#ifndef SKIN_H #define SKIN_H #include "common.h" struct v_model_hud { float4 P : POSITION; // (float,float,float,1) float4 P_prev : TEXCOORD0; // (float,float,float,1) }; struct v2p_hud { float4 PC : POSITION; float4 PP : TEXCOORD0; float4 HPos : SV_Position; }; //RoH & SM+ struct v_model_skinned_0 { float4 P : POSITION; // (float,float,float,1) - quantized // short4 float3 N : NORMAL; // normal // DWORD float3 T : TANGENT; // tangent // DWORD float3 B : BINORMAL; // binormal // DWORD float2 tc : TEXCOORD0; // (u,v) // short2 }; struct v_model_skinned_1 // 24 bytes { float4 P : POSITION; // (float,float,float,1) - quantized // short4 float4 N : NORMAL; // (nx,ny,nz,index) // DWORD float3 T : TANGENT; // tangent // DWORD float3 B : BINORMAL; // binormal // DWORD float2 tc : TEXCOORD0; // (u,v) // short2 }; struct v_model_skinned_2 // 28 bytes { float4 P : POSITION; // (float,float,float,1) - quantized // short4 float4 N : NORMAL; // (nx,ny,nz,weight) // DWORD float3 T : TANGENT; // tangent // DWORD float3 B : BINORMAL; // binormal // DWORD float4 tc : TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4 }; struct v_model_skinned_3 // 28 bytes { float4 P : POSITION; // (float,float,float,1) - quantized // short4 float4 N : NORMAL; // (nx,ny,nz,weight0) // DWORD float4 T : TANGENT; // (tx,ty,tz,weight1) // DWORD float4 B : BINORMAL; // (bx,by,bz,m-index2) // DWORD float4 tc : TEXCOORD0; // (u,v, w=m-index0, z=m-index1) // short4 }; struct v_model_skinned_4 // 28 bytes { float4 P : POSITION; // (float,float,float,1) - quantized // short4 float4 N : NORMAL; // (nx,ny,nz,weight0) // DWORD float4 T : TANGENT; // (tx,ty,tz,weight1) // DWORD float4 B : BINORMAL; // (bx,by,bz,weight2) // DWORD float2 tc : TEXCOORD0; // (u,v) // short2 float4 ind: TEXCOORD1; // (x=m-index0, y=m-index1, z=m-index2, w=m-index3) // DWORD }; ////////////////////////////////////////////////////////////////////////////////////////// float4 u_position (float4 v) { return float4(v.xyz, 1.0); } // -12..+12 ////////////////////////////////////////////////////////////////////////////////////////// //uniform float4 sbones_array [256-22] : register(vs,c22); //tbuffer SkeletonBones //{ float4 sbones_array[256-22]; float4 sbones_array_prev[256-22]; //} float3 skinning_dir (float3 dir, float3 m0, float3 m1, float3 m2) { float3 U = unpack_normal (dir); return float3 ( dot (m0, U), dot (m1, U), dot (m2, U) ); } float4 skinning_pos (float4 pos, float4 m0, float4 m1, float4 m2) { float4 P = u_position (pos); return float4 ( dot (m0, P), dot (m1, P), dot (m2, P), 1 ); } v_model_hud skinning_0 (v_model_skinned_0 v) { // Swizzle for D3DCOLOUR format v.N = v.N.zyx; v.T = v.T.zyx; v.B = v.B.zyx; // skinning v_model_hud o; o.P = u_position (v.P); o.P_prev = o.P; return o; } v_model_hud skinning_1 (v_model_skinned_1 v) { // Swizzle for D3DCOLOUR format v.N.xyz = v.N.zyx; v.T.xyz = v.T.zyx; v.B.xyz = v.B.zyx; // matrices int mid = v.N.w * 255 + 0.3; float4 m0 = sbones_array[mid+0]; float4 m1 = sbones_array[mid+1]; float4 m2 = sbones_array[mid+2]; // skinning v_model_hud o; o.P = skinning_pos(v.P, m0,m1,m2 ); // Prev Skinning o.P_prev = skinning_pos(v.P, sbones_array_prev[mid + 0], sbones_array_prev[mid + 1], sbones_array_prev[mid + 2]); return o; } v_model_hud skinning_2 (v_model_skinned_2 v) { // Swizzle for D3DCOLOUR format v.N.xyz = v.N.zyx; v.T.xyz = v.T.zyx; v.B.xyz = v.B.zyx; // matrices int id_0 = v.tc.z; float4 m0_0 = sbones_array[id_0+0]; float4 m1_0 = sbones_array[id_0+1]; float4 m2_0 = sbones_array[id_0+2]; int id_1 = v.tc.w; float4 m0_1 = sbones_array[id_1+0]; float4 m1_1 = sbones_array[id_1+1]; float4 m2_1 = sbones_array[id_1+2]; // Prev Matrices float4 m0_0_prev = sbones_array_prev[id_0 + 0]; float4 m1_0_prev = sbones_array_prev[id_0 + 1]; float4 m2_0_prev = sbones_array_prev[id_0 + 2]; float4 m0_1_prev = sbones_array_prev[id_1 + 0]; float4 m1_1_prev = sbones_array_prev[id_1 + 1]; float4 m2_1_prev = sbones_array_prev[id_1 + 2]; // lerp float w = v.N.w; float4 m0 = lerp(m0_0, m0_1, w); float4 m1 = lerp(m1_0, m1_1, w); float4 m2 = lerp(m2_0, m2_1, w); // Prev Lerp float4 m0_prev = lerp(m0_0_prev, m0_1_prev, w); float4 m1_prev = lerp(m1_0_prev, m1_1_prev, w); float4 m2_prev = lerp(m2_0_prev, m2_1_prev, w); // skinning v_model_hud o; o.P = skinning_pos(v.P, m0,m1,m2 ); // Previus Skinning o.P_prev = skinning_pos(v.P, m0_prev, m1_prev, m2_prev); return o; } v_model_hud skinning_3 (v_model_skinned_3 v) { // Swizzle for D3DCOLOUR format v.N.xyz = v.N.zyx; v.T.xyz = v.T.zyx; v.B.xyz = v.B.zyx; // matrices int id_0 = v.tc.z; float4 m0_0 = sbones_array[id_0+0]; float4 m1_0 = sbones_array[id_0+1]; float4 m2_0 = sbones_array[id_0+2]; int id_1 = v.tc.w; float4 m0_1 = sbones_array[id_1+0]; float4 m1_1 = sbones_array[id_1+1]; float4 m2_1 = sbones_array[id_1+2]; int id_2 = v.B.w*255+0.3; float4 m0_2 = sbones_array[id_2+0]; float4 m1_2 = sbones_array[id_2+1]; float4 m2_2 = sbones_array[id_2+2]; // Prev Matrices float4 m0_0_prev = sbones_array_prev[id_0 + 0]; float4 m1_0_prev = sbones_array_prev[id_0 + 1]; float4 m2_0_prev = sbones_array_prev[id_0 + 2]; float4 m0_1_prev = sbones_array_prev[id_1 + 0]; float4 m1_1_prev = sbones_array_prev[id_1 + 1]; float4 m2_1_prev = sbones_array_prev[id_1 + 2]; float4 m0_2_prev = sbones_array_prev[id_2 + 0]; float4 m1_2_prev = sbones_array_prev[id_2 + 1]; float4 m2_2_prev = sbones_array_prev[id_2 + 2]; // lerp float w0 = v.N.w; float w1 = v.T.w; float w2 = 1-w0-w1; float4 m0 = m0_0*w0; float4 m1 = m1_0*w0; float4 m2 = m2_0*w0; m0 += m0_1*w1; m1 += m1_1*w1; m2 += m2_1*w1; m0 += m0_2*w2; m1 += m1_2*w2; m2 += m2_2*w2; // Prev Lerp float4 m0_prev = m0_0_prev * w0; float4 m1_prev = m1_0_prev * w0; float4 m2_prev = m2_0_prev * w0; m0_prev += m0_1_prev * w1; m1_prev += m1_1_prev * w1; m2_prev += m2_1_prev * w1; m0_prev += m0_2_prev * w2; m1_prev += m1_2_prev * w2; m2_prev += m2_2_prev * w2; // skinning v_model_hud o; o.P = skinning_pos(v.P, m0,m1,m2 ); // Previus Skinning o.P_prev = skinning_pos(v.P, m0_prev, m1_prev, m2_prev); #ifdef SKIN_COLOR o.rgb_tint = float3 (2,0,0) ; if (id_0==id_1) o.rgb_tint = float3(1,2,0); #endif return o; } v_model_hud skinning_4 (v_model_skinned_4 v) { // Swizzle for D3DCOLOUR format v.N.xyz = v.N.zyx; v.T.xyz = v.T.zyx; v.B.xyz = v.B.zyx; v.ind.xyz = v.ind.zyx; // matrices float id[4]; float4 m[4][3]; // [bone index][matrix row or column???] float4 m_prev[4][3]; // Prev data [unroll] for (int i=0; i<4; ++i) { id[i] = v.ind[i]*255+0.3; [unroll] for (int j=0; j<3; ++j) { m[i][j] = sbones_array[id[i] + j]; // Current m_prev[i][j] = sbones_array_prev[id[i] + j]; // Prev } } // lerp float w[4]; w[0] = v.N.w; w[1] = v.T.w; w[2] = v.B.w; w[3] = 1-w[0]-w[1]-w[2]; // Current float4 m0 = m[0][0] * w[0]; float4 m1 = m[0][1] * w[0]; float4 m2 = m[0][2] * w[0]; // Prev float4 m0_prev = m_prev[0][0] * w[0]; float4 m1_prev = m_prev[0][1] * w[0]; float4 m2_prev = m_prev[0][2] * w[0]; [unroll] for (int i=1; i<4; ++i) { // Current m0 += m[i][0]*w[i]; m1 += m[i][1]*w[i]; m2 += m[i][2]*w[i]; // Prev m0_prev += m_prev[i][0] * w[i]; m1_prev += m_prev[i][1] * w[i]; m2_prev += m_prev[i][2] * w[i]; } // skinning v_model_hud o; o.P = skinning_pos(v.P, m0,m1,m2 ); // Previus Skinning o.P_prev = skinning_pos(v.P, m0_prev, m1_prev, m2_prev); return o; } #endif