overte-HifiExperiments/libraries/render-utils/src/Skinning.slh
2015-10-18 22:55:14 -07:00

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<!
// Skinning.slh
// libraries/render-utils/src
//
// Created by Sam Gateau on 10/5/15.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
!>
<@if not SKINNING_SLH@>
<@def SKINNING_SLH@>
const int MAX_TEXCOORDS = 2;
const int MAX_CLUSTERS = 128;
const int INDICES_PER_VERTEX = 4;
layout(std140) uniform skinClusterBuffer {
mat4 clusterMatrices[MAX_CLUSTERS];
};
void skinPosition(vec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition) {
vec4 newPosition = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[int(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
newPosition += clusterMatrix * inPosition * clusterWeight;
}
skinnedPosition = newPosition;
}
void skinPositionNormal(vec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal,
out vec4 skinnedPosition, out vec3 skinnedNormal) {
vec4 newPosition = vec4(0.0, 0.0, 0.0, 0.0);
vec4 newNormal = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[int(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
newPosition += clusterMatrix * inPosition * clusterWeight;
newNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
}
skinnedPosition = newPosition;
skinnedNormal = newNormal.xyz;
}
void skinPositionNormalTangent(vec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal, vec3 inTangent,
out vec4 skinnedPosition, out vec3 skinnedNormal, out vec3 skinnedTangent) {
vec4 newPosition = vec4(0.0, 0.0, 0.0, 0.0);
vec4 newNormal = vec4(0.0, 0.0, 0.0, 0.0);
vec4 newTangent = vec4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[int(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
newPosition += clusterMatrix * inPosition * clusterWeight;
newNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
newTangent += clusterMatrix * vec4(inTangent.xyz, 0.0) * clusterWeight;
}
skinnedPosition = newPosition;
skinnedNormal = newNormal.xyz;
skinnedTangent = newTangent.xyz;
}
<@endif@>