Basic support for skinning with GLSL shaders. Still need to work out
how to handle different lighting arrangements and complex materials (e.g., the metal effect for the Iron Plate). git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@229 ed5b42cb-e716-0410-a449-f6a68f950b19
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//
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// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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#version 110
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#if BONES_PER_VERTEX == 4
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#define ATTRIB_TYPE vec4
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#elif BONES_PER_VERTEX == 3
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#define ATTRIB_TYPE vec3
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#elif BONES_PER_VERTEX == 2
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#define ATTRIB_TYPE vec2
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#else
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#define ATTRIB_TYPE float
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#endif
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/** The bone transforms. */
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uniform mat4 boneTransforms[MAX_BONE_COUNT];
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/** The bone indices. */
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attribute ATTRIB_TYPE boneIndices;
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/** The bone weights. */
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attribute ATTRIB_TYPE boneWeights;
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/**
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* Vertex shader for skinned meshes.
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*/
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void main ()
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{
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vec4 normal4 = vec4(gl_Normal, 0.0);
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// add up the vertex as transformed by each bone and scaled by each weight
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#if BONES_PER_VERTEX == 1
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vec4 skinVertex = boneTransforms[int(boneIndices)] * gl_Vertex;
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vec4 skinNormal = boneTransforms[int(boneIndices)] * normal4;
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#else
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vec4 skinVertex = boneTransforms[int(boneIndices[0])] * gl_Vertex * boneWeights[0];
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vec4 skinNormal = boneTransforms[int(boneIndices[0])] * normal4 * boneWeights[0];
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for (int ii = 1; ii < BONES_PER_VERTEX; ii++) {
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skinVertex += boneTransforms[int(boneIndices[ii])] * gl_Vertex * boneWeights[ii];
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skinNormal += boneTransforms[int(boneIndices[ii])] * normal4 * boneWeights[ii];
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}
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#endif
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// copy the texture coordinates from attribute to varying
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_MultiTexCoord1;
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// apply the standard transformation
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gl_Position = gl_ModelViewProjectionMatrix * skinVertex;
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// eye space 'z' is the standard fog coordinate
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gl_FogFragCoord = -dot(gl_ModelViewMatrixTranspose[2], skinVertex);
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// transform the normal into eye space
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vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * skinNormal));
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// set gl_FrontColor based on normal and light parameters
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gl_FrontColor.rgb =
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gl_FrontLightProduct[0].ambient.rgb +
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gl_FrontLightProduct[0].diffuse.rgb *
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max(dot(eyeNormal, gl_LightSource[0].position.xyz), 0.0) +
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gl_FrontLightProduct[1].ambient.rgb +
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gl_FrontLightProduct[1].diffuse.rgb *
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max(dot(eyeNormal, gl_LightSource[1].position.xyz), 0.0);
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gl_FrontColor.a = gl_FrontMaterial.diffuse.a;
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}
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