<@if not SKINNING_SLH@> <@def SKINNING_SLH@> <@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; LAYOUT_STD140(binding=GRAPHICS_BUFFER_SKINNING) uniform skinClusterBuffer { mat4 clusterMatrices[MAX_CLUSTERS]; }; <@if USE_DUAL_QUATERNION_SKINNING@> mat4 dualQuatToMat4(vec4 real, vec4 dual) { float twoRealXSq = 2.0 * real.x * real.x; float twoRealYSq = 2.0 * real.y * real.y; float twoRealZSq = 2.0 * real.z * real.z; float twoRealXY = 2.0 * real.x * real.y; float twoRealXZ = 2.0 * real.x * real.z; float twoRealXW = 2.0 * real.x * real.w; float twoRealZW = 2.0 * real.z * real.w; float twoRealYZ = 2.0 * real.y * real.z; float twoRealYW = 2.0 * real.y * real.w; vec4 col0 = vec4(1.0 - twoRealYSq - twoRealZSq, twoRealXY + twoRealZW, twoRealXZ - twoRealYW, 0.0); vec4 col1 = vec4(twoRealXY - twoRealZW, 1.0 - twoRealXSq - twoRealZSq, twoRealYZ + twoRealXW, 0.0); vec4 col2 = vec4(twoRealXZ + twoRealYW, twoRealYZ - twoRealXW, 1.0 - twoRealXSq - twoRealYSq, 0.0); vec4 col3 = vec4(2.0 * (-dual.w * real.x + dual.x * real.w - dual.y * real.z + dual.z * real.y), 2.0 * (-dual.w * real.y + dual.x * real.z + dual.y * real.w - dual.z * real.x), 2.0 * (-dual.w * real.z - dual.x * real.y + dual.y * real.x + dual.z * real.w), 1.0); return mat4(col0, col1, col2, col3); } // dual quaternion 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@> ) { // 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; dqClusterWeight *= mix(1.0, -1.0, float(dot(real, polarityReference) < 0.0)); 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; float check = float(sAccum.w > CAUTERIZATION_THRESHOLD); sAccum.w = mix(1.0, sAccum.w, check); skinnedPosition = mix(m * (sAccum * inPosition), cAccum, check); } <@if USE_NORMAL@> skinnedNormal = vec3(m * vec4(inNormal, 0)); <@endif@> <@if USE_TANGENT@> skinnedTangent = vec3(m * vec4(inTangent, 0)); <@endif@> } <@else@> // NOT USE_DUAL_QUATERNION_SKINNING // 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 declareSkinning() <@endif@> // if not SKINNING_SLH