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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 18:24:55 +00:00

Vertex shaders do rigging computations in object space

This commit is contained in:
Jack Andersen
2018-11-07 14:53:00 -10:00
parent e140b16af8
commit e2ec1f69a3
6 changed files with 164 additions and 90 deletions

View File

@@ -14,9 +14,9 @@ std::string GLSL::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
switch (src)
{
case TexGenSrc::Position:
return "vtf.mvPos.xy";
return "objPos.xy";
case TexGenSrc::Normal:
return "vtf.mvNorm.xy";
return "objNorm.xy";
case TexGenSrc::UV:
return hecl::Format("uvIn[%u]", uvIdx);
default: break;
@@ -29,9 +29,9 @@ std::string GLSL::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
switch (src)
{
case TexGenSrc::Position:
return "vec4(vtf.mvPos.xyz, 1.0)";
return "vec4(objPos.xyz, 1.0)";
case TexGenSrc::Normal:
return "vec4(vtf.mvNorm.xyz, 1.0)";
return "vec4(objNorm.xyz, 1.0)";
case TexGenSrc::UV:
return hecl::Format("vec4(uvIn[%u], 0.0, 1.0)", uvIdx);
default: break;
@@ -88,15 +88,28 @@ std::string GLSL::GenerateVertToFragStruct(size_t extTexCount, bool reflectionCo
std::string GLSL::GenerateVertUniformStruct(unsigned skinSlots, bool reflectionCoords) const
{
std::string retval;
if (skinSlots == 0)
skinSlots = 1;
std::string retval = hecl::Format("UBINDING0 uniform HECLVertUniform\n"
"{\n"
" mat4 mv[%u];\n"
" mat4 mvInv[%u];\n"
" mat4 proj;\n"
"};\n",
skinSlots, skinSlots);
{
retval = "UBINDING0 uniform HECLVertUniform\n"
"{\n"
" mat4 mv;\n"
" mat4 mvInv;\n"
" mat4 proj;\n"
"};\n";
}
else
{
retval = hecl::Format("UBINDING0 uniform HECLVertUniform\n"
"{\n"
" mat4 objs[%u];\n"
" mat4 objsInv[%u];\n"
" mat4 mv;\n"
" mat4 mvInv;\n"
" mat4 proj;\n"
"};\n",
skinSlots, skinSlots);
}
retval += "struct HECLTCGMatrix\n"
"{\n"
@@ -164,22 +177,25 @@ std::string GLSL::makeVert(unsigned col, unsigned uv, unsigned w,
if (s)
{
/* skinned */
retval += " vec4 posAccum = vec4(0.0,0.0,0.0,0.0);\n"
" vec4 normAccum = vec4(0.0,0.0,0.0,0.0);\n";
retval += " vec4 objPos = vec4(0.0,0.0,0.0,0.0);\n"
" vec4 objNorm = vec4(0.0,0.0,0.0,0.0);\n";
for (size_t i=0 ; i<s ; ++i)
retval += hecl::Format(" posAccum += (mv[%" PRISize "] * vec4(posIn, 1.0)) * weightIn[%" PRISize "][%" PRISize "];\n"
" normAccum += (mvInv[%" PRISize "] * vec4(normIn, 1.0)) * weightIn[%" PRISize "][%" PRISize "];\n",
retval += hecl::Format(" objPos += (objs[%" PRISize "] * vec4(posIn, 1.0)) * weightIn[%" PRISize "][%" PRISize "];\n"
" objNorm += (objsInv[%" PRISize "] * vec4(normIn, 1.0)) * weightIn[%" PRISize "][%" PRISize "];\n",
i, i/4, i%4, i, i/4, i%4);
retval += " posAccum[3] = 1.0;\n"
" vtf.mvPos = posAccum;\n"
" vtf.mvNorm = vec4(normalize(normAccum.xyz), 0.0);\n"
" gl_Position = proj * posAccum;\n";
retval += " objPos[3] = 1.0;\n"
" objNorm = vec4(normalize(objNorm.xyz), 0.0);\n"
" vtf.mvPos = mv * objPos;\n"
" vtf.mvNorm = vec4(normalize((mvInv * objNorm).xyz), 0.0);\n"
" gl_Position = proj * vtf.mvPos;\n";
}
else
{
/* non-skinned */
retval += " vtf.mvPos = mv[0] * vec4(posIn, 1.0);\n"
" vtf.mvNorm = mvInv[0] * vec4(normIn, 0.0);\n"
retval += " vec4 objPos = vec4(posIn, 1.0);\n"
" vec4 objNorm = vec4(normIn, 0.0);\n"
" vtf.mvPos = mv * objPos;\n"
" vtf.mvNorm = mvInv * objNorm;\n"
" gl_Position = proj * vtf.mvPos;\n";
}
@@ -322,11 +338,16 @@ std::string GLSL::makeFrag(size_t blockCount, const char** blockNames,
texMapDecl += hecl::Format("TBINDING%u uniform sampler2D reflectionTex;\n",
m_texMapEnd);
uint32_t extTexBits = 0;
for (int i=0 ; i<extTexCount ; ++i)
{
const TextureInfo& extTex = extTexs[i];
texMapDecl += hecl::Format("TBINDING%u uniform sampler2D extTex%u;\n",
extTex.mapIdx, extTex.mapIdx);
if (!(extTexBits & (1 << extTex.mapIdx)))
{
texMapDecl += hecl::Format("TBINDING%u uniform sampler2D extTex%u;\n",
extTex.mapIdx, extTex.mapIdx);
extTexBits |= (1 << extTex.mapIdx);
}
}
std::string retval =

