mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 06:42:12 +00:00
GLES: Added IQM bone support.
This commit is contained in:
parent
7517b64aee
commit
f41f393e91
11 changed files with 165 additions and 48 deletions
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@ -275,8 +275,10 @@ void GLBuffer::GPUWaitSync()
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void GLVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t stride, const FVertexBufferAttribute *attrs)
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{
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static int VFmtToGLFmt[] = { GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE, GL_FLOAT }; // TODO Fix last entry GL_INT_2_10_10_10_REV, normals for models will be broken
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static uint8_t VFmtToSize[] = {4, 3, 2, 1, 4, 4};
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static int VFmtToGLFmt[] = { GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_UNSIGNED_BYTE, GL_INT_2_10_10_10_REV, GL_UNSIGNED_BYTE }; // TODO Fix last entry GL_INT_2_10_10_10_REV, normals for models will be broken
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static uint8_t VFmtToSize[] = {4, 3, 2, 1, 4, 4, 4};
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static bool VFmtToNormalize[] = { false, false, false, false, true, true, false };
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static bool VFmtToIntegerType[] = { false, false, false, false, false, false, true };
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mStride = stride;
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mNumBindingPoints = numBindingPoints;
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@ -290,6 +292,8 @@ void GLVertexBuffer::SetFormat(int numBindingPoints, int numAttributes, size_t s
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attrinf.size = VFmtToSize[attrs[i].format];
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attrinf.offset = attrs[i].offset;
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attrinf.bindingpoint = attrs[i].binding;
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attrinf.normalize = VFmtToNormalize[attrs[i].format];
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attrinf.integerType = VFmtToIntegerType[attrs[i].format];
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}
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}
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}
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@ -310,7 +314,13 @@ void GLVertexBuffer::Bind(int *offsets)
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{
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glEnableVertexAttribArray(i);
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size_t ofs = offsets == nullptr ? attrinf.offset : attrinf.offset + mStride * offsets[attrinf.bindingpoint];
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glVertexAttribPointer(i, attrinf.size, attrinf.format, attrinf.format != GL_FLOAT, (GLsizei)mStride, (void*)(intptr_t)ofs);
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if (!attrinf.integerType)
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glVertexAttribPointer(i, attrinf.size, attrinf.format, attrinf.normalize, (GLsizei)mStride, (void*)(intptr_t)ofs);
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else
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{
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if (gles.gles3Features)
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glVertexAttribIPointer(i, attrinf.size, attrinf.format, (GLsizei)mStride, (void*)(intptr_t)ofs);
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}
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}
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i++;
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}
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@ -49,6 +49,8 @@ class GLVertexBuffer : public IVertexBuffer, public GLBuffer
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{
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int bindingpoint;
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int format;
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bool normalize;
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bool integerType;
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int size;
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int offset;
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};
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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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@ -110,15 +111,13 @@ bool FGLRenderState::ApplyShader()
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{
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lightPtr = ((float*)screen->mLights->GetBuffer()->Memory());
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lightPtr += ((int64_t)mLightIndex * 4);
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//float array[64];
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//memcpy(array, ptr, 4 * 64);
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// Calculate how much light data there is to upload, this is stored in the first 4 floats
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modLights = int(lightPtr[1]) / LIGHT_VEC4_NUM;
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subLights = (int(lightPtr[2]) - int(lightPtr[1])) / LIGHT_VEC4_NUM;
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addLights = (int(lightPtr[3]) - int(lightPtr[2])) / LIGHT_VEC4_NUM;
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// Here we limit the number of lights, but dont' change the light data so priority has to be mod, sub then add
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// Here we limit the number of lights, but don't change the light data so priority has to be mod, sub then add
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if (modLights > (int)gles.maxlights)
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modLights = gles.maxlights;
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@ -224,12 +223,9 @@ bool FGLRenderState::ApplyShader()
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activeShader->cur->muProjectionMatrix.Set(&mHwUniforms->mProjectionMatrix);
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activeShader->cur->muViewMatrix.Set(&mHwUniforms->mViewMatrix);
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activeShader->cur->muNormalViewMatrix.Set(&mHwUniforms->mNormalViewMatrix);
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activeShader->cur->muCameraPos.Set(&mHwUniforms->mCameraPos.X);
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activeShader->cur->muClipLine.Set(&mHwUniforms->mClipLine.X);
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activeShader->cur->muGlobVis.Set(mHwUniforms->mGlobVis);
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activeShader->cur->muPalLightLevels.Set(mHwUniforms->mPalLightLevels & 0xFF); // JUST pass the pal levels, clear the top bits
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activeShader->cur->muViewHeight.Set(mHwUniforms->mViewHeight);
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activeShader->cur->muClipHeight.Set(mHwUniforms->mClipHeight);
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@ -250,6 +246,7 @@ bool FGLRenderState::ApplyShader()
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activeShader->cur->muInterpolationFactor.Set(mStreamData.uInterpolationFactor);
