Better naming and simpler template maybe

This commit is contained in:
sam gateau 2018-09-26 17:58:06 -07:00
parent 34203c67b0
commit 4078be3df5
5 changed files with 52 additions and 197 deletions

View file

@ -24,11 +24,6 @@ struct TexMapArray {
<@func declareMaterialTexMapArrayBuffer()@>
//layout(binding=GRAPHICS_BUFFER_TEXMAPARRAY) uniform texMapArrayBuffer {
// TexMapArray _texMapArray;
//};
<@func evalTexMapArrayTexcoord0(texMapArray, inTexcoord0, outTexcoord0)@>
{
<$outTexcoord0$> = (<$texMapArray$>._texcoordTransforms0 * vec4(<$inTexcoord0$>.st, 0.0, 1.0)).st;

View file

@ -11,44 +11,8 @@
<@if not MODEL_MATERIAL_TEXTURES_SLH@>
<@def MODEL_MATERIAL_TEXTURES_SLH@>
<!<@include graphics/ShaderConstants.h@>!>
<@include graphics/Material.slh@>
<!
<@func declareMaterialTexMapArrayBuffer()@>
const int MAX_TEXCOORDS = 2;
struct TexMapArray {
// mat4 _texcoordTransforms[MAX_TEXCOORDS];
mat4 _texcoordTransforms0;
mat4 _texcoordTransforms1;
vec4 _lightmapParams;
};
layout(binding=GRAPHICS_BUFFER_TEXMAPARRAY) uniform texMapArrayBuffer {
TexMapArray _texMapArray;
};
TexMapArray getTexMapArray() {
return _texMapArray;
}
<@func evalTexMapArrayTexcoord0(texMapArray, inTexcoord0, outTexcoord0)@>
{
<$outTexcoord0$> = (<$texMapArray$>._texcoordTransforms0 * vec4(<$inTexcoord0$>.st, 0.0, 1.0)).st;
}
<@endfunc@>
<@func evalTexMapArrayTexcoord1(texMapArray, inTexcoord1, outTexcoord1)@>
{
<$outTexcoord1$> = (<$texMapArray$>._texcoordTransforms1 * vec4(<$inTexcoord1$>.st, 0.0, 1.0)).st;
}
<@endfunc@>
<@endfunc@>
!>
<@func declareMaterialTextures(withAlbedo, withRoughness, withNormal, withMetallic, withEmissive, withOcclusion, withScattering)@>
#define TAA_TEXTURE_LOD_BIAS -1.0

View file

@ -8,7 +8,7 @@
<@if not BLENDSHAPE_SLH@>
<@def BLENDSHAPE_SLH@>
<@func declareApplyBlendshapeOffsets(USE_NORMAL, USE_TANGENT)@>
<@func declareBlendshape(USE_NORMAL, USE_TANGENT)@>
struct BlendshapeOffset {
vec4 position;
@ -39,7 +39,7 @@ BlendshapeOffset getBlendshapeOffset(int i) {
}
#endif
void applyBlendshapeOffset(int i, vec4 inPosition, out vec4 position
void evalBlendshape(int i, vec4 inPosition, out vec4 position
<@if USE_NORMAL@>
, vec3 inNormal, out vec3 normal
<@endif@>