View File

@@ -14,9 +14,9 @@ std::string HLSL::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
switch (src)
{
case TexGenSrc::Position:
return "vtf.mvPos.xy\n";
return "objPos.xy\n";
case TexGenSrc::Normal:
return "vtf.mvNorm.xy\n";
return "objNorm.xy\n";
case TexGenSrc::UV:
return hecl::Format("v.uvIn[%u]", uvIdx);
default: break;
@@ -29,9 +29,9 @@ std::string HLSL::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
switch (src)
{
case TexGenSrc::Position:
return "float4(vtf.mvPos.xyz, 1.0)\n";
return "float4(objPos.xyz, 1.0)\n";
case TexGenSrc::Normal:
return "float4(vtf.mvNorm.xyz, 1.0)\n";
return "float4(objNorm.xyz, 1.0)\n";
case TexGenSrc::UV:
return hecl::Format("float4(v.uvIn[%u], 0.0, 1.0)", uvIdx);
default: break;
@@ -82,15 +82,28 @@ std::string HLSL::GenerateVertToFragStruct(size_t extTexCount, bool reflectionCo
std::string HLSL::GenerateVertUniformStruct(unsigned skinSlots, bool reflectionCoords) const
{
std::string retval;
if (skinSlots == 0)
skinSlots = 1;
std::string retval = hecl::Format("cbuffer HECLVertUniform : register(b0)\n"
"{\n"
" float4x4 mv[%u];\n"
" float4x4 mvInv[%u];\n"
" float4x4 proj;\n"
"};\n",
skinSlots, skinSlots);
{
retval = "cbuffer HECLVertUniform : register(b0)\n"
"{\n"
" float4x4 mv;\n"
" float4x4 mvInv;\n"
" float4x4 proj;\n"
"};\n";
}
else
{
retval = hecl::Format("cbuffer HECLVertUniform : register(b0)\n"
"{\n"
" float4x4 objs[%u];\n"
" float4x4 objsInv[%u];\n"
" float4x4 mv;\n"
" float4x4 mvInv;\n"
" float4x4 proj;\n"
"};\n",
skinSlots, skinSlots);
}
retval += "struct TCGMtx\n"
"{\n"
" float4x4 mtx;\n"
@@ -157,23 +170,26 @@ std::string HLSL::makeVert(unsigned col, unsigned uv, unsigned w,
if (s)
{
/* skinned */
retval += " float4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
" float4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
retval += " float4 objPos = float4(0.0,0.0,0.0,0.0);\n"
" float4 objNorm = float4(0.0,0.0,0.0,0.0);\n";
for (size_t i=0 ; i<s ; ++i)
retval += hecl::Format(" posAccum += mul(mv[%" PRISize "], float4(v.posIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n"
" normAccum += mul(mvInv[%" PRISize "], float4(v.normIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n",
retval += hecl::Format(" objPos += mul(mv[%" PRISize "], float4(v.posIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n"
" objNorm += mul(mvInv[%" PRISize "], float4(v.normIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n",
i, i/4, i%4, i, i/4, i%4);
retval += " posAccum[3] = 1.0;\n"
" vtf.mvPos = posAccum;\n"
" vtf.mvNorm = float4(normalize(normAccum.xyz), 0.0);\n"
" vtf.mvpPos = mul(proj, posAccum);\n";
retval += " objPos[3] = 1.0;\n"
" objNorm = float4(normalize(objNorm.xyz), 0.0);\n"
" vtf.mvPos = mul(mv, objPos);\n"
" vtf.mvNorm = float4(normalize(mul(mvInv, objNorm).xyz), 0.0);\n"
" vtf.mvpPos = mul(proj, vtf.mvPos);\n";
}
else
{
/* non-skinned */
retval += " vtf.mvPos = mul(mv[0], float4(v.posIn, 1.0));\n"
" vtf.mvNorm = mul(mvInv[0], float4(v.normIn, 0.0));\n"
" vtf.mvpPos = mul(proj, vtf.mvPos);\n";
retval += " float4 objPos = float4(posIn, 1.0);\n"
" float4 objNorm = float4(normIn, 0.0);\n"
" vtf.mvPos = mul(mv, objPos);\n"
" vtf.mvNorm = mul(mvInv, objNorm);\n"
" gl_Position = mul(proj, vtf.mvPos);\n";
}
retval += " float4 tmpProj;\n";
@@ -311,11 +327,16 @@ std::string HLSL::makeFrag(size_t blockCount, const char** blockNames,
texMapDecl += hecl::Format("Texture2D reflectionTex : register(t%u);\n",
m_texMapEnd);
uint32_t extTexBits = 0;
for (int i=0 ; i<extTexCount ; ++i)
{
const TextureInfo& extTex = extTexs[i];
texMapDecl += hecl::Format("Texture2D extTex%u : register(t%u);\n",
extTex.mapIdx, extTex.mapIdx);
if (!(extTexBits & (1 << extTex.mapIdx)))
{
texMapDecl += hecl::Format("Texture2D extTex%u : register(t%u);\n",
extTex.mapIdx, extTex.mapIdx);
extTexBits |= (1 << extTex.mapIdx);
}
}
std::string retval =

