Add support for GPU skinning (WIP)
This commit is contained in:
committed by
Jérôme Leclercq
parent
5d8ecd11df
commit
104f60f3e7
@@ -30,8 +30,12 @@ namespace Nz
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struct SkinningData
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{
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const Joint* joints;
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const SkeletalMeshVertex* inputVertex;
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MeshVertex* outputVertex;
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SparsePtr<const Vector3f> inputPositions;
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SparsePtr<const Vector4i32> inputJointIndices;
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SparsePtr<const Vector4f> inputJointWeights;
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SparsePtr<const Vector2f> inputUv;
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SparsePtr<Vector3f> outputPositions;
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SparsePtr<Vector2f> outputUv;
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};
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struct VertexPointers
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@@ -385,6 +385,8 @@ namespace Nz
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Unused = -1,
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Color,
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JointIndices,
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JointWeights,
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Normal,
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Position,
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Tangent,
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@@ -33,9 +33,9 @@ namespace Nz
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struct Joint
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{
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std::string name;
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Int32 parent;
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Quaternionf bindOrient;
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std::string name;
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Vector3f bindPos;
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UInt32 flags;
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UInt32 index;
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@@ -76,8 +76,6 @@ namespace Nz
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struct VertexStruct_XYZ_Normal_UV_Tangent_Skinning : VertexStruct_XYZ_Normal_UV_Tangent
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{
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Int32 weightCount;
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Vector4f weights;
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Vector4i32 jointIndexes;
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};
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