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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->muBoneIndexBase.Set(-1);
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activeShader->cur->muClipSplit.Set(mClipSplit);
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activeShader->cur->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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activeShader->cur->muAddColor.Set(mStreamData.uAddColor);
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@ -349,6 +346,23 @@ bool FGLRenderState::ApplyShader()
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activeShader->cur->muLightRange.Set(range);
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}
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if (gles.gles3Features)
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{
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// Upload bone data
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// NOTE, this is pretty inefficient, it will be reloading the same data over and over in a single frame
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// Need to add something to detect a start of new frame then only update the data when it's been changed
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if ((mBoneIndexBase >= 0))
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{
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float* bonesPtr = ((float*)screen->mBones->GetBuffer()->Memory());
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int number = screen->mBones->GetCurrentIndex();
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glUniformMatrix4fv(activeShader->cur->bones_index, number, false, bonesPtr);
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activeShader->cur->muBoneIndexBase.Set(mBoneIndexBase);
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}
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}
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return true;
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}
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@ -369,18 +383,6 @@ void FGLRenderState::ApplyState()
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if (mSplitEnabled != stSplitEnabled)
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{
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/*
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if (mSplitEnabled)
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{
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glEnable(GL_CLIP_DISTANCE3);
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glEnable(GL_CLIP_DISTANCE4);
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}
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else
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{
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glDisable(GL_CLIP_DISTANCE3);
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glDisable(GL_CLIP_DISTANCE4);
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}
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*/
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stSplitEnabled = mSplitEnabled;
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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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@ -108,16 +109,7 @@ public:
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void EnableDrawBuffers(int count, bool apply = false) override
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{
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/*
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count = min(count, 3);
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if (mNumDrawBuffers != count)
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{
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static GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
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glDrawBuffers(count, buffers);
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mNumDrawBuffers = count;
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}
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if (apply) Apply();
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*/
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}
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void ToggleState(int state, bool on);
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@ -267,6 +267,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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// light buffers
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uniform vec4 lights[MAXIMUM_LIGHT_VECTORS];
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// bone matrix buffers
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uniform mat4 bones[MAXIMUM_LIGHT_VECTORS];
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat4 NormalViewMatrix;
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@ -321,6 +324,9 @@ 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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// Blinn glossiness and specular level
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uniform vec2 uSpecularMaterial;
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@ -391,10 +397,11 @@ 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 %s\n\n#define NO_CLIPDISTANCE_SUPPORT\n", gles.shaderVersionString);
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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 +536,8 @@ 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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@ -569,10 +578,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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shaderData->muViewMatrix.Init(shaderData->hShader, "ViewMatrix");
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shaderData->muNormalViewMatrix.Init(shaderData->hShader, "NormalViewMatrix");
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//shaderData->ProjectionMatrix_index = glGetUniformLocation(shaderData->hShader, "ProjectionMatrix");
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//shaderData->ViewMatrix_index = glGetUniformLocation(shaderData->hShader, "ViewMatrix");
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//shaderData->NormalViewMatrix_index = glGetUniformLocation(shaderData->hShader, "NormalViewMatrix");
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shaderData->muCameraPos.Init(shaderData->hShader, "uCameraPos");
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shaderData->muClipLine.Init(shaderData->hShader, "uClipLine");
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@ -591,6 +596,7 @@ 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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@ -619,6 +625,7 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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shaderData->muFixedColormapRange.Init(shaderData->hShader, "uFixedColormapRange");
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shaderData->lights_index = glGetUniformLocation(shaderData->hShader, "lights");
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shaderData->bones_index = glGetUniformLocation(shaderData->hShader, "bones");
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shaderData->modelmatrix_index = glGetUniformLocation(shaderData->hShader, "ModelMatrix");
