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https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-25 16:32:55 +08:00
Fix for leg jankyness. Added PBBNCCTTX shader
This commit is contained in:
parent
639bebbc75
commit
918ed7fccf
@ -924,7 +924,7 @@ namespace CodeWalker.GameFiles
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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.AnimScale) + pbone.AnimTranslation;
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pos = pbone.AnimRotation.Multiply(pos /** pbone.AnimScale*/) + 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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@ -537,27 +537,68 @@ namespace CodeWalker.Rendering
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bone.AnimRotation = q;
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break;
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case 2: //scale?
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v0 = aseq.EvaluateVector(f0);
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v1 = aseq.EvaluateVector(f1);
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v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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bone.AnimScale = v.XYZ();
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break;
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case 5://vector3...
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//v0 = aseq.EvaluateVector(f0);
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//v1 = aseq.EvaluateVector(f1);
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//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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//bone.AnimScale = v.XYZ();
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case 5://root motion vector
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if (bone.Tag != 0)
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{ }
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//v0 = aseq.EvaluateVector(f0);
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//v1 = aseq.EvaluateVector(f1);
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//v = interpolate ? (v0 * ialpha) + (v1 * falpha) : v0;
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//bone.AnimTranslation += v.XYZ();
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break;
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case 6://quaternion...
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case 6://quaternion... root rotation?
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if (bone.Tag != 0)
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{ }
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//q0 = new Quaternion(aseq.EvaluateVector(f0));
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//q1 = new Quaternion(aseq.EvaluateVector(f1));
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//q = interpolate ? Quaternion.Slerp(q0, q1, falpha) : q0;
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//bone.AnimRotation *= q;
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break;
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case 7://vector3... (camera position?)
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break;
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case 8://quaternion... (camera rotation?)
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break;
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case 27:
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case 50:
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case 134://single float?
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case 136:
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case 137:
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case 138:
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case 139:
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case 140:
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if (bone.Tag != 0)
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{ }
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break;
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default:
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break;
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}
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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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var tag = bone.Tag;
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switch (bone.Tag)
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{
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case 23639: tag = 58271; break; //RB_L_ThighRoll: SKEL_L_Thigh
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case 6442: tag = 51826; break; //RB_R_ThighRoll: SKEL_R_Thigh
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//case 61007: tag = 61163; break; //RB_L_ForeArmRoll: SKEL_L_Forearm //NOT GOOD
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//case 5232: tag = 45509; break; //RB_L_ArmRoll: SKEL_L_UpperArm
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}
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if (tag != bone.Tag)
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{
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var obone = bone;
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if (skel.BonesMap.TryGetValue(tag, out obone))
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{
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bone.AnimRotation = obone.AnimRotation;
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}
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}
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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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@ -138,6 +138,7 @@ namespace CodeWalker.Rendering
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VertexShader basicvspbbncttt;
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VertexShader basicvspbbncct;
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VertexShader basicvspbbncctx;
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VertexShader basicvspbbnccttx;
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VertexShader basicvspbbncttx;
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VertexShader basicvsbox;
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VertexShader basicvssphere;
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@ -199,6 +200,7 @@ namespace CodeWalker.Rendering
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byte[] vspbbnctttbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTT.cso");
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byte[] vspbbncctbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCT.cso");
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byte[] vspbbncctxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTX.cso");
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byte[] vspbbnccttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCCTTX.cso");
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byte[] vspbbncttxbytes = File.ReadAllBytes("Shaders\\BasicVS_PBBNCTTX.cso");
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byte[] vsboxbytes = File.ReadAllBytes("Shaders\\BasicVS_Box.cso");
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@ -225,6 +227,7 @@ namespace CodeWalker.Rendering
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basicvspbbncttt = new VertexShader(device, vspbbnctttbytes);
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basicvspbbncct = new VertexShader(device, vspbbncctbytes);
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basicvspbbncctx = new VertexShader(device, vspbbncctxbytes);
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basicvspbbnccttx = new VertexShader(device, vspbbnccttxbytes);
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basicvspbbncttx = new VertexShader(device, vspbbncttxbytes);
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basicvsbox = new VertexShader(device, vsboxbytes);
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basicvssphere = new VertexShader(device, vsspherebytes);
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@ -281,7 +284,7 @@ namespace CodeWalker.Rendering
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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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layouts.Add(VertexType.PBBNCCTTX, new InputLayout(device, vspbbnccttxbytes, VertexTypePBBNCCTTX.GetLayout()));
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//PBBCCT todo
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//PBBNC todo
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@ -469,8 +472,8 @@ namespace CodeWalker.Rendering
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case VertexType.PBBNCTTX:
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vs = basicvspbbncttx;
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break;
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case VertexType.PBBNCCTTX://not used?
