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