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Before moving boneSelector from unsigned complete
- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
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25a8199a74
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5 changed files with 96 additions and 10 deletions
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@ -32,6 +32,7 @@
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#include "gles_shader.h"
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#include "gles_renderer.h"
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#include "hw_lightbuffer.h"
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#include "hw_bonebuffer.h"
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#include "gles_renderbuffers.h"
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#include "gles_hwtexture.h"
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#include "gles_buffers.h"
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@ -251,6 +252,7 @@ bool FGLRenderState::ApplyShader()
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activeShader->cur->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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activeShader->cur->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->cur->muClipSplit.Set(mClipSplit);
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activeShader->cur->muBoneIndexBase.Set(-1);
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activeShader->cur->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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activeShader->cur->muAddColor.Set(mStreamData.uAddColor);
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activeShader->cur->muTextureAddColor.Set(mStreamData.uTextureAddColor);
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@ -349,6 +351,9 @@ bool FGLRenderState::ApplyShader()
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activeShader->cur->muLightRange.Set(range);
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}
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int index = mBoneIndexBase;
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activeShader->cur->muBoneIndexBase.Set(index);
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return true;
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}
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@ -66,6 +66,7 @@ class FGLRenderState final : public FRenderState
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int lastTranslation = 0;
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int maxBoundMaterial = -1;
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size_t mLastMappedLightIndex = SIZE_MAX;
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size_t mLastMappedBoneIndexBase = SIZE_MAX;
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IVertexBuffer *mCurrentVertexBuffer;
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int mCurrentVertexOffsets[2]; // one per binding point
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@ -38,6 +38,7 @@
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#include "shaderuniforms.h"
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#include "hw_viewpointuniforms.h"
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#include "hw_lightbuffer.h"
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#include "hw_bonebuffer.h"
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#include "i_specialpaths.h"
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#include "printf.h"
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#include "version.h"
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@ -321,6 +322,12 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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// dynamic lights
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uniform ivec4 uLightRange;
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// bone animation
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uniform int uBoneIndexBase;
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// bone matrix buffers
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uniform mat4 bones[NUM_UBO_BONES];
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// Blinn glossiness and specular level
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uniform vec2 uSpecularMaterial;
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@ -391,10 +398,11 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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FString vp_comb;
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assert(screen->mLights != NULL);
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assert(screen->mBones != NULL);
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unsigned int lightbuffersize = screen->mLights->GetBlockSize();
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vp_comb.Format("#version 100\n#define NUM_UBO_LIGHTS %d\n#define NO_CLIPDISTANCE_SUPPORT\n", lightbuffersize);
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vp_comb.Format("#version 100\n#define NUM_UBO_LIGHTS %d\n#define NO_CLIPDISTANCE_SUPPORT\n#define NUM_UBO_BONES %d\n", lightbuffersize, screen->mBones->GetBlockSize());
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FString fp_comb = vp_comb;
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vp_comb << defines << i_data.GetChars();
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@ -529,6 +537,8 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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glBindAttribLocation(shaderData->hShader, VATTR_VERTEX2, "aVertex2");
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glBindAttribLocation(shaderData->hShader, VATTR_NORMAL, "aNormal");
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glBindAttribLocation(shaderData->hShader, VATTR_NORMAL2, "aNormal2");
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glBindAttribLocation(shaderData->hShader, VATTR_BONEWEIGHT, "aBoneWeight");
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glBindAttribLocation(shaderData->hShader, VATTR_BONESELECTOR, "aBoneSelector");
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glLinkProgram(shaderData->hShader);
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@ -591,6 +601,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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shaderData->muLightParms.Init(shaderData->hShader, "uLightAttr");
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shaderData->muClipSplit.Init(shaderData->hShader, "uClipSplit");
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shaderData->muLightRange.Init(shaderData->hShader, "uLightRange");
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shaderData->muBoneIndexBase.Init(shaderData->hShader, "uBoneIndexBase");
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shaderData->muFogColor.Init(shaderData->hShader, "uFogColor");
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shaderData->muDynLightColor.Init(shaderData->hShader, "uDynLightColor");
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shaderData->muObjectColor.Init(shaderData->hShader, "uObjectColor");
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@ -327,6 +327,7 @@ public: class ShaderVariantData
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FBufferedUniform4f muLightParms;
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FBufferedUniform2f muClipSplit;
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FBufferedUniform4i muLightRange;
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FBufferedUniform1i muBoneIndexBase;
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FBufferedUniformPE muFogColor;
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FBufferedUniform4f muDynLightColor;
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FBufferedUniformPE muObjectColor;
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@ -10,6 +10,8 @@ varying vec4 vColor;
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attribute vec4 aVertex2;
