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Variable Bone Influencers

Fully implemented on BJS side.  Limited testing done, but this is alpha.
Not tested:
- Any shader other than default
- CPU fallback (added message though)
- FileLoader.  Probably better way to expand, but not standard TS not
understood.
jeff 9 年 前
コミット
1150a43355

+ 43 - 21
src/Shaders/default.vertex.fx

@@ -14,9 +14,17 @@ attribute vec2 uv2;
 #ifdef VERTEXCOLOR
 attribute vec4 color;
 #endif
-#ifdef BONES
-attribute vec4 matricesIndices;
-attribute vec4 matricesWeights;
+#if NUM_BONE_INFLUENCERS > 0
+
+	// having bone influencers implies you have bones
+	uniform mat4 mBones[BonesPerMesh];
+
+	attribute vec4 matricesIndices;
+	attribute vec4 matricesWeights;
+	#if NUM_BONE_INFLUENCERS > 4
+		attribute vec4 matricesIndicesExtra;
+		attribute vec4 matricesWeightsExtra;
+	#endif
 #endif
 
 // Uniforms
@@ -130,30 +138,44 @@ varying vec3 vDirectionW;
 #endif
 
 void main(void) {
-	mat4 finalWorld;
-
 #ifdef REFLECTIONMAP_SKYBOX
 	vPositionUVW = position;
 #endif 
 
 #ifdef INSTANCES
-	finalWorld = mat4(world0, world1, world2, world3);
+	mat4 finalWorld = mat4(world0, world1, world2, world3);
 #else
-	finalWorld = world;
-#endif
-
-#ifdef BONES
-	mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
-	mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
-	mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
-
-#ifdef BONES4
-	mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
-	finalWorld = finalWorld * (m0 + m1 + m2 + m3);
-#else
-	finalWorld = finalWorld * (m0 + m1 + m2);
-#endif 
-
+	mat4 finalWorld = world;
+#endif
+
+#if NUM_BONE_INFLUENCERS > 0
+	mat4 influence;
+	influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
+
+	#if NUM_BONE_INFLUENCERS > 1
+		influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
+	#endif 
+	#if NUM_BONE_INFLUENCERS > 2
+		influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 3
+		influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
+	#endif	
+
+	#if NUM_BONE_INFLUENCERS > 4
+		influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
+	#endif
+	#if NUM_BONE_INFLUENCERS > 5
+		influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 6
+		influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 7
+		influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
+	#endif	
+
+	finalWorld = finalWorld * influence;
 #endif
 	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
 

+ 40 - 15
src/Shaders/depth.vertex.fx

@@ -2,9 +2,17 @@
 
 // Attribute
 attribute vec3 position;
-#ifdef BONES
-attribute vec4 matricesIndices;
-attribute vec4 matricesWeights;
+#if NUM_BONE_INFLUENCERS > 0
+
+	// having bone influencers implies you have bones
+	uniform mat4 mBones[BonesPerMesh];
+
+	attribute vec4 matricesIndices;
+	attribute vec4 matricesWeights;
+	#if NUM_BONE_INFLUENCERS > 4
+		attribute vec4 matricesIndicesExtra;
+		attribute vec4 matricesWeightsExtra;
+	#endif
 #endif
 
 // Uniform
@@ -18,9 +26,6 @@ uniform mat4 world;
 #endif
 
 uniform mat4 viewProjection;
-#ifdef BONES
-uniform mat4 mBones[BonesPerMesh];
-#endif
 
 #if defined(ALPHATEST) || defined(NEED_UV)
 varying vec2 vUV;
@@ -41,16 +46,36 @@ void main(void)
 	mat4 finalWorld = world;
 #endif
 
-#ifdef BONES
-	mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
-	mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
-	mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
-	mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
-	finalWorld = finalWorld * (m0 + m1 + m2 + m3);
-	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
-#else
-	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
+#if NUM_BONE_INFLUENCERS > 0
+	mat4 influence;
+	influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
+
+	#if NUM_BONE_INFLUENCERS > 1
+		influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 2
+		influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 3
+		influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
+	#endif	
+	
+	#if NUM_BONE_INFLUENCERS > 4
+		influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 5
+		influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 6
+		influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 7
+		influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
+	#endif	
+
+	finalWorld = finalWorld * influence;
 #endif
+	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
 