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vs = basicvspbbncctx;//TODO
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case VertexType.PBBNCCTTX:
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vs = basicvspbbnccttx;
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break;
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case VertexType.PBBNCTTTX:
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vs = basicvspbbncttx;//TODO
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@ -1023,6 +1026,7 @@ namespace CodeWalker.Rendering
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basicvspbbncttt.Dispose();
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basicvspbbncct.Dispose();
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basicvspbbncctx.Dispose();
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basicvspbbnccttx.Dispose();
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basicvspbbncttx.Dispose();
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basicvsbox.Dispose();
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basicvssphere.Dispose();
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BIN
Shaders/BasicVS_PBBNCCTTX.cso
Normal file
BIN
Shaders/BasicVS_PBBNCCTTX.cso
Normal file
Binary file not shown.
75
Shaders/BasicVS_PBBNCCTTX.hlsl
Normal file
75
Shaders/BasicVS_PBBNCCTTX.hlsl
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@ -0,0 +1,75 @@
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#include "BasicVS.hlsli"
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float4 BlendWeights : BLENDWEIGHTS;
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float4 BlendIndices : BLENDINDICES;
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float3 Normal : NORMAL;
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float4 Colour0 : COLOR0;
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float4 Colour1 : COLOR1;
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float2 Texcoord0 : TEXCOORD0;
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float2 Texcoord1 : TEXCOORD1;
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float4 Tangent : TANGENT;
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};
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VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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{
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VS_OUTPUT output;
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float3x4 bone = BoneMatrix(input.BlendWeights, input.BlendIndices);
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float3 bpos = BoneTransform(input.Position.xyz, bone);
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float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = BoneTransformNormal(input.Normal.xyz, bone);
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float3 btang = BoneTransformNormal(input.Tangent.xyz, bone);
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float3 onorm = NormalTransform(bnorm);
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float3 otang = NormalTransform(btang);
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float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled
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float4 lightspacepos;
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float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
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output.LightShadow = lightspacepos;
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output.Shadows = float4(shadowdepth, 0, 0, 0);
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output.Position = cpos;
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output.CamRelPos = opos;
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output.Normal = onorm;
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output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
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output.Texcoord1 = input.Texcoord1; // input.Texcoord;
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output.Texcoord2 = 0.5; // input.Texcoord;
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output.Colour0 = input.Colour0;
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output.Colour1 = input.Colour1;
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output.Tint = tnt;
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output.Tangent = float4(otang, input.Tangent.w);
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output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0);
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return output;
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}
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/*
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WIND FOR CLOTHING
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mul r1.xyz, v8.xxzx, umGlobalParams.xxyx //colour[1].XXZX
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mul r1.xyz, r1.xyzx, umPedGlobalOverrideParams.xxyx
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mul r0.w, v8.y, l(6.283185) //colour[1].Y
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mul r2.xyz, umPedGlobalOverrideParams.zzwz, umGlobalParams.zzwz
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mad r2.xyz, globalScalars2.xxxx, r2.xyzx, r0.wwww
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sincos r2.xyz, null, r2.xyzx
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mad r1.xyz, r2.xyzx, r1.xyzx, r4.xyzx //OUTPUT - r4 is base bone transform, r1,r2?
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translation:
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r1.xyz = umGlobalParams.xxy * umPedGlobalOverrideParams.xxy * vc[1].xxz;
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r2.xyz = umGlobalParams.zzw * umPedGlobalOverrideParams.zzw * globalScalars2.xxx + (vc[1].y * 6.283185)
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pos.xyz += r1 * cos(r2);
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*/
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@ -160,6 +160,16 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="BasicVS_PBBNCCTTX.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">4.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="BasicVS_PBBNCCTX.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">4.0</ShaderModel>
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@ -75,6 +75,7 @@
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<FxCompile Include="BasicVS_PBBNCCTX.hlsl" />
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<FxCompile Include="BasicVS_PBBNCTTX.hlsl" />
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<FxCompile Include="ShadowVS_Skin.hlsl" />
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<FxCompile Include="BasicVS_PBBNCCTTX.hlsl" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Quaternion.hlsli" />
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