godot/servers/rendering/renderer_rd/shaders/skeleton.glsl
Omar El Sheikh 61522d8491 Add Blendshape Support
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00

287 lines
9.2 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) * 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], 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;
}
#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
}