godot/servers/rendering/renderer_rd/shaders/skeleton.glsl
clayjohn 0e5a98cdd8 Fix drawing of 2D skeletons in the RD renderer.
Also clean up skeleton code in preparation for adding them to GLES3

Properly update Mesh2D AABBs when skeleton is updated
2022-11-18 23:36:40 -08:00

294 lines
9.4 KiB
GLSL

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