overte-thingvellir/libraries/render-utils/src/Skinning.slh
2018-10-29 16:42:46 -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@>
<@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