View file

@ -14,12 +14,12 @@
<@if USE_SKINNING@>
<@include Skinning.slh@>
<$declareUseDualQuaternionSkinning($USE_DUAL_QUATERNION$) $>
<$declareSkinning($USE_DUAL_QUATERNION$, $USE_NORMAL$, $USE_TANGENT$)$>
<@endif@>
<@if USE_BLENDSHAPE@>
<@include Blendshape.slh@>
<$declareApplyBlendshapeOffsets($USE_NORMAL$, $USE_TANGENT$)$>
<$declareBlendshape($USE_NORMAL$, $USE_TANGENT$)$>
<@endif@>
void evalMeshDeformer(vec4 inPosition, out vec4 outPosition
@ -47,30 +47,28 @@ void evalMeshDeformer(vec4 inPosition, out vec4 outPosition
<@if USE_BLENDSHAPE@>
if (isBlendshapeEnabled) {
<@if USE_TANGENT@>
applyBlendshapeOffset(vertexIndex, inPosition, _deformedPosition, inNormal, _deformedNormal, inTangent, _deformedTangent);
<@else@>
evalBlendshape(vertexIndex, inPosition, _deformedPosition
<@if USE_NORMAL@>
applyBlendshapeOffset(vertexIndex, inPosition, _deformedPosition, inNormal, _deformedNormal);
<@else@>
applyBlendshapeOffset(vertexIndex, inPosition, _deformedPosition);
, inNormal, _deformedNormal
<@endif@>
<@if USE_TANGENT@>
, inTangent, _deformedTangent
<@endif@>
);
}
<@endif@>
<@if USE_SKINNING@>
if (isSkinningEnabled) {
<@if USE_TANGENT@>
skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, _deformedPosition, _deformedNormal, _deformedTangent, _deformedPosition, _deformedNormal, _deformedTangent);
<@else@>
evalSkinning(inSkinClusterIndex, inSkinClusterWeight, _deformedPosition, _deformedPosition
<@if USE_NORMAL@>
skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, _deformedPosition, _deformedNormal, _deformedPosition, _deformedNormal);
<@else@>
skinPosition(inSkinClusterIndex, inSkinClusterWeight, _deformedPosition, _deformedPosition);
, _deformedNormal, _deformedNormal
<@endif@>
<@if USE_TANGENT@>
, _deformedTangent, _deformedTangent
<@endif@>
);
}
<@endif@>

