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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-22 15:02:54 +08:00
Skin mesh now using correct bone transforms
This commit is contained in:
parent
9f84ba8ad0
commit
6be0d5cb30
@ -622,6 +622,11 @@ namespace CodeWalker.GameFiles
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{
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var bone = Bones[i];
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BonesMap[bone.Id] = bone;
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bone.BindTransformInv = (i < TransformationsInverted?.Length) ? TransformationsInverted[i] : Matrix.Invert(bone.AnimTransform);
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bone.BindTransformInv.M44 = 1.0f;
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bone.UpdateAnimTransform();
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}
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}
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@ -776,9 +781,7 @@ namespace CodeWalker.GameFiles
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public Quaternion Rotation { get; set; }
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public Vector3 Translation { get; set; }
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public uint Unknown_1Ch { get; set; } // 0x00000000 RHW?
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public float ScaleX { get; set; } // 1.0
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public float ScaleY { get; set; } // 1.0
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public float ScaleZ { get; set; } // 1.0
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public Vector3 Scale { get; set; }
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public float Unknown_2Ch { get; set; } // 1.0 RHW?
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public ushort NextSiblingIndex { get; set; } //limb end index? IK chain?
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public short ParentIndex { get; set; }
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@ -800,10 +803,12 @@ namespace CodeWalker.GameFiles
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//used by CW for animating skeletons.
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public Quaternion AnimRotation;
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public Vector3 AnimTranslation;
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public Matrix AnimTransform;
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public Quaternion AnimRotation;//relative to parent
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public Vector3 AnimTranslation;//relative to parent
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public Vector3 AnimScale;
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public Matrix AnimTransform;//absolute world transform, animated
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public Matrix BindTransformInv;//inverse of bind pose transform
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public Matrix SkinTransform;//transform to use for skin meshes
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/// <summary>
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/// Reads the data-block from a stream.
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@ -811,19 +816,10 @@ namespace CodeWalker.GameFiles
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public override void Read(ResourceDataReader reader, params object[] parameters)
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{
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// read structure data
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//this.RotationX = reader.ReadSingle();
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//this.RotationY = reader.ReadSingle();
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//this.RotationZ = reader.ReadSingle();
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//this.RotationW = reader.ReadSingle();
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this.Rotation = new Quaternion(reader.ReadVector4());
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this.Translation = reader.ReadVector3();
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//this.TranslationX = reader.ReadSingle();
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//this.TranslationY = reader.ReadSingle();
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//this.TranslationZ = reader.ReadSingle();
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this.Unknown_1Ch = reader.ReadUInt32();
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this.ScaleX = reader.ReadSingle();
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this.ScaleY = reader.ReadSingle();
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this.ScaleZ = reader.ReadSingle();
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this.Scale = reader.ReadVector3();
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this.Unknown_2Ch = reader.ReadSingle();
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this.NextSiblingIndex = reader.ReadUInt16();
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this.ParentIndex = reader.ReadInt16();
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@ -844,7 +840,7 @@ namespace CodeWalker.GameFiles
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AnimRotation = Rotation;
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AnimTranslation = Translation;
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AnimTransform = Matrix.AffineTransformation(1.0f, AnimRotation, AnimTranslation);
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AnimScale = Scale;
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}
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/// <summary>
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@ -859,9 +855,7 @@ namespace CodeWalker.GameFiles
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writer.Write(this.Rotation.ToVector4());
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writer.Write(this.Translation);
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writer.Write(this.Unknown_1Ch);
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writer.Write(this.ScaleX);
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writer.Write(this.ScaleY);
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writer.Write(this.ScaleZ);
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writer.Write(this.Scale);
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writer.Write(this.Unknown_2Ch);
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writer.Write(this.NextSiblingIndex);
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writer.Write(this.ParentIndex);
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@ -893,6 +887,26 @@ namespace CodeWalker.GameFiles
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{
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return Id.ToString() + ": " + Name;
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}
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public void UpdateAnimTransform()
