mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 14:55:39 +00:00
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:
parent
507c239a87
commit
3496c549b5
72 changed files with 2533 additions and 1327 deletions
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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_
|
||||
|
|
|
|||
|
|
@ -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 );
|
||||
|
|
|
|||
|
|
@ -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 )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue