Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/ssfx_skin_hud.h

322 lines
7.7 KiB
C

#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