HW Skinning

* Added check in shader for number of bones
 * Fix crash when Skinning.glsllib is imported by shader 
 * Fix incorrect transform of tangent vector in shader 

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10552 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
sha..RD 12 years ago
parent 8c1e5c9cf9
commit c21b60fbe7
  1. 39
      engine/src/core-data/Common/ShaderLib/Skinning.glsllib

@ -1,55 +1,66 @@
#ifdef NUM_BONES
#ifdef NUM_BONES
#if NUM_BONES < 1 || NUM_BONES > 255
#error NUM_BONES must be between 1 and 255.
#endif
#define NUM_WEIGHTS_PER_VERT 4
attribute vec4 inBoneWeight;
attribute vec4 inBoneIndex;
uniform mat4 m_BoneMatrices[NUM_BONES];
void Skinning_Compute(inout vec4 position){
#if NUM_WEIGHTS_PER_VERT == 1
#if NUM_WEIGHTS_PER_VERT == 1
position = m_BoneMatrices[int(inBoneIndex.x)] * position;
#else
#else
mat4 mat = mat4(0.0);
mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
position = mat * position;
#endif
#endif
}
void Skinning_Compute(inout vec4 position, inout vec3 normal){
#if NUM_WEIGHTS_PER_VERT == 1
#if NUM_WEIGHTS_PER_VERT == 1
position = m_BoneMatrices[int(inBoneIndex.x)] * position;
normal = (mat3(m_BoneMatrices[int(inBoneIndex.x)][0].xyz,
m_BoneMatrices[int(inBoneIndex.x)][1].xyz,
m_BoneMatrices[int(inBoneIndex.x)][2].xyz) * normal);
#else
#else
mat4 mat = mat4(0.0);
mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
position = mat * position;
normal = (mat3(mat[0].xyz,mat[1].xyz,mat[2].xyz) * normal);
#endif
mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
normal = rotMat * normal;
#endif
}
void Skinning_Compute(inout vec4 position, inout vec4 tangent, inout vec3 normal){
#if NUM_WEIGHTS_PER_VERT == 1
void Skinning_Compute(inout vec4 position, inout vec3 tangent, inout vec3 normal){
#if NUM_WEIGHTS_PER_VERT == 1
position = m_BoneMatrices[int(inBoneIndex.x)] * position;
tangent = m_BoneMatrices[int(inBoneIndex.x)] * tangent;
normal = (mat3(m_BoneMatrices[int(inBoneIndex.x)][0].xyz,
m_BoneMatrices[int(inBoneIndex.x)][1].xyz,
m_BoneMatrices[int(inBoneIndex.x)][2].xyz) * normal);
#else
#else
mat4 mat = mat4(0.0);
mat += m_BoneMatrices[int(inBoneIndex.x)] * inBoneWeight.x;
mat += m_BoneMatrices[int(inBoneIndex.y)] * inBoneWeight.y;
mat += m_BoneMatrices[int(inBoneIndex.z)] * inBoneWeight.z;
mat += m_BoneMatrices[int(inBoneIndex.w)] * inBoneWeight.w;
position = mat * position;
tangent = mat * tangent;
normal = (mat3(mat[0].xyz,mat[1].xyz,mat[2].xyz) * normal);
#endif
mat3 rotMat = mat3(mat[0].xyz, mat[1].xyz, mat[2].xyz);
tangent = rotMat * tangent;
normal = rotMat * normal;
#endif
}
#endif
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