);
} else {
}
else
{
if (dStrcmp((const char*)var->type, "float3x3") == 0)
{
mCurrConst += (3 * var->arraySize);
} else {
mCurrConst += var->arraySize;
}
else
{
if (dStrcmp((const char*)var->type, "float4x3") == 0)
{
mCurrConst += (3 * var->arraySize);
}
else
{
mCurrConst += var->arraySize;
}
}
}
}

View file

@ -33,6 +33,7 @@
#include "core/util/autoPtr.h"
#include "lighting/advanced/advancedLightBinManager.h"
#include "ts/tsShape.h"
LangElement * ShaderFeatureHLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, // componentList
Var **texSpaceMat )
@ -2991,3 +2992,66 @@ void ImposterVertFeatureHLSL::determineFeature( Material *material,
outFeatureData->features.addFeature( MFT_ImposterVert );
}
//****************************************************************************
// HardwareSkinningFeatureHLSL
//****************************************************************************
void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
MultiLine *meta = new MultiLine;
Var *inPosition = (Var*)LangElement::find( "inPosition" );
Var *inNormal = (Var*)LangElement::find( "inNormal" );
if ( !inPosition )
inPosition = (Var*)LangElement::find( "position" );
if ( !inNormal )
inNormal = (Var*)LangElement::find( "normal" );
Var* posePos = new Var("posePos", "float3");
Var* poseNormal = new Var("poseNormal", "float3");
Var* poseMat = new Var("poseMat", "float4x3");
Var* poseRotMat = new Var("poseRotMat", "float3x3");
Var* nodeTransforms = (Var*)LangElement::find("nodeTransforms");
if (!nodeTransforms)
{
nodeTransforms = new Var("nodeTransforms", "float4x3");
nodeTransforms->uniform = true;
nodeTransforms->arraySize = TSShape::smMaxSkinBones;
nodeTransforms->constSortPos = cspPotentialPrimitive;
}
U32 numIndices = mVertexFormat->getNumBlendIndices();
meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( posePos ) ) );
meta->addStatement( new GenOp( " @ = 0.0;\r\n", new DecOp( poseNormal ) ) );
meta->addStatement( new GenOp( " @;\r\n", new DecOp( poseMat ) ) );
meta->addStatement(new GenOp(" @;\r\n int i;\r\n", new DecOp(poseRotMat)));
for (U32 i=0; i<numIndices; i++)
{
// NOTE: To keep things simple, we assume all 4 bone indices are used in each element chunk.
LangElement* inIndices = (Var*)LangElement::find(String::ToString( "blendIndices%d", i ));
LangElement* inWeights = (Var*)LangElement::find(String::ToString( "blendWeight%d", i ));
AssertFatal(inIndices && inWeights, "Something went wrong here");
AssertFatal(poseMat && nodeTransforms && posePos && inPosition && inWeights && poseNormal && inNormal && poseRotMat, "Something went REALLY wrong here");
meta->addStatement( new GenOp( " for (i=0; i<4; i++) {\r\n" ) );
meta->addStatement( new GenOp( " int poseIdx = int(@[i]);\r\n", inIndices ) );
meta->addStatement( new GenOp( " float poseWeight = @[i];\r\n", inWeights) );
meta->addStatement( new GenOp( " @ = @[poseIdx];\r\n", poseMat, nodeTransforms) );
meta->addStatement( new GenOp( " @ = (float3x3)@;\r\n", poseRotMat, poseMat) );
meta->addStatement( new GenOp( " @ += (mul(float4(@, 1), @)).xyz * poseWeight;\r\n", posePos, inPosition, poseMat) );
meta->addStatement( new GenOp( " @ += (mul(@,@) * poseWeight);\r\n", poseNormal, inNormal, poseRotMat) );
meta->addStatement( new GenOp( " }\r\n" ) );
}
// Assign new position and normal
meta->addStatement( new GenOp( " @ = @;\r\n", inPosition, posePos ) );
meta->addStatement( new GenOp( " @ = normalize(@);\r\n", inNormal, poseNormal ) );
output = meta;
}

View file

@ -663,4 +663,17 @@ public:
MaterialFeatureData *outFeatureData );
};
/// Hardware Skinning
class HardwareSkinningFeatureHLSL : public ShaderFeatureHLSL
{
protected:
public:
virtual void processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd );
virtual String getName() { return "Hardware Skinning"; }
};
#endif // _SHADERGEN_HLSL_SHADERFEATUREHLSL_H_

