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): |
---|
4 | void 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 |
---|
46 | void 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 | } |
---|