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{
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//AnimTransform = Matrix.AffineTransformation(1.0f, AnimRotation, AnimTranslation);//(local transform)
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var pos = AnimTranslation;
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var ori = AnimRotation;
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var sca = AnimScale;
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var pbone = Parent;
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while (pbone != null)
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{
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pos = pbone.AnimRotation.Multiply(pos) + pbone.AnimTranslation;
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ori = pbone.AnimRotation * ori;
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pbone = pbone.Parent;
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}
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AnimTransform = Matrix.AffineTransformation(1.0f, ori, pos);//(global transform)
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AnimTransform.ScaleVector *= sca;
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SkinTransform = BindTransformInv * AnimTransform;
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//SkinTransform = Matrix.Identity;//(for testing)
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}
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}
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[TypeConverter(typeof(ExpandableObjectConverter))] public class Joints : ResourceSystemBlock
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@ -78,7 +78,7 @@ namespace CodeWalker.Rendering
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public Dictionary<ushort, RenderableModel> ModelBoneLinks;
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public Matrix3_s[] BoneTransforms;
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public List<Bone> Bones;
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public override void Init(DrawableBase drawable)
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{
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@ -238,6 +238,7 @@ namespace CodeWalker.Rendering
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HasSkeleton = hasskeleton;
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HasTransforms = hastransforms;
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Bones = skeleton?.Bones?.Data;
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//calculate transforms for the models if there are any. (TODO: move this to a method for re-use...)
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@ -249,7 +250,7 @@ namespace CodeWalker.Rendering
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if (hastransforms)
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{
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int boneidx = (int)((model.SkeletonBinding >> 24) & 0xFF);
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int boneidx = model.BoneIndex;
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Matrix trans = (boneidx < modeltransforms.Length) ? modeltransforms[boneidx] : Matrix.Identity;
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Bone bone = (hasbones && (boneidx < bones.Count)) ? bones[boneidx] : null;
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@ -289,7 +290,7 @@ namespace CodeWalker.Rendering
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}
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}
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if (((model.SkeletonBinding >> 8) & 0xFF) > 0) //skin mesh?
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if (model.IsSkinMesh)
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{
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model.Transform = Matrix.Identity;
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}
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@ -304,22 +305,7 @@ namespace CodeWalker.Rendering
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//populate the bonetransforms array
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Matrix[] bonetrans = (fragtransforms != null) ? fragtransforms : (modeltransforms != null) ? modeltransforms : null;
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if (bonetrans != null)
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{
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BoneTransforms = new Matrix3_s[bonetrans.Length];
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for (int i = 0; i < bonetrans.Length; i++)
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{
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Matrix b = bonetrans[i];
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Matrix3_s bt = new Matrix3_s();
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bt.Row1 = b.Row1;
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bt.Row2 = b.Row2;
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bt.Row3 = b.Row3;
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BoneTransforms[i] = bt;
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}
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}
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UpdateBoneTransforms();
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}
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@ -373,6 +359,27 @@ namespace CodeWalker.Rendering
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private void UpdateBoneTransforms()
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{
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if (Bones == null) return;
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if ((BoneTransforms == null) || (BoneTransforms.Length != Bones.Count))
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{
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BoneTransforms = new Matrix3_s[Bones.Count];
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}
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for (int i = 0; i < Bones.Count; i++)
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{
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var bone = Bones[i];
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Matrix b = bone.SkinTransform;
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Matrix3_s bt = new Matrix3_s();
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bt.Row1 = b.Column1;
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bt.Row2 = b.Column2;
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bt.Row3 = b.Column3;
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BoneTransforms[i] = bt;
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}
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}
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public void UpdateAnims(double realTime)
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{
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if (CurrentAnimTime == realTime) return;//already updated this!
