Added ability to store position, normal, tangent, and uv vertex attributes using GL_SHORT to reduce memory consumption and bandwidth.

Now taking advantage of GL_EXT_discard_framebuffer to reduce extraneous memory copy operations in the PowerVR driver
Implemented native support for Maya's extended scene graph node attributes (pre-transform, post-transform, pivot sets, scale compensation)
Debugging of broken skinned mesh renderer in progress
This commit is contained in:
2013-05-13 13:16:25 -07:00
parent 6fe549b3ba
commit 2de749ff16
27 changed files with 860 additions and 306 deletions

View File

@@ -393,4 +393,8 @@ void main()
#endif
#if BONE_COUNT > 0
gl_FragColor.b = 1.0;
#endif
}

View File

@@ -29,13 +29,16 @@
// or implied, of Kearwood Gilbert.
//
attribute highp vec3 vertex_position, vertex_normal, vertex_tangent;
attribute highp vec3 vertex_position, vertex_normal;
#if HAS_NORMAL_MAP == 1
attribute highp vec3 vertex_tangent;
#endif
attribute mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
#if BONE_COUNT > 0
attribute highp vec4 bone_weights;
attribute mediump vec4 bone_indexes;
attribute highp vec4 bone_indexes;
uniform highp mat4 bone_transforms[BONE_COUNT];
#else
#define vertex_position_skinned vertex_position
@@ -168,30 +171,28 @@ void main()
mediump vec4 scaled_bone_indexes = bone_indexes;
mediump vec4 scaled_bone_weights = bone_weights;
// scaled_bone_indexes = vec4(1.0, 0.0, 0.0, 0.0);
// scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
highp vec3 vertex_position_skinned =
((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.x) +
((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.y) +
((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.z) +
((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.w);
highp vec3 vertex_normal_skinned = normalize(
((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.x) +
((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.y) +
((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.z) +
((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.w));
highp vec3 vertex_tangent_skinned = normalize(
((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.x) +
((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.y) +
((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.z) +
((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.w));
#endif
//scaled_bone_indexes = vec4(1.0, 0.0, 0.0, 0.0);
scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
highp mat4 skin_matrix =
bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
//skin_matrix = bone_transforms[0];
highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
#if HAS_NORMAL_MAP == 1
highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
#endif
#endif
// Transform position
gl_Position = mvp_matrix * vec4(vertex_position_skinned,1.0);
#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_REFLECTION_MAP == 1 && ENABLE_PER_PIXEL == 1)
// Pass UV co-ordinates