123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199 |
- #[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]));
- #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
- }
|