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@ -469,25 +476,17 @@ namespace CodeWalker.Rendering
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for (int i = 0; i < bones.Count; i++)
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{
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var bone = bones[i];
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var pos = bone.AnimTranslation;
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var ori = bone.AnimRotation;
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var pbone = bone.Parent;
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while (pbone != null)
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{
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pos = pbone.AnimRotation.Multiply(pos) + pbone.AnimTranslation;
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ori = pbone.AnimRotation * ori;
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pbone = pbone.Parent;
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}
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bone.AnimTransform = Matrix.AffineTransformation(1.0f, ori, pos);
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bone.UpdateAnimTransform();
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//update model's transform from animated bone
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RenderableModel bmodel = null;
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ModelBoneLinks?.TryGetValue(bone.Id, out bmodel);
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if (bmodel == null)
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{ continue; }
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if (((bmodel.SkeletonBinding >> 8) & 0xFF) > 0) //skin mesh? //TODO: see eg. p_oil_pjack_03_s
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if (bmodel.IsSkinMesh) //don't transform model for skin mesh
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{ continue; }
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bmodel.Transform = bone.AnimTransform;
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@ -495,6 +494,8 @@ namespace CodeWalker.Rendering
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}
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UpdateBoneTransforms();
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}
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private void UpdateAnimUV(ClipMapEntry cme, RenderableGeometry rgeom = null)
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{
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@ -591,11 +592,16 @@ namespace CodeWalker.Rendering
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public bool UseTransform;
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public Matrix Transform;
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public int BoneIndex = 0;
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public bool IsSkinMesh = false;
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public void Init(DrawableModel dmodel)
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{
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SkeletonBinding = dmodel.SkeletonBinding;//4th byte is bone index, 2nd byte for skin meshes
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RenderMaskFlags = dmodel.RenderMaskFlags; //only the first byte seems be related to this
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IsSkinMesh = ((SkeletonBinding >> 8) & 0xFF) > 0;
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BoneIndex = (int)((SkeletonBinding >> 24) & 0xFF);
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DrawableModel = dmodel;
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long geomcount = dmodel.Geometries.data_items.Length;
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@ -1102,12 +1102,15 @@ namespace CodeWalker.Rendering
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skeletonLineVerts.Clear();
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const uint cred = 4278190335;// (uint)new Color4(1.0f, 0.0f, 0.0f, 1.0f).ToRgba();
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const uint cgrn = 4278255360;// (uint)new Color4(0.0f, 1.0f, 0.0f, 1.0f).ToRgba();
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const uint cblu = 4294901760;// (uint)new Color4(0.0f, 0.0f, 1.0f, 1.0f).ToRgba();
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VertexTypePC v1 = new VertexTypePC();
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VertexTypePC v2 = new VertexTypePC();
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v1.Colour = cgrn;
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v2.Colour = cblu;
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VertexTypePC vr = new VertexTypePC();
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VertexTypePC vg = new VertexTypePC();
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VertexTypePC vb = new VertexTypePC();
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vr.Colour = cred;
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vg.Colour = cgrn;
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vb.Colour = cblu;
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foreach (var item in renderskeletonlist)
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{
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@ -1127,7 +1130,6 @@ namespace CodeWalker.Rendering
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var pind = pinds[i];
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var bone = bones[i];
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var pbone = bone.Parent;
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if (pbone == null) continue; //nothing to draw for the root bone
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if (xforms != null)//how to use xforms? bind pose?
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{
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@ -1142,24 +1144,44 @@ namespace CodeWalker.Rendering
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//draw line from bone's position to parent position...
