summaryrefslogtreecommitdiff
path: root/glsl
diff options
context:
space:
mode:
authorFrederico Linhares <fred@linhares.blue>2023-09-07 15:14:14 -0300
committerFrederico Linhares <fred@linhares.blue>2023-09-15 14:12:15 -0300
commit25bf78bfb4785e2cbed683cc56d3cec4271d8b5a (patch)
tree6fa728091bd662ee0c90a7490bc5ee8e6e23cac4 /glsl
parente1399befee43ab4549c31ce179e900ad71651edc (diff)
feat Create skeletal mesh
Diffstat (limited to 'glsl')
-rw-r--r--glsl/shader_3d.frag.glsl4
-rw-r--r--glsl/shader_3d.vert.glsl13
-rw-r--r--glsl/shader_3d_skeletal.vert.glsl74
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;
+}