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0e5a98cdd8
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated
294 lines
9.4 KiB
GLSL
294 lines
9.4 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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layout(set = 0, binding = 1, std430) buffer restrict writeonly DstVertexData {
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uint data[];
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}
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dst_vertices;
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layout(set = 0, binding = 2, std430) buffer restrict readonly BlendShapeWeights {
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float data[];
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}
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blend_shape_weights;
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layout(set = 1, binding = 0, std430) buffer restrict readonly SrcVertexData {
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uint data[];
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}
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src_vertices;
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layout(set = 1, binding = 1, std430) buffer restrict readonly BoneWeightData {
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uint data[];
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}
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src_bone_weights;
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layout(set = 1, binding = 2, std430) buffer restrict readonly BlendShapeData {
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uint data[];
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}
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src_blend_shapes;
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layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
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vec4 data[];
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}
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bone_transforms;
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layout(push_constant, std430) uniform Params {
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bool has_normal;
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bool has_tangent;
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bool has_skeleton;
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bool has_blend_shape;
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uint vertex_count;
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uint vertex_stride;
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uint skin_stride;
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uint skin_weight_offset;
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uint blend_shape_count;
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bool normalized_blend_shapes;
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uint pad0;
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uint pad1;
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}
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params;
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vec2 uint_to_vec2(uint base) {
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uvec2 decode = (uvec2(base) >> uvec2(0, 16)) & uvec2(0xFFFF, 0xFFFF);
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return vec2(decode) / vec2(65535.0, 65535.0) * 2.0 - 1.0;
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}
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vec3 oct_to_vec3(vec2 oct) {
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vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
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float t = max(-v.z, 0.0);
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v.xy += t * -sign(v.xy);
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return v;
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}
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vec3 decode_uint_oct_to_norm(uint base) {
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return oct_to_vec3(uint_to_vec2(base));
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}
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vec4 decode_uint_oct_to_tang(uint base) {
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vec2 oct_sign_encoded = uint_to_vec2(base);
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// Binormal sign encoded in y component
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vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0);
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return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y));
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}
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vec2 signNotZero(vec2 v) {
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return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
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}
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uint vec2_to_uint(vec2 base) {
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uvec2 enc = uvec2(clamp(ivec2(base * vec2(65535, 65535)), ivec2(0), ivec2(0xFFFF, 0xFFFF))) << uvec2(0, 16);
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return enc.x | enc.y;
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}
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vec2 vec3_to_oct(vec3 e) {
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e /= abs(e.x) + abs(e.y) + abs(e.z);
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vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy);
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return oct * 0.5f + 0.5f;
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}
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uint encode_norm_to_uint_oct(vec3 base) {
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return vec2_to_uint(vec3_to_oct(base));
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}
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uint encode_tang_to_uint_oct(vec4 base) {
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vec2 oct = vec3_to_oct(base.xyz);
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// Encode binormal sign in y component
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oct.y = oct.y * 0.5f + 0.5f;
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oct.y = base.w >= 0.0f ? oct.y : 1 - oct.y;
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return vec2_to_uint(oct);
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}
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void main() {
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uint index = gl_GlobalInvocationID.x;
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if (index >= params.vertex_count) {
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return;
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}
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uint src_offset = index * params.vertex_stride;
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#ifdef MODE_2D
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vec2 vertex = uintBitsToFloat(uvec2(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1]));
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if (params.has_blend_shape) {
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float blend_total = 0.0;
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vec2 blend_vertex = vec2(0.0);
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for (uint i = 0; i < params.blend_shape_count; i++) {
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float w = blend_shape_weights.data[i];
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if (abs(w) > 0.0001) {
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uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
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blend_vertex += uintBitsToFloat(uvec2(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1])) * w;
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base_offset += 2;
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blend_total += w;
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}
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}
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if (params.normalized_blend_shapes) {
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vertex = (1.0 - blend_total) * vertex;
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}
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vertex += blend_vertex;
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}
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if (params.has_skeleton) {
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uint skin_offset = params.skin_stride * index;
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uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
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uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 2; //pre-add xform offset
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uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 2;
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skin_offset += params.skin_weight_offset;
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uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
