diff options
author | Frederico Linhares <fred@linhares.blue> | 2023-09-07 15:14:14 -0300 |
---|---|---|
committer | Frederico Linhares <fred@linhares.blue> | 2023-09-15 14:12:15 -0300 |
commit | 25bf78bfb4785e2cbed683cc56d3cec4271d8b5a (patch) | |
tree | 6fa728091bd662ee0c90a7490bc5ee8e6e23cac4 /glsl | |
parent | e1399befee43ab4549c31ce179e900ad71651edc (diff) |
feat Create skeletal mesh
Diffstat (limited to 'glsl')
-rw-r--r-- | glsl/shader_3d.frag.glsl | 4 | ||||
-rw-r--r-- | glsl/shader_3d.vert.glsl | 13 | ||||
-rw-r--r-- | glsl/shader_3d_skeletal.vert.glsl | 74 |
3 files changed, 82 insertions, 9 deletions
diff --git a/glsl/shader_3d.frag.glsl b/glsl/shader_3d.frag.glsl index 916f26f..2405305 100644 --- a/glsl/shader_3d.frag.glsl +++ b/glsl/shader_3d.frag.glsl @@ -1,5 +1,5 @@ /* - * Copyright 2022 Frederico de Oliveira Linhares + * Copyright 2022-2023 Frederico de Oliveira Linhares * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -34,7 +34,7 @@ layout(set = 0, binding = 1) uniform UBOWorld vec4 directional_light_color; } ubo_world; -layout(set = 2, binding = 0) uniform sampler2D texture_sampler; +layout(set = 2, binding = 1) uniform sampler2D texture_sampler; void main() diff --git a/glsl/shader_3d.vert.glsl b/glsl/shader_3d.vert.glsl index 8fd9167..fe78dc7 100644 --- a/glsl/shader_3d.vert.glsl +++ b/glsl/shader_3d.vert.glsl @@ -1,5 +1,5 @@ /* - * Copyright 2022 Frederico de Oliveira Linhares + * Copyright 2022-2023 Frederico de Oliveira Linhares * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -21,7 +21,6 @@ layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec2 in_texture_coord; - layout(location = 0) out DataTransferObject { vec4 frag_color; @@ -40,18 +39,18 @@ layout(set = 1, binding = 0) uniform UBOView mat4 proj; } ubo_view; -layout(push_constant) uniform UBOModelInstance +layout(set = 2, binding = 0) uniform UBOStaticModel { - mat4 matrix; -} ubo_model_instance; + mat4 base_matrix; +} ubo_static_model; void main() { gl_Position = ubo_view.proj * ubo_view.view * - ubo_model_instance.matrix * vec4(in_position, 1.0); + ubo_static_model.base_matrix * vec4(in_position, 1.0); out_dto.frag_color = ubo_world.ambient_light_color; out_dto.frag_texture_coord = in_texture_coord; - out_dto.normal = mat3(ubo_model_instance.matrix) * in_normal; + out_dto.normal = mat3(ubo_static_model.base_matrix) * in_normal; } diff --git a/glsl/shader_3d_skeletal.vert.glsl b/glsl/shader_3d_skeletal.vert.glsl new file mode 100644 index 0000000..169e1af --- /dev/null +++ b/glsl/shader_3d_skeletal.vert.glsl @@ -0,0 +1,74 @@ +/* + * Copyright 2022-2023 Frederico de Oliveira Linhares + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#version 450 +#extension GL_ARB_separate_shader_objects : enable + +#define MAX_NUM_OF_INFLUENCING_BONES 4 +#define MAX_NUM_OF_BONES 50 + +layout(location = 0) in vec3 in_position; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec2 in_texture_coord; +layout(location = 3) in ivec4 in_bone_ids; +layout(location = 4) in vec4 in_bone_weights; + +layout(location = 0) out DataTransferObject +{ + vec4 frag_color; + vec2 frag_texture_coord; + vec3 normal; +} out_dto; + +layout(set = 0, binding = 0) uniform UBOWorld +{ + vec4 ambient_light_color; +} ubo_world; + +layout(set = 1, binding = 0) uniform UBOView +{ + mat4 view; + mat4 proj; +} ubo_view; + +layout(set = 2, binding = 0) uniform UBOSkeletalModel +{ + mat4 base_matrix; + mat4 bone_matrices[MAX_NUM_OF_BONES]; +} ubo_skeletal_model; + +void +main() +{ + vec4 position = vec4(0.0f); + vec3 normal = in_normal; + for(int i = 0; i < MAX_NUM_OF_INFLUENCING_BONES; i++) + { + if(in_bone_weights[i] == 0.0) + break; + + vec4 local_position = ubo_skeletal_model.bone_matrices[in_bone_ids[i]] * + vec4(in_position, 1.0f); + position += local_position * in_bone_weights[i]; + normal = mat3(ubo_skeletal_model.bone_matrices[in_bone_ids[i]]) * normal; + } + + mat4 view_model = ubo_view.view * ubo_skeletal_model.base_matrix; + gl_Position = ubo_view.proj * view_model * position; + out_dto.frag_color = ubo_world.ambient_light_color; + out_dto.frag_texture_coord = in_texture_coord; + out_dto.normal = normal; +} |