-Changed the transform matrix uniform to a 3x4 matrix and packed translation into it to free up uniforms. (3x3 is converted to 3x4 internally, so we were needlessly eating 3*52 extra uniform slots. translationPalette might also have been treated as a vec4 internally too, wasting 52 more slots.) -matrix3x4 requires opengl2.1 and newer, so added a new featuretable mask. -Also added a featuretable mask to disable hardware skinning and deferred shading on hardware with less than 1024 vertex uniforms. NOTE: On old old old amd hardware, evidently a 3x4 matrix might be upgraded to 4x4. I'm unsure, but I doubt such hardware has 1024+ uniform components available to begin with. 4x3 supposedly doesn't do this, but opengl is column-major, so this makes little sense.
67 lines
2.0 KiB
GLSL
67 lines
2.0 KiB
GLSL
/**
|
|
* @file objectSkinV.glsl
|
|
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
|
|
* Second Life Viewer Source Code
|
|
* Copyright (C) 2007, Linden Research, Inc.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation;
|
|
* version 2.1 of the License only.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
|
*
|
|
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
ATTRIBUTE vec4 weight4;
|
|
|
|
uniform mat3x4 matrixPalette[52];
|
|
uniform float maxWeight;
|
|
|
|
mat4 getObjectSkinnedTransform()
|
|
{
|
|
int i;
|
|
|
|
vec4 w = fract(weight4);
|
|
vec4 index = floor(weight4);
|
|
|
|
index = min(index, vec4(maxWeight));
|
|
index = max(index, vec4( 0.0));
|
|
|
|
float sum = (w.x+w.y+w.z+w.w);
|
|
|
|
int i1 = int(index.x);
|
|
int i2 = int(index.y);
|
|
int i3 = int(index.z);
|
|
int i4 = int(index.w);
|
|
|
|
mat3 mat = mat3(matrixPalette[i1])*w.x;
|
|
mat += mat3(matrixPalette[i2])*w.y;
|
|
mat += mat3(matrixPalette[i3])*w.z;
|
|
mat += mat3(matrixPalette[i4])*w.w;
|
|
|
|
vec3 trans = vec3(matrixPalette[i1][0].w,matrixPalette[i1][1].w,matrixPalette[i1][2].w)*w.x;
|
|
trans += vec3(matrixPalette[i2][0].w,matrixPalette[i2][1].w,matrixPalette[i2][2].w)*w.y;
|
|
trans += vec3(matrixPalette[i3][0].w,matrixPalette[i3][1].w,matrixPalette[i3][2].w)*w.z;
|
|
trans += vec3(matrixPalette[i4][0].w,matrixPalette[i4][1].w,matrixPalette[i4][2].w)*w.w;
|
|
|
|
mat4 ret;
|
|
|
|
ret[0] = vec4(mat[0], 0);
|
|
ret[1] = vec4(mat[1], 0);
|
|
ret[2] = vec4(mat[2], 0);
|
|
ret[3] = vec4(trans, sum);
|
|
|
|
return ret;
|
|
}
|
|
|