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attribute vec4 aNormal;
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attribute vec4 aNormal2;
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attribute vec4 aBoneWeight;
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attribute vec4 aBoneSelector;
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varying vec4 pixelpos;
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varying vec3 glowdist;
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@ -23,15 +25,25 @@ varying vec4 ClipDistanceA;
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varying vec4 ClipDistanceB;
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#endif
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struct BonesResult
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{
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vec3 Normal;
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vec4 Position;
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};
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BonesResult ApplyBones();
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void main()
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{
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float ClipDistance0, ClipDistance1, ClipDistance2, ClipDistance3, ClipDistance4;
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vec2 parmTexCoord;
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vec4 parmPosition;
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BonesResult bones = ApplyBones();
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parmTexCoord = aTexCoord;
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parmPosition = aPosition;
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parmPosition = bones.Position;
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#ifndef SIMPLE
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vec4 worldcoord = ModelMatrix * mix(parmPosition, aVertex2, uInterpolationFactor);
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@ -78,14 +90,7 @@ void main()
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ClipDistance4 = worldcoord.y - ((uSplitBottomPlane.w + uSplitBottomPlane.x * worldcoord.x + uSplitBottomPlane.y * worldcoord.z) * uSplitBottomPlane.z);
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}
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#ifdef HAS_UNIFORM_VERTEX_DATA
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if ((useVertexData & 2) == 0)
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vWorldNormal = NormalModelMatrix * vec4(uVertexNormal.xyz, 1.0);
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else
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vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor)), 1.0);
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#else
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vWorldNormal = NormalModelMatrix * vec4(normalize(mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor)), 1.0);
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#endif
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vWorldNormal = NormalModelMatrix * vec4(normalize(bones.Normal), 1.0);
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vEyeNormal = NormalViewMatrix * vWorldNormal;
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#endif
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@ -129,3 +134,66 @@ void main()
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gl_Position = ProjectionMatrix * eyeCoordPos;
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}
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#if !defined(SIMPLE)
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vec3 GetAttrNormal()
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{
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#ifdef HAS_UNIFORM_VERTEX_DATA
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if ((useVertexData & 2) == 0)
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return uVertexNormal.xyz;
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else
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return mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor);
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#else
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return mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor);
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#endif
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}
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void AddWeightedBone(int boneIndex, float weight, inout vec4 position, inout vec3 normal)
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{
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if (weight != 0.0)
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{
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mat4 transform = bones[uBoneIndexBase + boneIndex];
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mat3 rotation = mat3(transform);
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position += (transform * aPosition) * weight;
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normal += (rotation * aNormal.xyz) * weight;
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}
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}
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BonesResult ApplyBones()
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{
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BonesResult result;
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if (uBoneIndexBase >= 0 && aBoneWeight != vec4(0.0))
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{
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result.Position = vec4(0.0);
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result.Normal = vec3(0.0);
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// We use low precision input for our bone weights. Rescale so the sum still is 1.0
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float totalWeight = aBoneWeight.x + aBoneWeight.y + aBoneWeight.z + aBoneWeight.w;
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float weightMultiplier = 1.0 / totalWeight;
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vec4 boneWeight = aBoneWeight * weightMultiplier;
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AddWeightedBone(int(aBoneSelector.x), boneWeight.x, result.Position, result.Normal);
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AddWeightedBone(int(aBoneSelector.y), boneWeight.y, result.Position, result.Normal);
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AddWeightedBone(int(aBoneSelector.z), boneWeight.z, result.Position, result.Normal);
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AddWeightedBone(int(aBoneSelector.w), boneWeight.w, result.Position, result.Normal);
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result.Position.w = 1.0; // For numerical stability
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}
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else
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{
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result.Position = aPosition;
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result.Normal = GetAttrNormal();
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}
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return result;
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}
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#else
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BonesResult ApplyBones()
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{
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BonesResult result;
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result.Position = aPosition;
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return result;
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}
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#endif
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