View File

@@ -13,9 +13,9 @@ std::string Metal::EmitTexGenSource2(TexGenSrc src, int uvIdx) const
switch (src)
{
case TexGenSrc::Position:
return "vtf.mvPos.xy\n";
return "objPos.xy\n";
case TexGenSrc::Normal:
return "vtf.mvNorm.xy\n";
return "objNorm.xy\n";
case TexGenSrc::UV:
return hecl::Format("v.uvIn%u", uvIdx);
default: break;
@@ -28,9 +28,9 @@ std::string Metal::EmitTexGenSource4(TexGenSrc src, int uvIdx) const
switch (src)
{
case TexGenSrc::Position:
return "float4(vtf.mvPos.xyz, 1.0)\n";
return "float4(objPos.xyz, 1.0)\n";
case TexGenSrc::Normal:
return "float4(vtf.mvNorm.xyz, 1.0)\n";
return "float4(objNorm.xyz, 1.0)\n";
case TexGenSrc::UV:
return hecl::Format("float4(v.uvIn%u, 0.0, 1.0)", uvIdx);
default: break;
@@ -94,17 +94,32 @@ std::string Metal::GenerateVertToFragStruct(size_t extTexCount, bool reflectionC
std::string Metal::GenerateVertUniformStruct(unsigned skinSlots) const
{
std::string retval;
if (skinSlots == 0)
skinSlots = 1;
std::string retval = hecl::Format("struct HECLVertUniform\n"
"{\n"
" float4x4 mv[%u];\n"
" float4x4 mvInv[%u];\n"
" float4x4 proj;\n"
"};\n"
"struct TexMtxs {float4x4 mtx; float4x4 postMtx;};\n"
"struct ReflectTexMtxs {float4x4 indMtx; float4x4 reflectMtx; float reflectAlpha;};\n",
skinSlots, skinSlots);
{
retval = "struct HECLVertUniform\n"
"{\n"
" float4x4 mv;\n"
" float4x4 mvInv;\n"
" float4x4 proj;\n"
"};\n"
"struct TexMtxs {float4x4 mtx; float4x4 postMtx;};\n"
"struct ReflectTexMtxs {float4x4 indMtx; float4x4 reflectMtx; float reflectAlpha;};\n";
}
else
{
retval = hecl::Format("struct HECLVertUniform\n"
"{\n"
" float4x4 objs[%u];\n"
" float4x4 objsInv[%u];\n"
" float4x4 mv;\n"
" float4x4 mvInv;\n"
" float4x4 proj;\n"
"};\n"
"struct TexMtxs {float4x4 mtx; float4x4 postMtx;};\n"
"struct ReflectTexMtxs {float4x4 indMtx; float4x4 reflectMtx; float reflectAlpha;};\n",
skinSlots, skinSlots);
}
return retval;
}
@@ -165,23 +180,26 @@ std::string Metal::makeVert(unsigned col, unsigned uv, unsigned w,
if (s)
{
/* skinned */
retval += " float4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
" float4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
retval += " float4 objPos = float4(0.0,0.0,0.0,0.0);\n"
