[12115] | 1 | #include "DualQuaternionSkinning_Shadow.cg" |
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| 2 | |
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| 3 | //Dual quaternion skinning with per-vertex antipodality handling (this is the most robust, but not the most efficient way): |
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| 4 | void dualQuaternionHardwareSkinningTwoWeights_vp( |
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| 5 | float4 position : POSITION, |
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| 6 | float3 normal : NORMAL, |
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| 7 | float2 uv : TEXCOORD0, |
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| 8 | float4 blendIdx : BLENDINDICES, |
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| 9 | float4 blendWgt : BLENDWEIGHT, |
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| 10 | |
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| 11 | out float4 oPosition : POSITION, |
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| 12 | out float2 oUv : TEXCOORD0, |
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| 13 | out float4 colour : COLOR, |
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| 14 | // Support up to 24 bones of float3x4 |
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| 15 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 16 | uniform float2x4 worldDualQuaternion2x4Array[24], |
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| 17 | uniform float4x4 viewProjectionMatrix, |
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| 18 | uniform float4 lightPos[2], |
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| 19 | uniform float4 lightDiffuseColour[2], |
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| 20 | uniform float4 ambient, |
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| 21 | uniform float4 diffuse) |
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| 22 | { |
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| 23 | float2x4 blendDQ = blendTwoWeightsAntipod(blendWgt, blendIdx, worldDualQuaternion2x4Array); |
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| 24 | |
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| 25 | float len = length(blendDQ[0]); |
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| 26 | blendDQ /= len; |
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| 27 | |
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| 28 | float3 blendPosition = calculateBlendPosition(position, blendDQ); |
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| 29 | |
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| 30 | //No need to normalize, the magnitude of the normal is preserved because only rotation is performed |
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| 31 | float3 blendNormal = calculateBlendNormal(normal, blendDQ); |
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| 32 | |
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| 33 | oPosition = mul(viewProjectionMatrix, float4(blendPosition, 1.0)); |
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| 34 | |
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| 35 | // Lighting - support point and directional |
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| 36 | float3 lightDir0 = normalize(lightPos[0].xyz - (blendPosition.xyz * lightPos[0].w)); |
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| 37 | float3 lightDir1 = normalize(lightPos[1].xyz - (blendPosition.xyz * lightPos[1].w)); |
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| 38 | |
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| 39 | oUv = uv; |
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| 40 | |
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| 41 | colour = diffuse * (ambient + (saturate(dot(lightDir0, blendNormal)) * lightDiffuseColour[0]) + |
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| 42 | (saturate(dot(lightDir1, blendNormal)) * lightDiffuseColour[1])); |
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| 43 | } |
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| 44 | |
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| 45 | //Two-phase skinning: dual quaternion skinning with scale and shear transformations |
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| 46 | void dualQuaternionHardwareSkinningTwoWeightsTwoPhase_vp( |
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| 47 | float4 position : POSITION, |
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| 48 | float3 normal : NORMAL, |
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| 49 | float2 uv : TEXCOORD0, |
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| 50 | float4 blendIdx : BLENDINDICES, |
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| 51 | float4 blendWgt : BLENDWEIGHT, |
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| 52 | |
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| 53 | |
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| 54 | out float4 oPosition : POSITION, |
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| 55 | out float2 oUv : TEXCOORD0, |
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| 56 | out float4 colour : COLOR, |
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| 57 | // Support up to 24 bones of float3x4 |
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| 58 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 59 | uniform float2x4 worldDualQuaternion2x4Array[24], |
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| 60 | uniform float3x4 scaleM[24], |
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| 61 | uniform float4x4 viewProjectionMatrix, |
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| 62 | uniform float4 lightPos[2], |
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| 63 | uniform float4 lightDiffuseColour[2], |
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| 64 | uniform float4 ambient, |
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| 65 | uniform float4 diffuse) |
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| 66 | { |
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| 67 | //First phase - applies scaling and shearing: |
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| 68 | float3x4 blendS = blendWgt.x*scaleM[blendIdx.x]; |
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| 69 | blendS += blendWgt.y*scaleM[blendIdx.y]; |
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| 70 | |
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| 71 | float3 pass1_position = mul(blendS, position); |
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| 72 | float3x3 blendSrotAT = adjointTransposeMatrix(float3x3(blendS)); |
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| 73 | float3 pass1_normal = normalize(mul(blendSrotAT, normal.xyz)); |
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| 74 | |
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| 75 | //Second phase |
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| 76 | float2x4 blendDQ = blendTwoWeightsAntipod(blendWgt, blendIdx, worldDualQuaternion2x4Array); |
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| 77 | |
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| 78 | float len = length(blendDQ[0]); |
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| 79 | blendDQ /= len; |
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| 80 | |
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| 81 | float3 blendPosition = calculateBlendPosition(float4(pass1_position, 1.0), blendDQ); |
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| 82 | |
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| 83 | //No need to normalize, the magnitude of the normal is preserved because only rotation is performed |
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| 84 | float3 blendNormal = calculateBlendNormal(pass1_normal, blendDQ); |
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| 85 | |
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| 86 | oPosition = mul(viewProjectionMatrix, float4(blendPosition, 1.0)); |
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| 87 | |
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| 88 | // Lighting - support point and directional |
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| 89 | float3 lightDir0 = normalize(lightPos[0].xyz - (blendPosition.xyz * lightPos[0].w)); |
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| 90 | float3 lightDir1 = normalize(lightPos[1].xyz - (blendPosition.xyz * lightPos[1].w)); |
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| 91 | |
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| 92 | oUv = uv; |
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| 93 | colour = diffuse * (ambient + (saturate(dot(lightDir0, blendNormal)) * lightDiffuseColour[0]) + |
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| 94 | (saturate(dot(lightDir1, blendNormal)) * lightDiffuseColour[1])); |
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| 95 | } |
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