 #if defined(ALPHATEST) || defined(BASIC_RENDER)
 #ifdef UV1

+ 41 - 24
src/Shaders/legacydefault.vertex.fx

@@ -12,9 +12,17 @@ attribute vec2 uv2;
 #ifdef VERTEXCOLOR
 attribute vec4 color;
 #endif
-#ifdef BONES
-attribute vec4 matricesIndices;
-attribute vec4 matricesWeights;
+#if NUM_BONE_INFLUENCERS > 0
+
+	// having bone influencers implies you have bones
+	uniform mat4 mBones[BonesPerMesh];
+
+	attribute vec4 matricesIndices;
+	attribute vec4 matricesWeights;
+	#if NUM_BONE_INFLUENCERS > 4
+		attribute vec4 matricesIndicesExtra;
+		attribute vec4 matricesWeightsExtra;
+	#endif
 #endif
 
 // Uniforms
@@ -58,10 +66,6 @@ uniform vec2 vBumpInfos;
 uniform mat4 bumpMatrix;
 #endif
 
-#ifdef BONES
-uniform mat4 mBones[BonesPerMesh];
-#endif
-
 // Output
 varying vec3 vPositionW;
 varying vec3 vNormalW;
@@ -142,24 +146,37 @@ vec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)
 #endif
 
 void main(void) {
-	mat4 finalWorld;
-
-#ifdef BONES
-	mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
-	mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
-	mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
-
-#ifdef BONES4
-	mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
-	finalWorld = world * (m0 + m1 + m2 + m3);
-#else
-	finalWorld = world * (m0 + m1 + m2);
-#endif 
-
-#else
-	finalWorld = world;
+	mat4 finalWorld = world;
+
+#if NUM_BONE_INFLUENCERS > 0
+	mat4 influence;
+	influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
+
+	#if NUM_BONE_INFLUENCERS > 1
+		influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
+	#endif 
+	#if NUM_BONE_INFLUENCERS > 2
+		influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 3
+		influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
+	#endif	
+
+	#if NUM_BONE_INFLUENCERS > 4
+		influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
+	#endif
+	#if NUM_BONE_INFLUENCERS > 5
+		influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 6
+		influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 7
+		influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
+	#endif	
+
+	finalWorld = finalWorld * influence;
 #endif
-
 	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
 
 	vec4 worldPos = finalWorld * vec4(position, 1.0);

+ 39 - 16
src/Shaders/outline.vertex.fx

@@ -4,9 +4,17 @@
 attribute vec3 position;
 attribute vec3 normal;
 
-#ifdef BONES
-attribute vec4 matricesIndices;
-attribute vec4 matricesWeights;
+#if NUM_BONE_INFLUENCERS > 0
+
+	// having bone influencers implies you have bones
+	uniform mat4 mBones[BonesPerMesh];
+
+	attribute vec4 matricesIndices;
+	attribute vec4 matricesWeights;
+	#if NUM_BONE_INFLUENCERS > 4
+		attribute vec4 matricesIndicesExtra;
+		attribute vec4 matricesWeightsExtra;
+	#endif
 #endif
 
 // Uniform
@@ -22,9 +30,6 @@ uniform mat4 world;
 #endif
 
 uniform mat4 viewProjection;
-#ifdef BONES
-uniform mat4 mBones[BonesPerMesh];
-#endif
 
 #ifdef ALPHATEST
 varying vec2 vUV;
@@ -45,18 +50,36 @@ void main(void)
 	mat4 finalWorld = world;
 #endif
 
-	vec3 offsetPosition = position + normal * offset;
+#if NUM_BONE_INFLUENCERS > 0
+	mat4 influence;
+	influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
 
-#ifdef BONES
-	mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
-	mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
-	mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
-	mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
-	finalWorld = finalWorld * (m0 + m1 + m2 + m3);
-	gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);
-#else
-	gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);
+	#if NUM_BONE_INFLUENCERS > 1
+		influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 2
+		influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 3
+		influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
+	#endif	
+	
+	#if NUM_BONE_INFLUENCERS > 4
+		influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 5
+		influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 6
+		influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 7
+		influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
+	#endif	
+
+	finalWorld = finalWorld * influence;
 #endif
+	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
 