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Vector3 lbeg = Vector3.Zero;
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Vector3 lend = bone.AnimTranslation;// bone.Rotation.Multiply();
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while (pbone != null)
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{
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lbeg = pbone.AnimRotation.Multiply(lbeg) + pbone.AnimTranslation;
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lend = pbone.AnimRotation.Multiply(lend) + pbone.AnimTranslation;
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pbone = pbone.Parent;
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}
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float starsize = (bone.AnimTransform.TranslationVector-camera.Position).Length() * 0.011f;
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Vector3[] starverts0 = { Vector3.UnitX * starsize, Vector3.UnitY * starsize, Vector3.UnitZ * starsize };
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Vector3[] starverts1 = { Vector3.UnitX * -starsize, Vector3.UnitY * -starsize, Vector3.UnitZ * -starsize };
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for (int j = 0; j < 3; j++) starverts0[j] = bone.AnimTransform.MultiplyW(starverts0[j]);
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for (int j = 0; j < 3; j++) starverts1[j] = bone.AnimTransform.MultiplyW(starverts1[j]);
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if (pbone != null)
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{
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lbeg = pbone.AnimTransform.MultiplyW(lbeg);
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lend = pbone.AnimTransform.MultiplyW(lend);
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}
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if (entity != null)
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{
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lbeg = entity.Position + entity.Orientation.Multiply(lbeg * entity.Scale);
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lend = entity.Position + entity.Orientation.Multiply(lend * entity.Scale);
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for (int j = 0; j < 3; j++) starverts0[j] = entity.Position + entity.Orientation.Multiply(starverts0[j] * entity.Scale);
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for (int j = 0; j < 3; j++) starverts1[j] = entity.Position + entity.Orientation.Multiply(starverts1[j] * entity.Scale);
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}
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v1.Position = lbeg;
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v2.Position = lend;
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skeletonLineVerts.Add(v1);
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skeletonLineVerts.Add(v2);
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vr.Position = starverts0[0]; skeletonLineVerts.Add(vr);
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vr.Position = starverts1[0]; skeletonLineVerts.Add(vr);
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vg.Position = starverts0[1]; skeletonLineVerts.Add(vg);
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vg.Position = starverts1[1]; skeletonLineVerts.Add(vg);
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vb.Position = starverts0[2]; skeletonLineVerts.Add(vb);
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vb.Position = starverts1[2]; skeletonLineVerts.Add(vb);
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if (pbone != null) //don't draw the origin to root bone line
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{
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vg.Position = lbeg;
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vb.Position = lend;
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skeletonLineVerts.Add(vg);
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skeletonLineVerts.Add(vb);
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}
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}
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@ -173,7 +173,8 @@ namespace CodeWalker.Rendering
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public ShaderParamNames RenderTextureSampler = ShaderParamNames.DiffuseSampler;
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public bool SpecularEnable = true;
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Matrix3_s[] defaultBoneMatrices;
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bool defaultBoneMatricesBound = false;
