To reduce shader state changes and compilations, just use the
four-bone-per-vertex configuration for all skinned meshes. Depending on the models we have, it may be worth compiling a separate one for two bones per vertex. Added a hook to customize the material color (for per-vertex colors, e.g.) git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@245 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -19,24 +19,14 @@
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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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#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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attribute vec4 boneIndices;
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/** The bone weights. */
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attribute ATTRIB_TYPE boneWeights;
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attribute vec4 boneWeights;
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/** The amount of fog. */
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#ifdef FOG
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@@ -51,17 +41,13 @@ void main ()
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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 modelVertex = boneTransforms[int(boneIndices)] * gl_Vertex * boneWeights;
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vec4 modelNormal = boneTransforms[int(boneIndices)] * normal4 * boneWeights;
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#else
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vec4 modelVertex = boneTransforms[int(boneIndices[0])] * gl_Vertex * boneWeights[0];
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vec4 modelNormal = boneTransforms[int(boneIndices[0])] * normal4 * boneWeights[0];
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for (int ii = 1; ii < BONES_PER_VERTEX; ii++) {
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modelVertex += boneTransforms[int(boneIndices[ii])] * gl_Vertex * boneWeights[ii];
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modelNormal += boneTransforms[int(boneIndices[ii])] * normal4 * boneWeights[ii];
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}
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#endif
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vec4 modelVertex = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 modelNormal = vec4(0.0, 0.0, 0.0, 0.0);
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for (int ii = 0; ii < 4; ii++) {
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mat4 boneTransform = boneTransforms[int(boneIndices[ii])];
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modelVertex += boneTransform * gl_Vertex * boneWeights[ii];
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modelNormal += boneTransform * normal4 * boneWeights[ii];
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}
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// apply the standard transformation
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gl_Position = gl_ModelViewProjectionMatrix * modelVertex;
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