" float4 objNorm = float4(0.0,0.0,0.0,0.0);\n";
for (size_t i=0 ; i<s ; ++i)
retval += hecl::Format(" posAccum += (vu.mv[%" PRISize "] * float4(v.posIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n"
" normAccum += (vu.mvInv[%" PRISize "] * float4(v.normIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n",
retval += hecl::Format(" objPos += (vu.mv[%" PRISize "] * float4(v.posIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n"
" objNorm += (vu.mvInv[%" PRISize "] * float4(v.normIn, 1.0)) * v.weightIn%" PRISize "[%" PRISize "];\n",
i, i/4, i%4, i, i/4, i%4);
retval += " posAccum[3] = 1.0;\n"
" vtf.mvPos = posAccum;\n"
" vtf.mvNorm = float4(normalize(normAccum.xyz), 0.0);\n"
" vtf.mvpPos = vu.proj * posAccum;\n";
retval += " objPos[3] = 1.0;\n"
" objNorm = float4(normalize(objNorm.xyz), 0.0);\n"
" vtf.mvPos = mv * objPos;\n"
" vtf.mvNorm = float4(normalize((mvInv * objNorm).xyz), 0.0);\n"
" vtf.mvpPos = proj * vtf.mvPos;\n";
}
else
{
/* non-skinned */
retval += " vtf.mvPos = vu.mv[0] * float4(v.posIn, 1.0);\n"
" vtf.mvNorm = vu.mvInv[0] * float4(v.normIn, 0.0);\n"
" vtf.mvpPos = vu.proj * vtf.mvPos;\n";
retval += " float4 objPos = float4(posIn, 1.0);\n"
" float4 objNorm = float4(normIn, 0.0);\n"
" vtf.mvPos = mv * objPos;\n"
" vtf.mvNorm = mvInv * objNorm;\n"
" vtf.mvpPos = proj * vtf.mvPos;\n";
}
retval += " float4 tmpProj;\n";
@@ -348,14 +366,18 @@ std::string Metal::makeFrag(size_t blockCount, const char** blockNames, bool alp
m_texMapEnd);
std::string extTexCall;
int extTexBits2 = 0;
for (int i=0 ; i<extTexCount ; ++i)
{
const TextureInfo& extTex = extTexs[i];
if (extTexCall.size())
extTexCall += ", ";
extTexCall += hecl::Format("tex%u", extTex.mapIdx);
texMapDecl += hecl::Format(",\ntexture2d<float> tex%u [[ texture(%u) ]]", extTex.mapIdx, extTex.mapIdx);
extTexBits |= 1 << extTex.mapIdx;
if (!(extTexBits2 & (1 << extTex.mapIdx)))
{
if (extTexCall.size())
extTexCall += ", ";
extTexCall += hecl::Format("tex%u", extTex.mapIdx);
texMapDecl += hecl::Format(",\ntexture2d<float> tex%u [[ texture(%u) ]]", extTex.mapIdx, extTex.mapIdx);
extTexBits2 |= 1 << extTex.mapIdx;
}
}
std::string blockCall;