View file

@ -121,6 +121,9 @@ const char* ShaderGenComponentFactoryHLSL::typeToString( GFXDeclType type )
case GFXDeclType_Float4:
case GFXDeclType_Color:
return "float4";
case GFXDeclType_UByte4:
return "uint4";
}
}
@ -174,6 +177,22 @@ ShaderComponent* ShaderGenComponentFactoryHLSL::createVertexInputConnector( cons
else
var->setName( String::ToString( "texCoord%d", element.getSemanticIndex() + 1 ) );
}
else if ( element.isSemantic( GFXSemantic::BLENDINDICES ) )
{
var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDINDICES );
var->setName( String::ToString( "blendIndices%d", element.getSemanticIndex() ) );
}
else if ( element.isSemantic( GFXSemantic::BLENDWEIGHT ) )
{
var = vertComp->getIndexedElement( element.getSemanticIndex(), RT_BLENDWEIGHT );
var->setName( String::ToString( "blendWeight%d", element.getSemanticIndex() ) );
}
else if ( element.isSemantic( GFXSemantic::PADDING ) )
{
var = NULL;
//var = vertComp->getIndexedElement( vertComp->getCurTexElem() + element.getSemanticIndex(), RT_TEXCOORD );
//var->setName( String::ToString( "pad%d", element.getSemanticIndex() + 1 ) );
}
else
{
// Everything else is a texcoord!

View file

@ -100,13 +100,13 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_ImposterVert, new ImposterVertFeatureHLSL );
// Deferred Shading
FEATUREMGR->registerFeature( MFT_isDeferred, new NamedFeatureHLSL( "Deferred Material" ) );
FEATUREMGR->registerFeature( MFT_DeferredSpecMap, new DeferredSpecMapHLSL );
FEATUREMGR->registerFeature( MFT_DeferredSpecVars, new DeferredSpecVarsHLSL );
FEATUREMGR->registerFeature( MFT_DeferredMatInfoFlags, new DeferredMatInfoFlagsHLSL );
FEATUREMGR->registerFeature( MFT_DeferredEmptySpec, new DeferredEmptySpecHLSL );
FEATUREMGR->registerFeature( MFT_SkyBox, new NamedFeatureHLSL( "skybox" ) );
FEATUREMGR->registerFeature( MFT_HardwareSkinning, new HardwareSkinningFeatureHLSL );
}
MODULE_BEGIN( ShaderGenHLSL )

View file

@ -32,6 +32,8 @@ ShaderConnector::ShaderConnector()
{
mCurTexElem = 0;
mName[0] = '\0';
mCurBlendIndicesElem = 0;
mCurBlendWeightsElem = 0;
}
//----------------------------------------------------------------------------

View file

@ -71,6 +71,8 @@ protected:
Vector <Var*> mElementList;
U32 mCurTexElem;
U32 mCurBlendIndicesElem;
U32 mCurBlendWeightsElem;
U8 mName[32];
public:
@ -78,6 +80,8 @@ public:
ShaderConnector();
virtual ~ShaderConnector();
U32 getCurTexElem() { return mCurTexElem; }
///
virtual Var* getElement( RegisterType type,
U32 numElements = 1,

View file

@ -99,6 +99,12 @@ protected:
///
S32 mProcessIndex;
public:
// TODO: Make this protected and give it a proper API.
const GFXVertexFormat *mVertexFormat;
// TODO: Make this protected and give it a proper API.
GFXVertexFormat *mInstancingFormat;
public:
@ -139,7 +145,8 @@ public:
ShaderFeature()
: output( NULL ),
mProcessIndex( 0 ),
mInstancingFormat( NULL )
mInstancingFormat( NULL ),
mVertexFormat( NULL )
{
}
@ -285,7 +292,7 @@ public:
/// Called after processing the vertex and processing the pixel
/// to cleanup any temporary structures stored in the feature.
virtual void reset() { output = NULL; mProcessIndex = 0; mInstancingFormat = NULL; }
virtual void reset() { output = NULL; mProcessIndex = 0; mInstancingFormat = NULL; mVertexFormat = NULL; }
/// A simpler helper function which either finds
/// the existing local var or creates one.

View file

@ -265,6 +265,9 @@ void ShaderGen::_processVertFeatures( Vector<GFXShaderMacro> &macros, bool macro
continue;
feature->setInstancingFormat( &mInstancingFormat );
feature->mVertexFormat = mVertexFormat;
feature->processVert( mComponents, mFeatureData );
String line;