godot/servers/rendering/renderer_rd/shaders/skeleton.glsl
reduz 479391ef54 Fixes missng 2D engine bits
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works

2D particles still not working, but stuff needed for it is now implemented.
2021-05-11 11:21:36 -03:00

247 lines
8.4 KiB
GLSL

#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 1, std430) buffer restrict writeonly DstVertexData {
uint data[];
}
dst_vertices;
layout(set = 0, binding = 2, std430) buffer restrict readonly BlendShapeWeights {
float data[];
}
blend_shape_weights;
layout(set = 1, binding = 0, std430) buffer restrict readonly SrcVertexData {
uint data[];
}
src_vertices;
layout(set = 1, binding = 1, std430) buffer restrict readonly BoneWeightData {
uint data[];
}
src_bone_weights;
layout(set = 1, binding = 2, std430) buffer restrict readonly BlendShapeData {
uint data[];
}
src_blend_shapes;
layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
vec4 data[];
}
bone_transforms;
layout(push_constant, binding = 0, std430) uniform Params {
bool has_normal;
bool has_tangent;
bool has_skeleton;
bool has_blend_shape;
uint vertex_count;
uint vertex_stride;
uint skin_stride;
uint skin_weight_offset;
uint blend_shape_count;
bool normalized_blend_shapes;
uint pad0;
uint pad1;
}
params;
vec4 decode_abgr_2_10_10_10(uint base) {
uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3);
return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0;
}
uint encode_abgr_2_10_10_10(vec4 base) {
uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30);
return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w;
}
void main() {
uint index = gl_GlobalInvocationID.x;
if (index >= params.vertex_count) {
return;
}
uint src_offset = index * params.vertex_stride;
#ifdef MODE_2D
vec2 vertex = uintBitsToFloat(uvec2(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1]));
if (params.has_blend_shape) {
float blend_total = 0.0;
vec2 blend_vertex = vec2(0.0);
for (uint i = 0; i < params.blend_shape_count; i++) {
float w = blend_shape_weights.data[i];
if (abs(w) > 0.0001) {
uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
blend_vertex += uintBitsToFloat(uvec2(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1])) * w;
base_offset += 2;
blend_total += w;
}
}
if (params.normalized_blend_shapes) {
vertex = (1.0 - blend_total) * vertex;
}
vertex += blend_vertex;
}
if (params.has_skeleton) {
uint skin_offset = params.skin_stride * index;
uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
skin_offset += params.skin_weight_offset;
uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
vec2 weights_01 = unpackUnorm2x16(weights.x);
vec2 weights_23 = unpackUnorm2x16(weights.y);
mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
//reverse order because its transposed
vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
}
#else
vec3 vertex;
vec3 normal;
vec4 tangent;
vertex = uintBitsToFloat(uvec3(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1], src_vertices.data[src_offset + 2]));
src_offset += 3;
if (params.has_normal) {
normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb;
src_offset++;
}
if (params.has_tangent) {
tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]);
}
if (params.has_blend_shape) {
float blend_total = 0.0;
vec3 blend_vertex = vec3(0.0);
vec3 blend_normal = vec3(0.0);
vec3 blend_tangent = vec3(0.0);
for (uint i = 0; i < params.blend_shape_count; i++) {
float w = blend_shape_weights.data[i];
if (abs(w) > 0.0001) {
uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;
base_offset += 3;
if (params.has_normal) {
blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
base_offset++;
}
if (params.has_tangent) {
blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb;
}
blend_total += w;
}
}
if (params.normalized_blend_shapes) {
vertex = (1.0 - blend_total) * vertex;
normal = (1.0 - blend_total) * normal;
tangent.rgb = (1.0 - blend_total) * tangent.rgb;
}
vertex += blend_vertex;
normal += normalize(normal + blend_normal);
tangent.rgb += normalize(tangent.rgb + blend_tangent);
}
if (params.has_skeleton) {
uint skin_offset = params.skin_stride * index;
uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
skin_offset += params.skin_weight_offset;
uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
vec2 weights_01 = unpackUnorm2x16(weights.x);
vec2 weights_23 = unpackUnorm2x16(weights.y);
mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
if (params.skin_weight_offset == 4) {
//using 8 bones/weights
skin_offset = params.skin_stride * index + 2;
bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
skin_offset += params.skin_weight_offset;
weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
weights_01 = unpackUnorm2x16(weights.x);
weights_23 = unpackUnorm2x16(weights.y);
m += mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
}
//reverse order because its transposed
vertex = (vec4(vertex, 1.0) * m).xyz;
normal = normalize((vec4(normal, 0.0) * m).xyz);
tangent.xyz = normalize((vec4(tangent.xyz, 0.0) * m).xyz);
}
uint dst_offset = index * params.vertex_stride;
uvec3 uvertex = floatBitsToUint(vertex);
dst_vertices.data[dst_offset + 0] = uvertex.x;
dst_vertices.data[dst_offset + 1] = uvertex.y;
dst_vertices.data[dst_offset + 2] = uvertex.z;
dst_offset += 3;
if (params.has_normal) {
dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0));
dst_offset++;
}
if (params.has_tangent) {
dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent);
}
#endif
}