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private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
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@ -276,11 +277,13 @@ namespace CodeWalker.Rendering
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layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vspbbncttbytes, VertexTypePBBNCTT.GetLayout()));
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layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vspbbnctttbytes, VertexTypePBBNCTTT.GetLayout()));
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layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vspbbncctbytes, VertexTypePBBNCCT.GetLayout()));
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layouts.Add(VertexType.PBBNCCTT, new InputLayout(device, vspbbncctbytes, VertexTypePBBNCCTT.GetLayout()));//TODO
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layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vspbbncctxbytes, VertexTypePBBNCCTX.GetLayout()));
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layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vspbbncttxbytes, VertexTypePBBNCTTX.GetLayout()));
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layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vspbbncttxbytes, VertexTypePBBNCTTTX.GetLayout()));//TODO
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layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspbbncctxbytes, VertexTypePBBNCCTTX.GetLayout()));//TODO
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//PBBCCT todo
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//PBBNC todo
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@ -343,6 +346,14 @@ namespace CodeWalker.Rendering
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sphere = new UnitSphere(device, vsspherebytes, 4);
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capsule = new UnitCapsule(device, vscapsulebytes, 4);
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cylinder = new UnitCylinder(device, vscylinderbytes, 8);
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defaultBoneMatrices = new Matrix3_s[255];
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for (int i = 0; i < 255; i++)
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{
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defaultBoneMatrices[i].Row1 = Vector4.UnitX;
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defaultBoneMatrices[i].Row2 = Vector4.UnitY;
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defaultBoneMatrices[i].Row3 = Vector4.UnitZ;
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}
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}
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private void InitInstGlobalVars()
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@ -446,6 +457,9 @@ namespace CodeWalker.Rendering
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case VertexType.PBBNCCT:
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vs = basicvspbbncct;
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break;
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case VertexType.PBBNCCTT://todo
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vs = basicvspbbncct;
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break;
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case VertexType.PBBNCTX:
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vs = basicvspbbnctx;
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break;
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@ -556,13 +570,16 @@ namespace CodeWalker.Rendering
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}
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public override void SetModelVars(DeviceContext context, RenderableModel model)
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{
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if (((model.SkeletonBinding >> 8) & 0xFF) > 0)
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{
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if (model.Owner.BoneTransforms != null)
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{
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SetBoneMatrices(context, model.Owner.BoneTransforms);
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defaultBoneMatricesBound = false;
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}
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else if (!defaultBoneMatricesBound)
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{
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SetBoneMatrices(context, defaultBoneMatrices);