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shaderData->texturematrix_index = glGetUniformLocation(shaderData->hShader, "TextureMatrix");
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shaderData->normalmodelmatrix_index = glGetUniformLocation(shaderData->hShader, "NormalModelMatrix");
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@ -326,6 +326,7 @@ public: class ShaderVariantData
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FBufferedUniform1i muTextureMode;
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FBufferedUniform4f muLightParms;
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FBufferedUniform2f muClipSplit;
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FBufferedUniform1i muBoneIndexBase;
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FBufferedUniform4i muLightRange;
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FBufferedUniformPE muFogColor;
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FBufferedUniform4f muDynLightColor;
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@ -356,6 +357,7 @@ public: class ShaderVariantData
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int lights_index = 0;
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int bones_index = 0;
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int modelmatrix_index = 0;
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int normalmodelmatrix_index = 0;
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int texturematrix_index = 0;
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@ -236,7 +236,7 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
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{
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FString patchedCode;
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patchedCode.AppendFormat("#version %d\n", 100); // Set to GLES2
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patchedCode.AppendFormat("#version %s\n", gles.shaderVersionString);
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patchedCode += GetGLSLPrecision();
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@ -16,6 +16,7 @@ void setGlVersion(double glv);
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PFNGLMAPBUFFERRANGEEXTPROC glMapBufferRange = NULL;
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PFNGLUNMAPBUFFEROESPROC glUnmapBuffer = NULL;
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PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer = NULL;
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#ifdef __ANDROID__
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#include <dlfcn.h>
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@ -134,7 +135,7 @@ namespace OpenGLESRenderer
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glMapBufferRange = (PFNGLMAPBUFFERRANGEEXTPROC)LoadGLES2Proc("glMapBufferRange");
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glUnmapBuffer = (PFNGLUNMAPBUFFEROESPROC)LoadGLES2Proc("glUnmapBuffer");
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glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)LoadGLES2Proc("glVertexAttribIPointer");
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#else
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static bool first = true;
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@ -181,11 +182,16 @@ namespace OpenGLESRenderer
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Printf("GL_MAX_TEXTURE_SIZE: %d\n", gles.max_texturesize);
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#if USE_GLES2
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gles.gles3Features = false; // Enales IQM bones
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gles.shaderVersionString = "100";
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gles.depthStencilAvailable = CheckExtension("GL_OES_packed_depth_stencil");
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gles.npotAvailable = CheckExtension("GL_OES_texture_npot");
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gles.depthClampAvailable = CheckExtension("GL_EXT_depth_clamp");
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gles.anistropicFilterAvailable = CheckExtension("GL_EXT_texture_filter_anisotropic");
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#else
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gles.gles3Features = true;
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gles.shaderVersionString = "330";
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gles.depthStencilAvailable = true;
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gles.npotAvailable = true;
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gles.useMappedBuffers = true;
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@ -36,6 +36,9 @@ GLAPI PFNGLMAPBUFFERRANGEEXTPROC glMapBufferRange;
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typedef GLboolean(APIENTRYP PFNGLUNMAPBUFFEROESPROC)(GLenum target);
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GLAPI PFNGLUNMAPBUFFEROESPROC glUnmapBuffer;
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typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void* pointer);
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GLAPI PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
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#define GL_DEPTH24_STENCIL8 0x88F0
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#define GL_MAP_PERSISTENT_BIT 0x0040
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#define GL_MAP_READ_BIT 0x0001
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@ -45,7 +48,7 @@ GLAPI PFNGLUNMAPBUFFEROESPROC glUnmapBuffer;
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#define GL_BGRA 0x80E1
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#define GL_DEPTH_CLAMP 0x864F
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#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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#define GL_INT_2_10_10_10_REV 0x8D9F
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#else
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#include "gl_load/gl_load.h"
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#endif
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@ -74,6 +77,8 @@ namespace OpenGLESRenderer
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bool forceGLSLv100;
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bool depthClampAvailable;
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bool anistropicFilterAvailable;
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bool gles3Features;
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const char* shaderVersionString;
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int max_texturesize;
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char* vendorstring;
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char* modelstring;
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@ -35,6 +35,9 @@ public:
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bool GetBufferType() const { return mBufferType; }
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int GetBinding(unsigned int index, size_t* pOffset, size_t* pSize);
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// Only for GLES to determin how much data is in the buffer
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int GetCurrentIndex() { return mIndex; };
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// OpenGL needs the buffer to mess around with the binding.
