Add support for GPU skinning (WIP)

This commit is contained in:
SirLynix
2022-04-18 19:10:34 +02:00
committed by Jérôme Leclercq
parent 5d8ecd11df
commit 104f60f3e7
22 changed files with 667 additions and 141 deletions

View File

@@ -19,9 +19,13 @@ option ColorLocation: i32 = -1;
option PosLocation: i32;
option UvLocation: i32 = -1;
option JointIndicesLocation: i32 = -1;
option JointWeightsLocation: i32 = -1;
const HasVertexColor = (ColorLocation >= 0);
const HasColor = (HasVertexColor || Billboard);
const HasUV = (UvLocation >= 0);
const HasSkinning = (JointIndicesLocation >= 0 && JointWeightsLocation >= 0);
[layout(std140)]
struct MaterialSettings
@@ -30,6 +34,14 @@ struct MaterialSettings
BaseColor: vec4[f32]
}
const MaxJointCount: u32 = u32(200); //< FIXME: Fix integral value types
[layout(std140)]
struct SkeletalData
{
JointMatrices: array[mat4[f32], MaxJointCount]
}
external
{
[binding(0)] settings: uniform[MaterialSettings],
@@ -38,6 +50,7 @@ external
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
[binding(6)] skeletalData: uniform[SkeletalData]
}
// Fragment stage
@@ -92,6 +105,12 @@ struct VertIn
[cond(HasUV), location(UvLocation)]
uv: vec2[f32],
[cond(HasSkinning), location(JointIndicesLocation)]
jointIndices: vec4[i32],
[cond(HasSkinning), location(JointWeightsLocation)]
jointWeights: vec4[f32],
[cond(Billboard), location(BillboardCenterLocation)]
billboardCenter: vec3[f32],
@@ -143,8 +162,26 @@ fn billboardMain(input: VertIn) -> VertOut
[entry(vert), cond(!Billboard)]
fn main(input: VertIn) -> VertOut
{
let pos: vec3[f32];
const if (HasSkinning)
{
pos = vec3[f32](0.0, 0.0, 0.0);
[unroll]
for i in 0 -> 4
{
let jointIndex = input.jointIndices[i];
let jointWeight = input.jointWeights[i];
let jointMatrix = skeletalData.JointMatrices[jointIndex];
pos += (jointMatrix * vec4[f32](input.pos, 1.0)).xyz * jointWeight;
}
}
else
pos = input.pos;
let output: VertOut;
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
output.position = viewerData.viewProjMatrix * instanceData.worldMatrix * vec4[f32](pos, 1.0);
const if (HasColor)
output.color = input.color;

View File

@@ -62,11 +62,11 @@ external
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
[binding(5)] viewerData: uniform[ViewerData],
[binding(6)] lightData: uniform[LightData],
[binding(7)] MaterialEmissiveMap: sampler2D[f32],
[binding(8)] MaterialHeightMap: sampler2D[f32],
[binding(9)] MaterialNormalMap: sampler2D[f32],
[binding(10)] MaterialSpecularMap: sampler2D[f32],
[binding(7)] lightData: uniform[LightData],
[binding(8)] MaterialEmissiveMap: sampler2D[f32],
[binding(9)] MaterialHeightMap: sampler2D[f32],
[binding(10)] MaterialNormalMap: sampler2D[f32],
[binding(11)] MaterialSpecularMap: sampler2D[f32],
}
struct VertToFrag