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| 1 | +#ifndef SKIN_H |
| 2 | +#define SKIN_H |
| 3 | + |
| 4 | +#include "common.h" |
| 5 | + |
| 6 | +struct v_model_skinned_0 |
| 7 | +{ |
| 8 | + float4 P : POSITION; // (float,float,float,1) - quantized // short4 |
| 9 | + float3 N : NORMAL; // normal // DWORD |
| 10 | + float3 T : TANGENT; // tangent // DWORD |
| 11 | + float3 B : BINORMAL; // binormal // DWORD |
| 12 | + float2 tc : TEXCOORD0; // (u,v) // short2 |
| 13 | +}; |
| 14 | +struct v_model_skinned_1 // 24 bytes |
| 15 | +{ |
| 16 | + float4 P : POSITION; // (float,float,float,1) - quantized // short4 |
| 17 | + int4 N : NORMAL; // (nx,ny,nz,index) // DWORD |
| 18 | + float3 T : TANGENT; // tangent // DWORD |
| 19 | + float3 B : BINORMAL; // binormal // DWORD |
| 20 | + float2 tc : TEXCOORD0; // (u,v) // short2 |
| 21 | +}; |
| 22 | +struct v_model_skinned_2 // 28 bytes |
| 23 | +{ |
| 24 | + float4 P : POSITION; // (float,float,float,1) - quantized // short4 |
| 25 | + float4 N : NORMAL; // (nx,ny,nz,weight) // DWORD |
| 26 | + float3 T : TANGENT; // tangent // DWORD |
| 27 | + float3 B : BINORMAL; // binormal // DWORD |
| 28 | + int4 tc : TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4 |
| 29 | +}; |
| 30 | + |
| 31 | +struct v_model_skinned_3 // 28 bytes |
| 32 | +{ |
| 33 | + float4 P : POSITION; // (float,float,float,1) - quantized // short4 |
| 34 | + float4 N : NORMAL; // (nx,ny,nz,weight0) // DWORD |
| 35 | + float4 T : TANGENT; // (tx,ty,tz,weight1) // DWORD |
| 36 | + float4 B : BINORMAL; // (bx,by,bz,m-index2) // DWORD |
| 37 | + int4 tc : TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4 |
| 38 | +}; |
| 39 | + |
| 40 | +struct v_model_skinned_4 // 28 bytes |
| 41 | +{ |
| 42 | + float4 P : POSITION; // (float,float,float,1) - quantized // short4 |
| 43 | + float4 N : NORMAL; // (nx,ny,nz,weight0) // DWORD |
| 44 | + float4 T : TANGENT; // (tx,ty,tz,weight1) // DWORD |
| 45 | + float4 B : BINORMAL; // (bx,by,bz,weight2) // DWORD |
| 46 | + int2 tc : TEXCOORD0; // (u,v) // short2 |
| 47 | + float4 ind: TEXCOORD1; // (x=m-index0, y=m-index1, z=m-index2, w=m-index3) // DWORD |
| 48 | +}; |
| 49 | + |
| 50 | +////////////////////////////////////////////////////////////////////////////////////////// |
| 51 | + |
| 52 | +float4 u_position (float4 v) { return float4(v.xyz, 1.f); } // -12..+12 |
| 53 | + |
| 54 | +////////////////////////////////////////////////////////////////////////////////////////// |
| 55 | +//uniform float4 sbones_array [256-22] : register(vs,c22); |
| 56 | +// Igor: some shaders in r1 need more free constant registers |
| 57 | +uniform float4 sbones_array [255-22-3] : register(vs,c22); |
| 58 | +float3 skinning_dir (float3 dir, float3 m0, float3 m1, float3 m2) |
| 59 | +{ |
| 60 | + float3 U = unpack_normal(dir); |
| 61 | + return float3 |
| 62 | + ( |
| 63 | + dot (m0, U), |
| 64 | + dot (m1, U), |
| 65 | + dot (m2, U) |
| 66 | + ); |
| 67 | +} |
| 68 | +float4 skinning_pos (float4 pos, float4 m0, float4 m1, float4 m2) |
| 69 | +{ |
| 70 | + float4 P = u_position (pos); |
