| 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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