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IDataBuffer* GetBuffer() const
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{
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@ -10,6 +10,10 @@ 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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#if __VERSION__ >= 300
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attribute vec4 aBoneWeight;
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attribute uvec4 aBoneSelector;
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#endif
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varying vec4 pixelpos;
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varying vec3 glowdist;
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@ -23,6 +27,15 @@ 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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@ -30,8 +43,10 @@ void main()
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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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@ -77,15 +92,9 @@ void main()
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ClipDistance3 = ((uSplitTopPlane.w + uSplitTopPlane.x * worldcoord.x + uSplitTopPlane.y * worldcoord.z) * uSplitTopPlane.z) - worldcoord.y;
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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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vWorldNormal = NormalModelMatrix * vec4(normalize(bones.Normal), 1.0);
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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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vEyeNormal = NormalViewMatrix * vWorldNormal;
|
||||
#endif
|
||||
|
||||
|
@ -129,3 +138,82 @@ void main()
|
|||
|
||||
gl_Position = ProjectionMatrix * eyeCoordPos;
|
||||
}
|
||||
|
||||
#if !defined(SIMPLE)
|
||||
|
||||
vec3 GetAttrNormal()
|
||||
{
|
||||
#ifdef HAS_UNIFORM_VERTEX_DATA
|
||||
if ((useVertexData & 2) == 0)
|
||||
return uVertexNormal.xyz;
|
||||
else
|
||||
return mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor);
|
||||
#else
|
||||
return mix(aNormal.xyz, aNormal2.xyz, uInterpolationFactor);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if __VERSION__ >= 300
|
||||
|
||||
void AddWeightedBone(uint boneIndex, float weight, inout vec4 position, inout vec3 normal)
|
||||
{
|
||||
if (weight != 0.0)
|
||||
{
|
||||
mat4 transform = bones[uBoneIndexBase + int(boneIndex)];
|
||||
mat3 rotation = mat3(transform);
|
||||
position += (transform * aPosition) * weight;
|
||||
normal += (rotation * aNormal.xyz) * weight;
|
||||
}
|
||||
}
|
||||
|
||||
BonesResult ApplyBones()
|
||||
{
|
||||
BonesResult result;
|
||||
if (uBoneIndexBase >= 0 && aBoneWeight != vec4(0.0))
|
||||
{
|
||||
result.Position = vec4(0.0);
|
||||
result.Normal = vec3(0.0);
|
||||
|
||||
// We use low precision input for our bone weights. Rescale so the sum still is 1.0
|
||||
float totalWeight = aBoneWeight.x + aBoneWeight.y + aBoneWeight.z + aBoneWeight.w;
|
||||
float weightMultiplier = 1.0 / totalWeight;
|
||||
vec4 boneWeight = aBoneWeight * weightMultiplier;
|
||||
|
||||
AddWeightedBone(aBoneSelector.x, boneWeight.x, result.Position, result.Normal);
|
||||
AddWeightedBone(aBoneSelector.y, boneWeight.y, result.Position, result.Normal);
|
||||
AddWeightedBone(aBoneSelector.z, boneWeight.z, result.Position, result.Normal);
|
||||
AddWeightedBone(aBoneSelector.w, boneWeight.w, result.Position, result.Normal);
|
||||
|
||||
result.Position.w = 1.0; // For numerical stability
|
||||
}
|
||||
else
|
||||
{
|
||||
result.Position = aPosition;
|
||||
result.Normal = GetAttrNormal();
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
BonesResult ApplyBones()
|
||||
{
|
||||
BonesResult result;
|
||||
|
||||
result.Position = aPosition;
|
||||
result.Normal = GetAttrNormal();
|
||||
|
||||
return result;
|
||||
}
|
||||
#endif
|
||||
|
||||
#else // SIMPLE
|
||||
|
||||
BonesResult ApplyBones()
|
||||
{
|
||||
BonesResult result;
|
||||
result.Position = aPosition;
|
||||
return result;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue