armory/blender/arm/material/make_skin.py
2018-06-13 12:20:20 +02:00

31 lines
1.4 KiB
Python

import arm.utils
def skin_pos(vert):
vert.add_include('compiled.glsl')
rpdat = arm.utils.get_rp()
if rpdat.arm_skin == 'GPU (Matrix)':
vert.add_include('std/skinning_mat.glsl')
vert.add_uniform('vec4 skinBones[skinMaxBones * 3]', link='_skinBones', included=True)
vert.write_attrib('mat4 skinningMat = getSkinningMat(ivec4(bone), weight);')
vert.write_attrib('spos *= skinningMat;')
else: # Dual Quat
vert.add_include('std/skinning.glsl')
vert.add_uniform('vec4 skinBones[skinMaxBones * 2]', link='_skinBones', included=True)
vert.write_attrib('vec4 skinA;')
vert.write_attrib('vec4 skinB;')
vert.write_attrib('getSkinningDualQuat(ivec4(bone), weight, skinA, skinB);')
vert.write_attrib('spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz); // Rotate')
vert.write_attrib('spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz)); // Translate')
def skin_nor(vert, prep):
rpdat = arm.utils.get_rp()
if rpdat.arm_skin == 'GPU (Matrix)':
vert.write('mat3 skinningMatVec = getSkinningMatVec(skinningMat);')
vert.write(prep + 'wnormal = normalize(N * (nor * skinningMatVec));')
else: # Dual Quat
vert.write(prep + 'wnormal = normalize(N * (nor + 2.0 * cross(skinA.xyz, cross(skinA.xyz, nor) + skinA.w * nor)));')