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source: data/branches/Shader_HS18/programs/Cg/DualQuaternion.cg @ 12302

Last change on this file since 12302 was 12115, checked in by wiesep, 6 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 3.5 KB
Line 
1#include "DualQuaternionSkinning_Shadow.cg"
2
3//Dual quaternion skinning with per-vertex antipodality handling (this is the most robust, but not the most efficient way):
4void dualQuaternionHardwareSkinningTwoWeights_vp(       
5        float4 position : POSITION,
6        float3 normal   : NORMAL,
7        float2 uv       : TEXCOORD0,
8        float4 blendIdx : BLENDINDICES,
9        float4 blendWgt : BLENDWEIGHT,
10       
11        out float4 oPosition : POSITION,
12        out float2 oUv       : TEXCOORD0,
13        out float4 colour    : COLOR,
14        // Support up to 24 bones of float3x4
15        // vs_1_1 only supports 96 params so more than this is not feasible
16        uniform float2x4 worldDualQuaternion2x4Array[24],
17        uniform float4x4 viewProjectionMatrix,
18        uniform float4   lightPos[2],
19        uniform float4   lightDiffuseColour[2],
20        uniform float4   ambient,
21        uniform float4   diffuse)
22{               
23        float2x4 blendDQ = blendTwoWeightsAntipod(blendWgt, blendIdx, worldDualQuaternion2x4Array);
24
25        float len = length(blendDQ[0]);
26        blendDQ /= len;
27
28        float3 blendPosition = calculateBlendPosition(position, blendDQ);
29
30        //No need to normalize, the magnitude of the normal is preserved because only rotation is performed
31        float3 blendNormal = calculateBlendNormal(normal, blendDQ);
32       
33        oPosition = mul(viewProjectionMatrix, float4(blendPosition, 1.0));
34       
35        // Lighting - support point and directional
36        float3 lightDir0 = normalize(lightPos[0].xyz - (blendPosition.xyz * lightPos[0].w));
37        float3 lightDir1 = normalize(lightPos[1].xyz - (blendPosition.xyz * lightPos[1].w));
38
39        oUv = uv;
40
41        colour = diffuse * (ambient + (saturate(dot(lightDir0, blendNormal)) * lightDiffuseColour[0]) +
42                (saturate(dot(lightDir1, blendNormal)) * lightDiffuseColour[1]));               
43}
44
45//Two-phase skinning: dual quaternion skinning with scale and shear transformations
46void dualQuaternionHardwareSkinningTwoWeightsTwoPhase_vp(
47        float4 position : POSITION,
48        float3 normal   : NORMAL,
49        float2 uv       : TEXCOORD0,
50        float4 blendIdx : BLENDINDICES,
51        float4 blendWgt : BLENDWEIGHT,
52       
53
54        out float4 oPosition : POSITION,
55        out float2 oUv       : TEXCOORD0,
56        out float4 colour    : COLOR,
57        // Support up to 24 bones of float3x4
58        // vs_1_1 only supports 96 params so more than this is not feasible
59        uniform float2x4 worldDualQuaternion2x4Array[24],
60        uniform float3x4 scaleM[24],
61        uniform float4x4 viewProjectionMatrix,
62        uniform float4   lightPos[2],
63        uniform float4   lightDiffuseColour[2],
64        uniform float4   ambient,
65        uniform float4   diffuse)
66{
67        //First phase - applies scaling and shearing:
68        float3x4 blendS = blendWgt.x*scaleM[blendIdx.x];
69        blendS += blendWgt.y*scaleM[blendIdx.y];       
70               
71        float3 pass1_position = mul(blendS, position);
72        float3x3 blendSrotAT = adjointTransposeMatrix(float3x3(blendS));
73        float3 pass1_normal = normalize(mul(blendSrotAT, normal.xyz));
74
75        //Second phase
76        float2x4 blendDQ = blendTwoWeightsAntipod(blendWgt, blendIdx, worldDualQuaternion2x4Array);
77       
78        float len = length(blendDQ[0]);
79        blendDQ /= len;
80
81        float3 blendPosition = calculateBlendPosition(float4(pass1_position, 1.0), blendDQ);
82
83        //No need to normalize, the magnitude of the normal is preserved because only rotation is performed
84        float3 blendNormal = calculateBlendNormal(pass1_normal, blendDQ);
85
86        oPosition = mul(viewProjectionMatrix, float4(blendPosition, 1.0));
87
88        // Lighting - support point and directional
89        float3 lightDir0 = normalize(lightPos[0].xyz - (blendPosition.xyz * lightPos[0].w));
90        float3 lightDir1 = normalize(lightPos[1].xyz - (blendPosition.xyz * lightPos[1].w));
91
92        oUv = uv;
93        colour = diffuse * (ambient + (saturate(dot(lightDir0, blendNormal)) * lightDiffuseColour[0]) +
94                (saturate(dot(lightDir1, blendNormal)) * lightDiffuseColour[1]));
95}
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