| 71 | + return float4 |
| 72 | + ( |
| 73 | + dot (m0, P), |
| 74 | + dot (m1, P), |
| 75 | + dot (m2, P), |
| 76 | + 1 |
| 77 | + ); |
| 78 | +} |
| 79 | + |
| 80 | +v_model skinning_0 (v_model_skinned_0 v) |
| 81 | +{ |
| 82 | + // skinning |
| 83 | + v_model o; |
| 84 | + o.pos = u_position(v.P); |
| 85 | + o.norm = unpack_normal(v.N); |
| 86 | + o.T = unpack_normal(v.T); |
| 87 | + o.B = unpack_normal(v.B); |
| 88 | + o.tc = v.tc; |
| 89 | +#ifdef SKIN_COLOR |
| 90 | + o.rgb_tint = float3 (0,0,2); |
| 91 | +#endif |
| 92 | + return o; |
| 93 | +} |
| 94 | +v_model skinning_1 (v_model_skinned_1 v) |
| 95 | +{ |
| 96 | + // matrices |
| 97 | + int mid = v.N.w * (int)255; |
| 98 | + float4 m0 = sbones_array[mid+0]; |
| 99 | + float4 m1 = sbones_array[mid+1]; |
| 100 | + float4 m2 = sbones_array[mid+2]; |
| 101 | + |
| 102 | + // skinning |
| 103 | + v_model o; |
| 104 | + o.pos = skinning_pos(v.P, m0,m1,m2 ); |
| 105 | + o.norm = skinning_dir(v.N, m0,m1,m2 ); |
| 106 | + o.T = skinning_dir(v.T, m0,m1,m2 ); |
| 107 | + o.B = skinning_dir(v.B, m0,m1,m2 ); |
| 108 | + o.tc = v.tc; |
| 109 | +#ifdef SKIN_COLOR |
| 110 | + o.rgb_tint = float3 (0,2,0); |
| 111 | +#endif |
| 112 | + return o; |
| 113 | +} |
| 114 | +v_model skinning_2 (v_model_skinned_2 v) |
| 115 | +{ |
| 116 | + // matrices |
| 117 | + int id_0 = v.tc.z; |
| 118 | + float4 m0_0 = sbones_array[id_0+0]; |
| 119 | + float4 m1_0 = sbones_array[id_0+1]; |
| 120 | + float4 m2_0 = sbones_array[id_0+2]; |
| 121 | + int id_1 = v.tc.w; |
| 122 | + float4 m0_1 = sbones_array[id_1+0]; |
| 123 | + float4 m1_1 = sbones_array[id_1+1]; |
| 124 | + float4 m2_1 = sbones_array[id_1+2]; |
| 125 | + |
| 126 | + // lerp |
| 127 | + float w = v.N.w; |
| 128 | + float4 m0 = lerp(m0_0,m0_1,w); |
| 129 | + float4 m1 = lerp(m1_0,m1_1,w); |
| 130 | + float4 m2 = lerp(m2_0,m2_1,w); |
| 131 | + |
| 132 | + // skinning |
| 133 | + v_model o; |
| 134 | + o.pos = skinning_pos(v.P, m0,m1,m2 ); |
| 135 | + o.norm = skinning_dir(v.N, m0,m1,m2 ); |
| 136 | + o.T = skinning_dir(v.T, m0,m1,m2 ); |
| 137 | + o.B = skinning_dir(v.B, m0,m1,m2 ); |
| 138 | + o.tc = v.tc; |
| 139 | +#ifdef SKIN_COLOR |
| 140 | + o.rgb_tint = float3 (2,0,0) ; |
| 141 | + if (id_0==id_1) o.rgb_tint = float3(1,2,0); |
| 142 | +#endif |
| 143 | + return o; |
| 144 | +} |
| 145 | + |
| 146 | +v_model skinning_2lq (v_model_skinned_2 v) |
| 147 | +{ |
| 148 | + // matrices |
| 149 | + int id_0 = v.tc.z; |
| 150 | + float4 m0 = sbones_array[id_0+0]; |
| 151 | + float4 m1 = sbones_array[id_0+1]; |
| 152 | + float4 m2 = sbones_array[id_0+2]; |
| 153 | + |
| 154 | + // skinning |
| 155 | + v_model o ; |
| 156 | + o.pos = skinning_pos (v.P, m0,m1,m2 ); |
| 157 | + o.norm = skinning_dir (v.N, m0,m1,m2 ); |
| 158 | + o.T = skinning_dir (v.T, m0,m1,m2 ); |
| 159 | + o.B = skinning_dir (v.B, m0,m1,m2 ); |
| 160 | + o.tc = v.tc; |
| 161 | +#ifdef SKIN_COLOR |
| 162 | + o.rgb_tint = float3 (0,2,0) ; |
| 163 | +#endif |
| 164 | + return o; |
| 165 | +} |
| 166 | + |
| 167 | +v_model skinning_3 (v_model_skinned_3 v) |