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defaultBoneMatricesBound = true;
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}
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if (!model.UseTransform) return;
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@ -57,12 +57,14 @@ namespace CodeWalker.Rendering
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bool disposed = false;
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VertexShader shadowvs;
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VertexShader shadowvs_skin;
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PixelShader shadowps;
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GpuVarsBuffer<ShadowShaderVSSceneVars> VSSceneVars;
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GpuVarsBuffer<ShadowShaderVSEntityVars> VSEntityVars;
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GpuVarsBuffer<ShadowShaderVSModelVars> VSModelVars;
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GpuVarsBuffer<ShadowShaderGeomVars> GeomVars;
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GpuABuffer<Matrix3_s> BoneMatrices;
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SamplerState texsampler;
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SamplerState texsamplerc;
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@ -70,15 +72,20 @@ namespace CodeWalker.Rendering
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public Vector4 WindVector { get; set; }
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Matrix3_s[] defaultBoneMatrices;
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bool defaultBoneMatricesBound = false;
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private Dictionary<VertexType, InputLayout> layouts = new Dictionary<VertexType, InputLayout>();
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public ShadowShader(Device device)
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{
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byte[] vsbytes = File.ReadAllBytes("Shaders\\ShadowVS.cso");
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byte[] vssbytes = File.ReadAllBytes("Shaders\\ShadowVS_Skin.cso");
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byte[] psbytes = File.ReadAllBytes("Shaders\\ShadowPS.cso");
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shadowvs = new VertexShader(device, vsbytes);
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shadowvs_skin = new VertexShader(device, vssbytes);
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shadowps = new PixelShader(device, psbytes);
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@ -86,6 +93,7 @@ namespace CodeWalker.Rendering
|
||||
VSEntityVars = new GpuVarsBuffer<ShadowShaderVSEntityVars>(device);
|
||||
VSModelVars = new GpuVarsBuffer<ShadowShaderVSModelVars>(device);
|
||||
GeomVars = new GpuVarsBuffer<ShadowShaderGeomVars>(device);
|
||||
BoneMatrices = new GpuABuffer<Matrix3_s>(device, 255);
|
||||
|
||||
|
||||
//supported layouts - requires Position, Normal, Colour, Texcoord
|
||||
@ -93,8 +101,6 @@ namespace CodeWalker.Rendering
|
||||
layouts.Add(VertexType.DefaultEx, new InputLayout(device, vsbytes, VertexTypeDefaultEx.GetLayout()));
|
||||
layouts.Add(VertexType.PNCCT, new InputLayout(device, vsbytes, VertexTypePNCCT.GetLayout()));
|
||||
layouts.Add(VertexType.PNCCTTTT, new InputLayout(device, vsbytes, VertexTypePNCCTTTT.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vsbytes, VertexTypePBBNCCTTX.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vsbytes, VertexTypePBBNCCT.GetLayout()));
|
||||
layouts.Add(VertexType.PNCTTTX, new InputLayout(device, vsbytes, VertexTypePNCTTTX.GetLayout()));
|
||||
layouts.Add(VertexType.PNCTTTX_2, new InputLayout(device, vsbytes, VertexTypePNCTTTX_2.GetLayout()));
|
||||
layouts.Add(VertexType.PNCTTTX_3, new InputLayout(device, vsbytes, VertexTypePNCTTTX_3.GetLayout()));
|
||||
@ -103,19 +109,25 @@ namespace CodeWalker.Rendering
|
||||
layouts.Add(VertexType.PNCCTTX, new InputLayout(device, vsbytes, VertexTypePNCCTTX.GetLayout()));
|
||||
layouts.Add(VertexType.PNCCTTX_2, new InputLayout(device, vsbytes, VertexTypePNCCTTX_2.GetLayout()));
|
||||
layouts.Add(VertexType.PNCCTTTX, new InputLayout(device, vsbytes, VertexTypePNCCTTTX.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vsbytes, VertexTypePBBNCCTX.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vsbytes, VertexTypePBBNCTX.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCT, new InputLayout(device, vsbytes, VertexTypePBBNCT.GetLayout()));
|
||||
