1 | #include "DualQuaternion_Common.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.xyz, 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 | |
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46 | //Shadow caster pass |
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47 | void dualQuaternionHardwareSkinningTwoWeightsCaster_vp( |
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48 | float4 position : POSITION, |
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49 | float4 blendIdx : BLENDINDICES, |
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50 | float4 blendWgt : BLENDWEIGHT, |
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51 | |
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52 | out float4 oPosition : POSITION, |
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53 | out float4 colour : COLOR, |
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54 | // Support up to 24 bones of float3x4 |
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55 | // vs_1_1 only supports 96 params so more than this is not feasible |
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56 | uniform float2x4 worldDualQuaternion2x4Array[24], |
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57 | uniform float4x4 viewProjectionMatrix, |
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58 | uniform float4 ambient) |
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59 | { |
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60 | float2x4 blendDQ = blendTwoWeightsAntipod(blendWgt, blendIdx, worldDualQuaternion2x4Array); |
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61 | |
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62 | float len = length(blendDQ[0]); |
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63 | blendDQ /= len; |
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64 | |
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65 | float3 blendPosition = calculateBlendPosition(position.xyz, blendDQ); |
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66 | |
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67 | // view / projection |
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68 | oPosition = mul(viewProjectionMatrix, float4(blendPosition, 1.0)); |
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69 | |
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70 | colour = ambient; |
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71 | } |
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72 | |
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73 | //Two-phase skinning: dual quaternion skinning with scale and shear transformations |
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74 | void dualQuaternionHardwareSkinningTwoWeightsTwoPhase_vp( |
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75 | float4 position : POSITION, |
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76 | float3 normal : NORMAL, |
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77 | float2 uv : TEXCOORD0, |
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78 | float4 blendIdx : BLENDINDICES, |
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79 | float4 blendWgt : BLENDWEIGHT, |
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80 | |
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81 | |
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82 | out float4 oPosition : POSITION, |
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83 | out float2 oUv : TEXCOORD0, |
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84 | out float4 colour : COLOR, |
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85 | // Support up to 24 bones of float3x4 |
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86 | // vs_1_1 only supports 96 params so more than this is not feasible |
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87 | uniform float2x4 worldDualQuaternion2x4Array[24], |
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88 | uniform float3x4 scaleM[24], |
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89 | uniform float4x4 viewProjectionMatrix, |
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90 | uniform float4 lightPos[2], |
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91 | uniform float4 lightDiffuseColour[2], |
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92 | uniform float4 ambient, |
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93 | uniform float4 diffuse) |
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94 | { |
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95 | //First phase - applies scaling and shearing: |
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96 | float3x4 blendS = blendWgt.x*scaleM[blendIdx.x]; |
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97 | blendS += blendWgt.y*scaleM[blendIdx.y]; |
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98 | |
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99 | float3 pass1_position = mul(blendS, position); |
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100 | float3x3 blendSrotAT = adjointTransposeMatrix(float3x3(blendS)); |
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101 | float3 pass1_normal = normalize(mul(blendSrotAT, normal.xyz)); |
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102 | |
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103 | //Second phase |
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104 | float2x4 blendDQ = blendTwoWeightsAntipod(blendWgt, blendIdx, worldDualQuaternion2x4Array); |
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105 | |
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106 | float len = length(blendDQ[0]); |
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107 | blendDQ /= len; |
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108 | |
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109 | float3 blendPosition = calculateBlendPosition(pass1_position, blendDQ); |
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110 | |
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111 | //No need to normalize, the magnitude of the normal is preserved because only rotation is performed |
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112 | float3 blendNormal = calculateBlendNormal(pass1_normal, blendDQ); |
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113 | |
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114 | oPosition = mul(viewProjectionMatrix, float4(blendPosition, 1.0)); |
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115 | |
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116 | // Lighting - support point and directional |
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117 | float3 lightDir0 = normalize(lightPos[0].xyz - (blendPosition.xyz * lightPos[0].w)); |
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118 | float3 lightDir1 = normalize(lightPos[1].xyz - (blendPosition.xyz * lightPos[1].w)); |
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119 | |
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120 | oUv = uv; |
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121 | colour = diffuse * (ambient + (saturate(dot(lightDir0, blendNormal)) * lightDiffuseColour[0]) + |
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122 | (saturate(dot(lightDir1, blendNormal)) * lightDiffuseColour[1])); |
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123 | } |
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124 | |
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125 | //Two-phase skinning shadow caster pass |
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126 | void dualQuaternionHardwareSkinningTwoWeightsTwoPhaseCaster_vp( |
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127 | float4 position : POSITION, |
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128 | float4 blendIdx : BLENDINDICES, |
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129 | float4 blendWgt : BLENDWEIGHT, |
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130 | |
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131 | out float4 oPosition : POSITION, |
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132 | out float4 colour : COLOR, |
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133 | // Support up to 24 bones of float3x4 |
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134 | // vs_1_1 only supports 96 params so more than this is not feasible |
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135 | uniform float2x4 worldDualQuaternion2x4Array[24], |
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136 | uniform float3x4 scaleM[24], |
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137 | uniform float4x4 viewProjectionMatrix, |
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138 | uniform float4 ambient) |
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139 | { |
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140 | //First phase - applies scaling and shearing: |
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141 | float3x4 blendS = blendWgt.x*scaleM[blendIdx.x]; |
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142 | blendS += blendWgt.y*scaleM[blendIdx.y]; |
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143 | |
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144 | float3 pass1_position = mul(blendS, position); |
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145 | |
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146 | //Second phase |
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147 | float2x4 blendDQ = blendTwoWeightsAntipod(blendWgt, blendIdx, worldDualQuaternion2x4Array); |
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148 | |
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149 | float len = length(blendDQ[0]); |
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150 | blendDQ /= len; |
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151 | |
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152 | float3 blendPosition = calculateBlendPosition(pass1_position, blendDQ); |
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153 | |
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154 | // view / projection |
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155 | oPosition = mul(viewProjectionMatrix, float4(blendPosition, 1.0)); |
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156 | |
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157 | colour = ambient; |
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158 | } |
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159 | |
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