Fix for leg jankyness. Added PBBNCCTTX shader

This commit is contained in:
dexy 2019-11-10 02:01:52 +11:00
parent 639bebbc75
commit 918ed7fccf
7 changed files with 141 additions and 10 deletions

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@ -924,7 +924,7 @@ namespace CodeWalker.GameFiles
var pbone = Parent;
while (pbone != null)
{
pos = pbone.AnimRotation.Multiply(pos * pbone.AnimScale) + pbone.AnimTranslation;
pos = pbone.AnimRotation.Multiply(pos /** pbone.AnimScale*/) + pbone.AnimTranslation;
ori = pbone.AnimRotation * ori;
pbone = pbone.Parent;
}

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@ -537,27 +537,68 @@ namespace CodeWalker.Rendering
bone.AnimRotation = q;
break;
case 2: //scale?
v0 = aseq.EvaluateVector(f0);
v1 = aseq.EvaluateVector(f1);
v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
bone.AnimScale = v.XYZ();
break;
case 5://vector3...
//v0 = aseq.EvaluateVector(f0);
//v1 = aseq.EvaluateVector(f1);
//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
//bone.AnimScale = v.XYZ();
case 5://root motion vector
if (bone.Tag != 0)
{ }
//v0 = aseq.EvaluateVector(f0);
//v1 = aseq.EvaluateVector(f1);
//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
//bone.AnimTranslation += v.XYZ();
break;
case 6://quaternion...
case 6://quaternion... root rotation?
if (bone.Tag != 0)
{ }
//q0 = new Quaternion(aseq.EvaluateVector(f0));
//q1 = new Quaternion(aseq.EvaluateVector(f1));
//q = interpolate ? Quaternion.Slerp(q0, q1, falpha) : q0;
//bone.AnimRotation *= q;
break;
case 7://vector3... (camera position?)
break;
case 8://quaternion... (camera rotation?)
break;
case 27:
case 50:
case 134://single float?
case 136:
case 137:
case 138:
case 139:
case 140:
if (bone.Tag != 0)
{ }
break;
default:
break;
}
}
for (int i = 0; i < bones.Count; i++)
{
var bone = bones[i];
var tag = bone.Tag;
switch (bone.Tag)
{
case 23639: tag = 58271; break; //RB_L_ThighRoll: SKEL_L_Thigh
case 6442: tag = 51826; break; //RB_R_ThighRoll: SKEL_R_Thigh
//case 61007: tag = 61163; break; //RB_L_ForeArmRoll: SKEL_L_Forearm //NOT GOOD
//case 5232: tag = 45509; break; //RB_L_ArmRoll: SKEL_L_UpperArm
}
if (tag != bone.Tag)
{
var obone = bone;
if (skel.BonesMap.TryGetValue(tag, out obone))
{
bone.AnimRotation = obone.AnimRotation;
}
}
}
for (int i = 0; i < bones.Count; i++)
{
var bone = bones[i];

