Graphics: Add skinning support to DepthMaterial
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@ -2,13 +2,20 @@
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module DepthMaterial;
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import InstanceData from Engine.InstanceData;
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import SkeletalData from Engine.SkeletalData;
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import ViewerData from Engine.ViewerData;
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option HasBaseColorTexture: bool = false;
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option HasAlphaTexture: bool = false;
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option AlphaTest: bool = false;
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option PosLocation: i32;
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option UvLocation: i32 = -1;
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option JointIndicesLocation: i32 = -1;
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option JointWeightsLocation: i32 = -1;
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const HasUV = AlphaTest && (HasBaseColorTexture || HasAlphaTexture);
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const HasSkinning = (JointIndicesLocation >= 0 && JointWeightsLocation >= 0);
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[layout(std140)]
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struct BasicSettings
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@ -25,6 +32,7 @@ external
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[binding(3)] TextureOverlay: sampler2D[f32],
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[binding(4)] instanceData: uniform[InstanceData],
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[binding(5)] viewerData: uniform[ViewerData],
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[binding(6)] skeletalData: uniform[SkeletalData]
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}
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// Fragment stage
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@ -58,8 +66,16 @@ fn main() {}
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// Vertex stage
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struct VertIn
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{
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[location(0)] pos: vec3[f32],
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[location(1), cond(HasUV)] uv: vec2[f32]
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[location(PosLocation)] pos: vec3[f32],
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[cond(HasUV), location(UvLocation)]
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uv: vec2[f32],
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[cond(HasSkinning), location(JointIndicesLocation)]
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jointIndices: vec4[i32],
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[cond(HasSkinning), location(JointWeightsLocation)]
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jointWeights: vec4[f32],
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}
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struct VertOut
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@ -71,7 +87,25 @@ struct VertOut
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let worldPosition = instanceData.worldMatrix * vec4[f32](input.pos, 1.0);
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let pos: vec3[f32];
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const if (HasSkinning)
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{
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pos = vec3[f32](0.0, 0.0, 0.0);
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[unroll]
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for i in 0 -> 4
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{
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let jointIndex = input.jointIndices[i];
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let jointWeight = input.jointWeights[i];
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let jointMatrix = skeletalData.JointMatrices[jointIndex];
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pos += (jointMatrix * vec4[f32](input.pos, 1.0)).xyz * jointWeight;
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}
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}
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else
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pos = input.pos;
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let worldPosition = instanceData.worldMatrix * vec4[f32](pos, 1.0);
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let output: VertOut;
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output.position = viewerData.viewProjMatrix * worldPosition;
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