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vec2 weights_01 = unpackUnorm2x16(weights.x);
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vec2 weights_23 = unpackUnorm2x16(weights.y);
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mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
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m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
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m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
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m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
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//reverse order because its transposed
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vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
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}
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uint dst_offset = index * params.vertex_stride;
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uvec2 uvertex = floatBitsToUint(vertex);
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dst_vertices.data[dst_offset + 0] = uvertex.x;
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dst_vertices.data[dst_offset + 1] = uvertex.y;
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#else
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vec3 vertex;
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vec3 normal;
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vec4 tangent;
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vertex = uintBitsToFloat(uvec3(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1], src_vertices.data[src_offset + 2]));
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src_offset += 3;
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if (params.has_normal) {
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normal = decode_uint_oct_to_norm(src_vertices.data[src_offset]);
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src_offset++;
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}
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if (params.has_tangent) {
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tangent = decode_uint_oct_to_tang(src_vertices.data[src_offset]);
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}
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if (params.has_blend_shape) {
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float blend_total = 0.0;
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vec3 blend_vertex = vec3(0.0);
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vec3 blend_normal = vec3(0.0);
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vec3 blend_tangent = vec3(0.0);
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for (uint i = 0; i < params.blend_shape_count; i++) {
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float w = blend_shape_weights.data[i];
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if (abs(w) > 0.0001) {
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uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
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blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;
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base_offset += 3;
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if (params.has_normal) {
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blend_normal += decode_uint_oct_to_norm(src_blend_shapes.data[base_offset]) * w;
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base_offset++;
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}
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if (params.has_tangent) {
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blend_tangent += decode_uint_oct_to_tang(src_blend_shapes.data[base_offset]).rgb * w;
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}
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blend_total += w;
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}
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}
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if (params.normalized_blend_shapes) {
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vertex = (1.0 - blend_total) * vertex;
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normal = (1.0 - blend_total) * normal;
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tangent.rgb = (1.0 - blend_total) * tangent.rgb;
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}
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vertex += blend_vertex;
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normal = normalize(normal + blend_normal);
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tangent.rgb = normalize(tangent.rgb + blend_tangent);
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}
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if (params.has_skeleton) {
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uint skin_offset = params.skin_stride * index;
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uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
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uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
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uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
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skin_offset += params.skin_weight_offset;
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uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
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vec2 weights_01 = unpackUnorm2x16(weights.x);
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vec2 weights_23 = unpackUnorm2x16(weights.y);
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mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
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m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
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m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
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m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
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if (params.skin_weight_offset == 4) {
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//using 8 bones/weights
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skin_offset = params.skin_stride * index + 2;
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bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
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bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
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bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
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skin_offset += params.skin_weight_offset;
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weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
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weights_01 = unpackUnorm2x16(weights.x);
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weights_23 = unpackUnorm2x16(weights.y);
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m += mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
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m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
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m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
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m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
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}
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//reverse order because its transposed
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vertex = (vec4(vertex, 1.0) * m).xyz;
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normal = normalize((vec4(normal, 0.0) * m).xyz);
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tangent.xyz = normalize((vec4(tangent.xyz, 0.0) * m).xyz);
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}
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uint dst_offset = index * params.vertex_stride;
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uvec3 uvertex = floatBitsToUint(vertex);
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dst_vertices.data[dst_offset + 0] = uvertex.x;
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dst_vertices.data[dst_offset + 1] = uvertex.y;
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dst_vertices.data[dst_offset + 2] = uvertex.z;
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dst_offset += 3;
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if (params.has_normal) {
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dst_vertices.data[dst_offset] = encode_norm_to_uint_oct(normal);
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dst_offset++;
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}
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if (params.has_tangent) {
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dst_vertices.data[dst_offset] = encode_tang_to_uint_oct(tangent);
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}
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#endif
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}
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