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@ -138,6 +138,7 @@ namespace CodeWalker.Rendering
VertexShader basicvspbbncttt;
VertexShader basicvspbbncct;
VertexShader basicvspbbncctx;
VertexShader basicvspbbnccttx;
VertexShader basicvspbbncttx;
VertexShader basicvsbox;
VertexShader basicvssphere;
@ -199,6 +200,7 @@ namespace CodeWalker.Rendering
byte[] vspbbnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
byte[] vspbbncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
byte[] vspbbncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
byte[] vspbbnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTTX.cso");
byte[] vspbbncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
byte[] vsboxbytes = File.ReadAllBytes("Shaders\\BasicVS_Box.cso");
@ -225,6 +227,7 @@ namespace CodeWalker.Rendering
basicvspbbncttt = new VertexShader(device, vspbbnctttbytes);
basicvspbbncct = new VertexShader(device, vspbbncctbytes);
basicvspbbncctx = new VertexShader(device, vspbbncctxbytes);
basicvspbbnccttx = new VertexShader(device, vspbbnccttxbytes);
basicvspbbncttx = new VertexShader(device, vspbbncttxbytes);
basicvsbox = new VertexShader(device, vsboxbytes);
basicvssphere = new VertexShader(device, vsspherebytes);
@ -281,7 +284,7 @@ namespace CodeWalker.Rendering
layouts.Add(VertexType.PBBNCCTX, new InputLayout(device, vspbbncctxbytes, VertexTypePBBNCCTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTX, new InputLayout(device, vspbbncttxbytes, VertexTypePBBNCTTX.GetLayout()));
layouts.Add(VertexType.PBBNCTTTX, new InputLayout(device, vspbbncttxbytes, VertexTypePBBNCTTTX.GetLayout()));//TODO
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspbbncctxbytes, VertexTypePBBNCCTTX.GetLayout()));//TODO
layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspbbnccttxbytes, VertexTypePBBNCCTTX.GetLayout()));
//PBBCCT todo
//PBBNC todo
@ -469,8 +472,8 @@ namespace CodeWalker.Rendering
case VertexType.PBBNCTTX:
vs = basicvspbbncttx;
break;
case VertexType.PBBNCCTTX://not used?
vs = basicvspbbncctx;//TODO
case VertexType.PBBNCCTTX:
vs = basicvspbbnccttx;
break;
case VertexType.PBBNCTTTX:
vs = basicvspbbncttx;//TODO
@ -1023,6 +1026,7 @@ namespace CodeWalker.Rendering
basicvspbbncttt.Dispose();
basicvspbbncct.Dispose();
basicvspbbncctx.Dispose();
basicvspbbnccttx.Dispose();
basicvspbbncttx.Dispose();
basicvsbox.Dispose();
basicvssphere.Dispose();

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@ -0,0 +1,75 @@
#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float4 Colour1 : COLOR1;
float2 Texcoord0 : TEXCOORD0;
float2 Texcoord1 : TEXCOORD1;
float4 Tangent : TANGENT;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
float3 bpos = BoneTransform(input.Position.xyz, bone);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
float3 onorm = NormalTransform(bnorm);
float3 otang = NormalTransform(btang);
float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = input.Texcoord1; // input.Texcoord;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = input.Colour1;
output.Tint = tnt;
output.Tangent = float4(otang, input.Tangent.w);
output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
return output;
}
/*
WIND FOR CLOTHING
mul r1.xyz, v8.xxzx, umGlobalParams.xxyx //colour[1].XXZX
mul r1.xyz, r1.xyzx, umPedGlobalOverrideParams.xxyx
mul r0.w, v8.y, l(6.283185) //colour[1].Y
mul r2.xyz, umPedGlobalOverrideParams.zzwz, umGlobalParams.zzwz
mad r2.xyz, globalScalars2.xxxx, r2.xyzx, r0.wwww
sincos r2.xyz, null, r2.xyzx
mad r1.xyz, r2.xyzx, r1.xyzx, r4.xyzx //OUTPUT - r4 is base bone transform, r1,r2?
translation:
r1.xyz = umGlobalParams.xxy * umPedGlobalOverrideParams.xxy * vc[1].xxz;
r2.xyz = umGlobalParams.zzw * umPedGlobalOverrideParams.zzw * globalScalars2.xxx + (vc[1].y * 6.283185)
pos.xyz += r1 * cos(r2);
*/

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@ -160,6 +160,16 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCCTTX.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|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)'=='Release|Win32'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
</FxCompile>
<FxCompile Include="BasicVS_PBBNCCTX.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>

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@ -75,6 +75,7 @@
<FxCompile Include="BasicVS_PBBNCCTX.hlsl" />
<FxCompile Include="BasicVS_PBBNCTTX.hlsl" />
<FxCompile Include="ShadowVS_Skin.hlsl" />
<FxCompile Include="BasicVS_PBBNCCTTX.hlsl" />
</ItemGroup>
<ItemGroup>
<None Include="Quaternion.hlsli" />