 #ifdef ALPHATEST
 #ifdef UV1

+ 43 - 25
src/Shaders/pbr.vertex.fx

@@ -14,9 +14,17 @@ attribute vec2 uv2;
 #ifdef VERTEXCOLOR
 attribute vec4 color;
 #endif
-#ifdef BONES
-attribute vec4 matricesIndices;
-attribute vec4 matricesWeights;
+#if NUM_BONE_INFLUENCERS > 0
+
+	// having bone influencers implies you have bones
+	uniform mat4 mBones[BonesPerMesh];
+
+	attribute vec4 matricesIndices;
+	attribute vec4 matricesWeights;
+	#if NUM_BONE_INFLUENCERS > 4
+		attribute vec4 matricesIndicesExtra;
+		attribute vec4 matricesWeightsExtra;
+	#endif
 #endif
 
 // Uniforms
@@ -32,10 +40,6 @@ uniform mat4 world;
 uniform mat4 view;
 uniform mat4 viewProjection;
 
-#ifdef BONES
-uniform mat4 mBones[BonesPerMesh];
-#endif
-
 #ifdef POINTSIZE
 uniform float pointSize;
 #endif
@@ -60,26 +64,40 @@ varying float fFogDistance;
 #endif
 
 void main(void) {
-	mat4 finalWorld;
-
 #ifdef INSTANCES
-	finalWorld = mat4(world0, world1, world2, world3);
+	mat4 finalWorld = mat4(world0, world1, world2, world3);
 #else
-	finalWorld = world;
-#endif
-
-#ifdef BONES
-	mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
-	mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
-	mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
-
-#ifdef BONES4
-	mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
-	finalWorld = finalWorld * (m0 + m1 + m2 + m3);
-#else
-	finalWorld = finalWorld * (m0 + m1 + m2);
-#endif 
-
+	mat4 finalWorld = world;
+#endif
+
+#if NUM_BONE_INFLUENCERS > 0
+	mat4 influence;
+	influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
+
+	#if NUM_BONE_INFLUENCERS > 1
+		influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 2
+		influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 3
+		influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
+	#endif	
+	
+	#if NUM_BONE_INFLUENCERS > 4
+		influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 5
+		influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 6
+		influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 7
+		influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
+	#endif	
+
+	finalWorld = finalWorld * influence;
 #endif
 	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
 

+ 40 - 15
src/Shaders/shadowMap.vertex.fx

@@ -2,9 +2,17 @@
 
 // Attribute
 attribute vec3 position;
-#ifdef BONES
-attribute vec4 matricesIndices;
-attribute vec4 matricesWeights;
+#if NUM_BONE_INFLUENCERS > 0
+
+	// having bone influencers implies you have bones
+	uniform mat4 mBones[BonesPerMesh];
+
+	attribute vec4 matricesIndices;
+	attribute vec4 matricesWeights;
+	#if NUM_BONE_INFLUENCERS > 4
+		attribute vec4 matricesIndicesExtra;
+		attribute vec4 matricesWeightsExtra;
+	#endif
 #endif
 
 // Uniform
@@ -18,9 +26,6 @@ uniform mat4 world;
 #endif
 
 uniform mat4 viewProjection;
-#ifdef BONES
-uniform mat4 mBones[BonesPerMesh];
-#endif
 
 varying vec4 vPosition;
 
@@ -43,16 +48,36 @@ void main(void)
 	mat4 finalWorld = world;
 #endif
 
-#ifdef BONES
-	mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;
-	mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;
-	mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;
-	mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;
-	finalWorld = finalWorld * (m0 + m1 + m2 + m3);
-#endif
+#if NUM_BONE_INFLUENCERS > 0
+	mat4 influence;
+	influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
+
+	#if NUM_BONE_INFLUENCERS > 1
+		influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 2
+		influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 3
+		influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
+	#endif	
+	
+	#if NUM_BONE_INFLUENCERS > 4
+		influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 5
+		influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 6
+		influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
+	#endif	
+	#if NUM_BONE_INFLUENCERS > 7
+		influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
+	#endif	
 
-	vPosition = viewProjection * finalWorld * vec4(position, 1.0);
-	gl_Position = vPosition;
+	finalWorld = finalWorld * influence;
+#endif
+	gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
 
 #ifdef ALPHATEST
 #ifdef UV1