| 168 | +{ |
| 169 | + // matrices |
| 170 | + int id_0 = v.tc.z; |
| 171 | + float4 m0_0 = sbones_array[id_0+0]; |
| 172 | + float4 m1_0 = sbones_array[id_0+1]; |
| 173 | + float4 m2_0 = sbones_array[id_0+2]; |
| 174 | + int id_1 = v.tc.w; |
| 175 | + float4 m0_1 = sbones_array[id_1+0]; |
| 176 | + float4 m1_1 = sbones_array[id_1+1]; |
| 177 | + float4 m2_1 = sbones_array[id_1+2]; |
| 178 | + int id_2 = v.B.w*255+0.3; |
| 179 | + float4 m0_2 = sbones_array[id_2+0]; |
| 180 | + float4 m1_2 = sbones_array[id_2+1]; |
| 181 | + float4 m2_2 = sbones_array[id_2+2]; |
| 182 | + |
| 183 | + // lerp |
| 184 | + float w0 = v.N.w; |
| 185 | + float w1 = v.T.w; |
| 186 | + float w2 = 1-w0-w1; |
| 187 | + float4 m0 = m0_0*w0; |
| 188 | + float4 m1 = m1_0*w0; |
| 189 | + float4 m2 = m2_0*w0; |
| 190 | + |
| 191 | + m0 += m0_1*w1; |
| 192 | + m1 += m1_1*w1; |
| 193 | + m2 += m2_1*w1; |
| 194 | + |
| 195 | + m0 += m0_2*w2; |
| 196 | + m1 += m1_2*w2; |
| 197 | + m2 += m2_2*w2; |
| 198 | + |
| 199 | + // skinning |
| 200 | + v_model o; |
| 201 | + o.pos = skinning_pos(v.P, m0,m1,m2 ); |
| 202 | + o.norm = skinning_dir(v.N, m0,m1,m2 ); |
| 203 | + o.T = skinning_dir(v.T, m0,m1,m2 ); |
| 204 | + o.B = skinning_dir(v.B, m0,m1,m2 ); |
| 205 | + o.tc = v.tc; |
| 206 | +#ifdef SKIN_COLOR |
| 207 | + o.rgb_tint = float3 (2,0,0) ; |
| 208 | + if (id_0==id_1) o.rgb_tint = float3(1,2,0); |
| 209 | +#endif |
| 210 | + return o; |
| 211 | +} |
| 212 | + |
| 213 | +v_model skinning_3lq (v_model_skinned_3 v) |
| 214 | +{ |
| 215 | + return skinning_3(v); |
| 216 | +} |
| 217 | + |
| 218 | +v_model skinning_4 (v_model_skinned_4 v) |
| 219 | +{ |
| 220 | + // matrices |
| 221 | + float id[4]; |
| 222 | + float4 m[4][3]; // [bone index][matrix row or column???] |
| 223 | + for (int i=0; i<4; ++i) |
| 224 | + { |
| 225 | + id[i] = v.ind[i]*255+0.3; |
| 226 | + for (int j=0; j<3; ++j) |
| 227 | + m[i][j] = sbones_array[id[i]+j]; |
| 228 | + } |
| 229 | + |
| 230 | + // lerp |
| 231 | + float w[4]; |
| 232 | + w[0] = v.N.w; |
| 233 | + w[1] = v.T.w; |
| 234 | + w[2] = v.B.w; |
| 235 | + w[3] = 1-w[0]-w[1]-w[2]; |
| 236 | + |
| 237 | + float4 m0 = m[0][0]*w[0]; |
| 238 | + float4 m1 = m[0][1]*w[0]; |
| 239 | + float4 m2 = m[0][2]*w[0]; |
| 240 | + |
| 241 | + for (int i=1; i<4; ++i) |
| 242 | + { |
| 243 | + m0 += m[i][0]*w[i]; |
| 244 | + m1 += m[i][1]*w[i]; |
| 245 | + m2 += m[i][2]*w[i]; |
| 246 | + } |
| 247 | + |
| 248 | + // skinning |
| 249 | + v_model o; |
| 250 | + o.pos = skinning_pos(v.P, m0,m1,m2 ); |
| 251 | + o.norm = skinning_dir(v.N, m0,m1,m2 ); |
| 252 | + o.T = skinning_dir(v.T, m0,m1,m2 ); |
| 253 | + o.B = skinning_dir(v.B, m0,m1,m2 ); |
| 254 | + o.tc = v.tc; |
| 255 | +#ifdef SKIN_COLOR |
| 256 | + o.rgb_tint = float3 (2,0,0) ; |
| 257 | + if (id_0==id_1) o.rgb_tint = float3(1,2,0); |
| 258 | +#endif |
| 259 | + return o; |
| 260 | +} |
| 261 | + |
| 262 | +v_model skinning_4lq (v_model_skinned_4 v) |
| 263 | +{ |
| 264 | + return skinning_4(v); |
| 265 | +} |
| 266 | + |
| 267 | +#endif |
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