diff --git a/CodeWalker.Core/GameFiles/Resources/Drawable.cs b/CodeWalker.Core/GameFiles/Resources/Drawable.cs
index 6159a61..791bb48 100644
--- a/CodeWalker.Core/GameFiles/Resources/Drawable.cs
+++ b/CodeWalker.Core/GameFiles/Resources/Drawable.cs
@@ -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;
}
diff --git a/Rendering/Renderable.cs b/Rendering/Renderable.cs
index e1b1888..a33b715 100644
--- a/Rendering/Renderable.cs
+++ b/Rendering/Renderable.cs
@@ -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];
diff --git a/Rendering/Shaders/BasicShader.cs b/Rendering/Shaders/BasicShader.cs
index 0d8ad01..40eb297 100644
--- a/Rendering/Shaders/BasicShader.cs
+++ b/Rendering/Shaders/BasicShader.cs
@@ -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();
diff --git a/Shaders/BasicVS_PBBNCCTTX.cso b/Shaders/BasicVS_PBBNCCTTX.cso
new file mode 100644
index 0000000..d3482f5
Binary files /dev/null and b/Shaders/BasicVS_PBBNCCTTX.cso differ
diff --git a/Shaders/BasicVS_PBBNCCTTX.hlsl b/Shaders/BasicVS_PBBNCCTTX.hlsl
new file mode 100644
index 0000000..89a3e8a
--- /dev/null
+++ b/Shaders/BasicVS_PBBNCCTTX.hlsl
@@ -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);
+
+
+
+*/
\ No newline at end of file
diff --git a/Shaders/CodeWalkerShaders.vcxproj b/Shaders/CodeWalkerShaders.vcxproj
index 0bb754e..7fd766b 100644
--- a/Shaders/CodeWalkerShaders.vcxproj
+++ b/Shaders/CodeWalkerShaders.vcxproj
@@ -160,6 +160,16 @@
Vertex
4.0
+
+ Vertex
+ 4.0
+ Vertex
+ 4.0
+ Vertex
+ 4.0
+ Vertex
+ 4.0
+
Vertex
4.0
diff --git a/Shaders/CodeWalkerShaders.vcxproj.filters b/Shaders/CodeWalkerShaders.vcxproj.filters
index e871bd8..1d5f731 100644
--- a/Shaders/CodeWalkerShaders.vcxproj.filters
+++ b/Shaders/CodeWalkerShaders.vcxproj.filters
@@ -75,6 +75,7 @@
+