View file

@ -13,11 +13,11 @@
<@include graphics/ShaderConstants.h@>
<@func declareSkinning(USE_DUAL_QUATERNION_SKINNING, USE_NORMAL, USE_TANGENT)@>
const int MAX_CLUSTERS = 128;
const int INDICES_PER_VERTEX = 4;
<@func declareUseDualQuaternionSkinning(USE_DUAL_QUATERNION_SKINNING)@>
layout(std140, binding=GRAPHICS_BUFFER_SKINNING) uniform skinClusterBuffer {
mat4 clusterMatrices[MAX_CLUSTERS];
};
@ -55,7 +55,14 @@ mat4 dualQuatToMat4(vec4 real, vec4 dual) {
}
// dual quaternion linear blending
void skinPosition(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition) {
void evalSkinning(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
<@if USE_NORMAL@>
, vec3 inNormal, out vec3 skinnedNormal
<@endif@>
<@if USE_TANGENT@>
, vec3 inTangent, out vec3 skinnedTangent
<@endif@>
) {
// linearly blend scale and dual quaternion components
vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
@ -102,166 +109,57 @@ void skinPosition(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPositio
sAccum.w = 1.0;
skinnedPosition = m * (sAccum * inPosition);
}
}
void skinPositionNormal(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal,
out vec4 skinnedPosition, out vec3 skinnedNormal) {
// linearly blend scale and dual quaternion components
vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 rAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 dAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 cAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 polarityReference = clusterMatrices[skinClusterIndex[0]][1];
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
vec4 scale = clusterMatrix[0];
vec4 real = clusterMatrix[1];
vec4 dual = clusterMatrix[2];
vec4 cauterizedPos = clusterMatrix[3];
// to ensure that we rotate along the shortest arc, reverse dual quaternions with negative polarity.
float dqClusterWeight = clusterWeight;
if (dot(real, polarityReference) < 0.0) {
dqClusterWeight = -clusterWeight;
}
sAccum += scale * clusterWeight;
rAccum += real * dqClusterWeight;
dAccum += dual * dqClusterWeight;
cAccum += cauterizedPos * clusterWeight;
}
// normalize dual quaternion
float norm = length(rAccum);
rAccum /= norm;
dAccum /= norm;
// conversion from dual quaternion to 4x4 matrix.
mat4 m = dualQuatToMat4(rAccum, dAccum);
// sAccum.w indicates the amount of cauterization for this vertex.
// 0 indicates no cauterization and 1 indicates full cauterization.
// TODO: make this cauterization smoother or implement full dual-quaternion scale support.
const float CAUTERIZATION_THRESHOLD = 0.1;
if (sAccum.w > CAUTERIZATION_THRESHOLD) {
skinnedPosition = cAccum;
} else {
sAccum.w = 1.0;
skinnedPosition = m * (sAccum * inPosition);
}
skinnedNormal = vec3(m * vec4(inNormal, 0));
}
void skinPositionNormalTangent(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal, vec3 inTangent,
out vec4 skinnedPosition, out vec3 skinnedNormal, out vec3 skinnedTangent) {
// linearly blend scale and dual quaternion components
vec4 sAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 rAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 dAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 cAccum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 polarityReference = clusterMatrices[skinClusterIndex[0]][1];
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
vec4 scale = clusterMatrix[0];
vec4 real = clusterMatrix[1];
vec4 dual = clusterMatrix[2];
vec4 cauterizedPos = clusterMatrix[3];
// to ensure that we rotate along the shortest arc, reverse dual quaternions with negative polarity.
float dqClusterWeight = clusterWeight;
if (dot(real, polarityReference) < 0.0) {
dqClusterWeight = -clusterWeight;
}
sAccum += scale * clusterWeight;
rAccum += real * dqClusterWeight;
dAccum += dual * dqClusterWeight;
cAccum += cauterizedPos * clusterWeight;
}
// normalize dual quaternion
float norm = length(rAccum);
rAccum /= norm;
dAccum /= norm;
// conversion from dual quaternion to 4x4 matrix.
mat4 m = dualQuatToMat4(rAccum, dAccum);
// sAccum.w indicates the amount of cauterization for this vertex.
// 0 indicates no cauterization and 1 indicates full cauterization.
// TODO: make this cauterization smoother or implement full dual-quaternion scale support.
const float CAUTERIZATION_THRESHOLD = 0.1;
if (sAccum.w > CAUTERIZATION_THRESHOLD) {
skinnedPosition = cAccum;
} else {
sAccum.w = 1.0;
skinnedPosition = m * (sAccum * inPosition);
}
<@if USE_NORMAL@>
skinnedNormal = vec3(m * vec4(inNormal, 0));
<@endif@>
<@if USE_TANGENT@>
skinnedTangent = vec3(m * vec4(inTangent, 0));
<@endif@>
}
<@else@> // USE_DUAL_QUATERNION_SKINNING
<@else@> // NOT USE_DUAL_QUATERNION_SKINNING
void skinPosition(ivec4 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[(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
newPosition += clusterMatrix * inPosition * clusterWeight;
}
skinnedPosition = newPosition;
}
void skinPositionNormal(ivec4 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[(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(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal, vec3 inTangent,
out vec4 skinnedPosition, out vec3 skinnedNormal, out vec3 skinnedTangent) {
// LiNEAR BLENDING
void evalSkinning(ivec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition
<@if USE_NORMAL@>
, vec3 inNormal, out vec3 skinnedNormal
<@endif@>
<@if USE_TANGENT@>
, vec3 inTangent, out vec3 skinnedTangent
<@endif@>
) {
vec4 newPosition = vec4(0.0, 0.0, 0.0, 0.0);
<@if USE_NORMAL@>
vec4 newNormal = vec4(0.0, 0.0, 0.0, 0.0);
<@endif@>
<@if USE_TANGENT@>
vec4 newTangent = vec4(0.0, 0.0, 0.0, 0.0);
<@endif@>
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
mat4 clusterMatrix = clusterMatrices[(skinClusterIndex[i])];
float clusterWeight = skinClusterWeight[i];
newPosition += clusterMatrix * inPosition * clusterWeight;
<@if USE_NORMAL@>
newNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
<@endif@>
<@if USE_TANGENT@>
newTangent += clusterMatrix * vec4(inTangent.xyz, 0.0) * clusterWeight;
<@endif@>
}
skinnedPosition = newPosition;
<@if USE_NORMAL@>
skinnedNormal = newNormal.xyz;
<@endif@>
<@if USE_TANGENT@>
skinnedTangent = newTangent.xyz;
<@endif@>
}
<@endif@> // if USE_DUAL_QUATERNION_SKINNING
<@endfunc@> // func declareUseDualQuaternionSkinning(USE_DUAL_QUATERNION_SKINNING)
<@endfunc@> // func declareSkinning()
<@endif@> // if not SKINNING_SLH