mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-30 07:41:16 +00:00
11337c9fa2
Using GPU vertex skinning is significantly faster than CPU vertex skinning. Especially since OpenGL2 has to run R_VaoPackNormal() and R_VaoPackTangent() each vertex each frame which causes CPU vertex skinning to be significantly slower than OpenGL1 renderer.
108 lines
2.7 KiB
GLSL
108 lines
2.7 KiB
GLSL
attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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attribute vec4 attr_TexCoord0;
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#if defined(USE_VERTEX_ANIMATION)
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attribute vec3 attr_Position2;
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attribute vec3 attr_Normal2;
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#elif defined(USE_BONE_ANIMATION)
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attribute vec4 attr_BoneIndexes;
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attribute vec4 attr_BoneWeights;
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#endif
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//#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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uniform float u_DeformParams[5];
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//#endif
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uniform float u_Time;
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uniform mat4 u_ModelViewProjectionMatrix;
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uniform mat4 u_ModelMatrix;
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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#elif defined(USE_BONE_ANIMATION)
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uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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#endif
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varying vec3 var_Position;
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vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
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{
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if (u_DeformGen == 0)
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{
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return pos;
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}
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float base = u_DeformParams[0];
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float amplitude = u_DeformParams[1];
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float phase = u_DeformParams[2];
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float frequency = u_DeformParams[3];
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float spread = u_DeformParams[4];
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if (u_DeformGen == DGEN_BULGE)
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{
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phase *= st.x;
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}
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else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)
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{
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phase += dot(pos.xyz, vec3(spread));
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}
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float value = phase + (u_Time * frequency);
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float func;
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if (u_DeformGen == DGEN_WAVE_SIN)
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{
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func = sin(value * 2.0 * M_PI);
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}
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else if (u_DeformGen == DGEN_WAVE_SQUARE)
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{
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func = sign(0.5 - fract(value));
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}
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else if (u_DeformGen == DGEN_WAVE_TRIANGLE)
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{
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func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0;
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}
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else if (u_DeformGen == DGEN_WAVE_SAWTOOTH)
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{
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func = fract(value);
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}
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else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)
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{
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func = (1.0 - fract(value));
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}
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else // if (u_DeformGen == DGEN_BULGE)
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{
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func = sin(value);
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}
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return pos + normal * (base + func * amplitude);
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}
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void main()
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{
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#if defined(USE_VERTEX_ANIMATION)
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vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
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vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
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#elif defined(USE_BONE_ANIMATION)
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mat4 vtxMat = u_BoneMatrix[int(attr_BoneIndexes.x)] * attr_BoneWeights.x;
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vtxMat += u_BoneMatrix[int(attr_BoneIndexes.y)] * attr_BoneWeights.y;
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vtxMat += u_BoneMatrix[int(attr_BoneIndexes.z)] * attr_BoneWeights.z;
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vtxMat += u_BoneMatrix[int(attr_BoneIndexes.w)] * attr_BoneWeights.w;
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mat3 nrmMat = mat3(cross(vtxMat[1].xyz, vtxMat[2].xyz), cross(vtxMat[2].xyz, vtxMat[0].xyz), cross(vtxMat[0].xyz, vtxMat[1].xyz));
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vec3 position = vec3(vtxMat * vec4(attr_Position, 1.0));
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vec3 normal = normalize(nrmMat * attr_Normal);
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#else
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vec3 position = attr_Position;
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vec3 normal = attr_Normal;
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#endif
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position = DeformPosition(position, normal, attr_TexCoord0.st);
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gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
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var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
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}
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