layouts.Add(VertexType.PNCCTT, new InputLayout(device, vsbytes, VertexTypePNCCTT.GetLayout()));
|
||||
layouts.Add(VertexType.PNCCTX, new InputLayout(device, vsbytes, VertexTypePNCCTX.GetLayout()));
|
||||
layouts.Add(VertexType.PNCH2, new InputLayout(device, vsbytes, VertexTypePNCH2.GetLayout()));
|
||||
layouts.Add(VertexType.PCCH2H4, new InputLayout(device, vsbytes, VertexTypePCCH2H4.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vsbytes, VertexTypePBBNCTT.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vsbytes, VertexTypePBBNCTTX.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vsbytes, VertexTypePBBNCTTT.GetLayout()));
|
||||
layouts.Add(VertexType.PNCTT, new InputLayout(device, vsbytes, VertexTypePNCTT.GetLayout()));
|
||||
layouts.Add(VertexType.PNCTTT, new InputLayout(device, vsbytes, VertexTypePNCTTT.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vsbytes, VertexTypePBBNCTTTX.GetLayout()));
|
||||
|
||||
layouts.Add(VertexType.PBBNCT, new InputLayout(device, vssbytes, VertexTypePBBNCT.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTX, new InputLayout(device, vssbytes, VertexTypePBBNCTX.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTT, new InputLayout(device, vssbytes, VertexTypePBBNCTT.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTTT, new InputLayout(device, vssbytes, VertexTypePBBNCTTT.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCCT, new InputLayout(device, vssbytes, VertexTypePBBNCCT.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCCTT, new InputLayout(device, vssbytes, VertexTypePBBNCCTT.GetLayout()));//TODO
|
||||
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vssbytes, VertexTypePBBNCCTX.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vssbytes, VertexTypePBBNCTTX.GetLayout()));
|
||||
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vssbytes, VertexTypePBBNCTTTX.GetLayout()));//TODO
|
||||
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vssbytes, VertexTypePBBNCCTTX.GetLayout()));//TODO
|
||||
//PBBCCT todo
|
||||
//PBBNC todo
|
||||
|
||||
|
||||
|
||||
@ -146,13 +158,22 @@ namespace CodeWalker.Rendering
|
||||
MipLodBias = 0,
|
||||
});
|
||||
|
||||
|
||||
|
||||
defaultBoneMatrices = new Matrix3_s[255];
|
||||
for (int i = 0; i < 255; i++)
|
||||
{
|
||||
defaultBoneMatrices[i].Row1 = Vector4.UnitX;
|
||||
defaultBoneMatrices[i].Row2 = Vector4.UnitY;
|
||||
defaultBoneMatrices[i].Row3 = Vector4.UnitZ;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override void SetShader(DeviceContext context)
|
||||
{
|
||||
context.VertexShader.Set(shadowvs);
|
||||
context.PixelShader.Set(shadowps);
|
||||
}
|
||||
|
||||
@ -161,6 +182,26 @@ namespace CodeWalker.Rendering
|
||||
InputLayout l;
|
||||
if (layouts.TryGetValue(type, out l))
|
||||
{
|
||||
VertexShader vs = shadowvs;
|
||||
switch (type)
|
||||
{
|
||||
case VertexType.PBBNCT:
|
||||
case VertexType.PBBNCTX:
|
||||
case VertexType.PBBNCTT:
|
||||
case VertexType.PBBNCTTT:
|
||||
case VertexType.PBBNCCT:
|
||||
case VertexType.PBBNCCTT:
|
||||
case VertexType.PBBNCCTX:
|
||||
case VertexType.PBBNCTTX:
|
||||
case VertexType.PBBNCTTTX:
|
||||
case VertexType.PBBNCCTTX:
|
||||
vs = shadowvs_skin;
|
||||
break;
|
||||
}
|
||||
|
||||
context.VertexShader.Set(vs);
|
||||
|
||||
|
||||
context.InputAssembler.InputLayout = l;
|
||||
return true;
|
||||
}
|
||||
@ -192,6 +233,17 @@ namespace CodeWalker.Rendering
|
||||
|
||||
public override void SetModelVars(DeviceContext context, RenderableModel model)
|
||||
{
|
||||
if (model.Owner.BoneTransforms != null)
|
||||
{
|
||||
SetBoneMatrices(context, model.Owner.BoneTransforms);
|
||||
defaultBoneMatricesBound = false;
|
||||
}
|
||||
else if (!defaultBoneMatricesBound)
|
||||
{
|
||||
SetBoneMatrices(context, defaultBoneMatrices);
|
||||
defaultBoneMatricesBound = true;
|
||||
}
|
||||
|
||||
if (!model.UseTransform) return;
|
||||
VSModelVars.Vars.Transform = Matrix.Transpose(model.Transform);
|
||||
VSModelVars.Update(context);
|
||||
@ -306,6 +358,13 @@ namespace CodeWalker.Rendering
|
||||
}
|
||||
}
|
||||
|
||||
public void SetBoneMatrices(DeviceContext context, Matrix3_s[] matrices)
|
||||
{
|
||||
BoneMatrices.Update(context, matrices);
|
||||
BoneMatrices.SetVSCBuffer(context, 7);
|
||||
}
|
||||
|
||||
|
||||
public override void UnbindResources(DeviceContext context)
|
||||
{
|
||||
context.VertexShader.SetConstantBuffer(0, null);
|
||||
@ -341,10 +400,12 @@ namespace CodeWalker.Rendering
|
||||
VSEntityVars.Dispose();
|
||||
VSModelVars.Dispose();
|
||||
GeomVars.Dispose();
|
||||
BoneMatrices.Dispose();
|
||||
|
||||
|
||||
shadowps.Dispose();
|
||||
shadowvs.Dispose();
|
||||
shadowvs_skin.Dispose();
|
||||
|
||||
disposed = true;
|
||||
}
|
||||
|
@ -486,6 +486,16 @@
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
</FxCompile>
|
||||
<FxCompile Include="ShadowVS_Skin.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
|
||||
</FxCompile>
|
||||
<FxCompile Include="SkydomePS.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
|
@ -74,6 +74,7 @@
|
||||
<FxCompile Include="BasicVS_PBBNCCT.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCCTX.hlsl" />
|
||||
<FxCompile Include="BasicVS_PBBNCTTX.hlsl" />
|
||||
<FxCompile Include="ShadowVS_Skin.hlsl" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Quaternion.hlsli" />
|
||||
|
BIN
Shaders/ShadowVS_Skin.cso
Normal file
BIN
Shaders/ShadowVS_Skin.cso
Normal file
Binary file not shown.
127
Shaders/ShadowVS_Skin.hlsl
Normal file
127
Shaders/ShadowVS_Skin.hlsl
Normal file
@ -0,0 +1,127 @@
|
||||
#include "Common.hlsli"
|
||||
#include "Quaternion.hlsli"
|
||||
|
||||
|
||||
cbuffer VSSceneVars : register(b0)
|
||||
{
|
||||
float4x4 ViewProj;
|
||||
float4 WindVector;
|
||||
}
|
||||
cbuffer VSEntityVars : register(b1)
|
||||
{
|
||||
float4 CamRel;
|
||||
float4 Orientation;
|
||||
uint HasSkeleton;
|
||||
uint HasTransforms;
|
||||
uint TintPaletteIndex;
|
||||
uint Pad1;
|
||||
float3 Scale;
|
||||
uint Pad2;
|
||||
}
|
||||
cbuffer VSModelVars : register(b2)
|
||||
{
|
||||
float4x4 Transform;
|
||||
}
|
||||
cbuffer GeomVars : register(b3)
|
||||
{
|
||||
uint EnableTexture;
|
||||
uint EnableTint;
|
||||
uint IsDecal;
|
||||
uint EnableWind;
|
||||
float4 WindOverrideParams;
|
||||
}
|
||||
cbuffer BoneMatrices : register(b7) //rage_bonemtx
|
||||
{
|
||||
row_major float3x4 gBoneMtx[255]; // Offset: 0 Size: 12240
|
||||
}
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float4 BlendWeights : BLENDWEIGHTS;
|
||||
float4 BlendIndices : BLENDINDICES;
|
||||
float3 Normal : NORMAL;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
float4 Colour : COLOR0;
|
||||
};
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 Position : SV_POSITION;
|
||||
//float3 Normal : NORMAL;
|
||||
float2 Texcoord : TEXCOORD0;
|
||||
//float4 Colour : COLOR0;
|
||||
//float4 Tint : COLOR1;
|
||||
};
|
||||
|
||||
//Texture2D<float4> TintPalette : register(t0);
|
||||
//SamplerState TextureSS : register(s0);
|
||||
|
||||
|
||||
|
||||
float3x4 BoneMatrix(float4 weights, float4 indices)
|
||||
{
|
||||
uint4 binds = (uint4) (indices * 255.001953);
|
||||
float3x4 b0 = gBoneMtx[binds.x];
|
||||
float3x4 b1 = gBoneMtx[binds.y];
|
||||
float3x4 b2 = gBoneMtx[binds.z];
|
||||
float3x4 b3 = gBoneMtx[binds.w];
|
||||
float4 t0 = b0[0] * weights.x + b1[0] * weights.y + b2[0] * weights.z + b3[0] * weights.w;
|
||||
float4 t1 = b0[1] * weights.x + b1[1] * weights.y + b2[1] * weights.z + b3[1] * weights.w;
|
||||
float4 t2 = b0[2] * weights.x + b1[2] * weights.y + b2[2] * weights.z + b3[2] * weights.w;
|
||||
return float3x4(t0, t1, t2);
|
||||
}
|
||||
float3 BoneTransform(float3 ipos, float3x4 m)
|
||||
{
|
||||
float3 r;
|
||||
float4 p = float4(ipos, 1);
|
||||
r.x = dot(m[0], p);
|
||||
r.y = dot(m[1], p);
|
||||
r.z = dot(m[2], p);
|
||||
return r;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
VS_OUTPUT main(VS_INPUT input)
|
||||
{
|
||||
VS_OUTPUT output;
|
||||
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
|
||||
float3 ipos = BoneTransform(input.Position.xyz, bone);
|
||||
float3 tpos = (HasTransforms == 1) ? mul(float4(ipos, 1), Transform).xyz : ipos;
|
||||
float3 spos = tpos * Scale;
|
||||
float3 bpos = mulvq(spos, Orientation);
|
||||
if (EnableWind)
|
||||
{
|
||||
bpos = GeomWindMotion(bpos, input.Colour.xyz, WindVector, WindOverrideParams);
|
||||
}
|
||||
float3 opos = CamRel.xyz + bpos;
|
||||
float4 pos = float4(opos, 1);
|
||||
float4 cpos = mul(pos, ViewProj);
|
||||
//if (IsDecal == 1)
|
||||
//{
|
||||
// //cpos.z -= 0.003; //todo: correct decal z-bias
|
||||
//}
|
||||
//cpos.z = saturate(cpos.z); //might need work
|
||||
|
||||
//cpos.z = DepthFunc(cpos.zw);
|
||||
|
||||
//float3 inorm = input.Normal;
|
||||
//float3 tnorm = (HasTransforms == 1) ? mul(inorm, (float3x3)Transform) : inorm;
|
||||
//float3 bnorm = normalize(mulvq(tnorm, Orientation));
|
||||
|
||||
//float4 tnt = 0;
|
||||
//if (EnableTint == 1)
|
||||
//{
|
||||
// tnt = TintPalette.SampleLevel(TextureSS, float2(input.Colour.b, TintYVal), 0);
|
||||
//}
|
||||
|
||||
output.Position = cpos;
|
||||
//output.Normal = bnorm;
|
||||
output.Texcoord = input.Texcoord;
|
||||
//output.Colour = input.Colour;
|
||||
//output.Tint = tnt;
|
||||
return output;
|
||||
}
|
Loading…
Reference in New Issue
Block a user