[rmodels] Optional GPU skinning (#4321)
* Added optional GPU skinning * Added skinned bone matrices support for different file formats. * Moved new shader locations to end of enum to avoid breaking existing examples. Added gpu skinning on drawing of instanced meshes. * Added GPU skinning example. * Removed variable declaration to avoid shadowing warning.
This commit is contained in:
parent
2f0cf8fbe1
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@ -587,7 +587,8 @@ MODELS = \
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models/models_rlgl_solar_system \
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models/models_skybox \
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models/models_waving_cubes \
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models/models_yaw_pitch_roll
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models/models_yaw_pitch_roll \
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models/models_gpu_skinning
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SHADERS = \
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shaders/shaders_basic_lighting \
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117
examples/models/models_gpu_skinning.c
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117
examples/models/models_gpu_skinning.c
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@ -0,0 +1,117 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Doing skinning on the gpu using a vertex shader
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024 Daniel Holden (@orangeduck)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - GPU skinning");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load gltf model
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Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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// Load skinning shader
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Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
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characterModel.materials[1].shader = skinningShader;
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// Load gltf model animations
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int animsCount = 0;
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unsigned int animIndex = 0;
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unsigned int animCurrentFrame = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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// Select current animation
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if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
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else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
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// Update model animation
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ModelAnimation anim = modelAnimations[animIndex];
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animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// Draw character
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characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
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UpdateModelAnimationBoneMatrices(characterModel, anim, animCurrentFrame);
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModelAnimations(modelAnimations, animsCount);
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UnloadModel(characterModel); // Unload character model and meshes/material
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UnloadShader(skinningShader);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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examples/models/resources/shaders/glsl100/skinning.fs
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examples/models/resources/shaders/glsl100/skinning.fs
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#version 100
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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finalColor = texelColor*colDiffuse*fragColor;
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}
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examples/models/resources/shaders/glsl100/skinning.vs
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examples/models/resources/shaders/glsl100/skinning.vs
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#version 100
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneWeights;
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#define MAX_BONE_NUM 128
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 mvp;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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int boneIndex0 = int(vertexBoneIds.x);
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int boneIndex1 = int(vertexBoneIds.y);
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int boneIndex2 = int(vertexBoneIds.z);
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int boneIndex3 = int(vertexBoneIds.w);
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vec4 skinnedPosition =
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vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp * skinnedPosition;
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}
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examples/models/resources/shaders/glsl330/skinning.fs
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examples/models/resources/shaders/glsl330/skinning.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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finalColor = texelColor*colDiffuse*fragColor;
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}
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examples/models/resources/shaders/glsl330/skinning.vs
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examples/models/resources/shaders/glsl330/skinning.vs
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#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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in vec4 vertexBoneIds;
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in vec4 vertexBoneWeights;
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#define MAX_BONE_NUM 128
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uniform mat4 boneMatrices[MAX_BONE_NUM];
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uniform mat4 mvp;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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void main()
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{
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int boneIndex0 = int(vertexBoneIds.x);
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int boneIndex1 = int(vertexBoneIds.y);
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int boneIndex2 = int(vertexBoneIds.z);
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int boneIndex3 = int(vertexBoneIds.w);
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vec4 skinnedPosition =
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vertexBoneWeights.x * (boneMatrices[boneIndex0] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.y * (boneMatrices[boneIndex1] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.z * (boneMatrices[boneIndex2] * vec4(vertexPosition, 1.0f)) +
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vertexBoneWeights.w * (boneMatrices[boneIndex3] * vec4(vertexPosition, 1.0f));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = mvp * skinnedPosition;
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}
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR 3
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT 4
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 6
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES 8
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// Default shader vertex attribute names to set location points
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// NOTE: When a new shader is loaded, the following locations are tried to be set for convenience
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src/raylib.h
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src/raylib.h
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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Matrix *boneMatrices; // Bones animated transformation matrices
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int boneCount; // Number of bones
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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@ -790,7 +792,10 @@ typedef enum {
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SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
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SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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@ -1591,6 +1596,7 @@ RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices
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// Collision detection functions
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
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// vertex color location = 3
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// vertex tangent location = 4
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// vertex texcoord2 location = 5
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// vertex boneIds location = 6
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// vertex boneWeights location = 7
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// NOTE: If any location is not found, loc point becomes -1
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@ -1318,6 +1320,8 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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// Get handles to GLSL uniform locations (vertex shader)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
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@ -1325,6 +1329,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
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shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
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shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES);
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// Get handles to GLSL uniform locations (fragment shader)
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
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src/rlgl.h
29
src/rlgl.h
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR "vertexColor" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT "vertexTangent" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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* #define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW "matView" // view matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION "matProjection" // projection matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL "matModel" // model matrix
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL "matNormal" // normal matrix (transpose(inverse(matModelView)))
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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* #define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 "texture1" // texture1 (texture slot active 1)
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* #define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 "texture2" // texture2 (texture slot active 2)
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@ -341,6 +344,12 @@
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 5
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS 6
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS 7
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#endif
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -759,6 +768,7 @@ RLAPI int rlGetLocationUniform(unsigned int shaderId, const char *uniformName);
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RLAPI int rlGetLocationAttrib(unsigned int shaderId, const char *attribName); // Get shader location attribute
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RLAPI void rlSetUniform(int locIndex, const void *value, int uniformType, int count); // Set shader value uniform
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RLAPI void rlSetUniformMatrix(int locIndex, Matrix mat); // Set shader value matrix
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RLAPI void rlSetUniformMatrices(int locIndex, const Matrix *mat, int count); // Set shader value matrices
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RLAPI void rlSetUniformSampler(int locIndex, unsigned int textureId); // Set shader value sampler
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RLAPI void rlSetShader(unsigned int id, int *locs); // Set shader currently active (id and locations)
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@ -977,6 +987,12 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 "vertexTexCoord2" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS "vertexBoneIds" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS
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#endif
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#ifndef RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
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#define RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS "vertexBoneWeights" // Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_MVP
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_MVP "mvp" // model-view-projection matrix
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@ -996,6 +1012,9 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR "colDiffuse" // color diffuse (base tint color, multiplied by texture color)
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#endif
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#ifndef RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES
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#define RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES "boneMatrices" // bone matrices
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||||
#endif
|
||||
#ifndef RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0
|
||||
#define RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 "texture0" // texture0 (texture slot active 0)
|
||||
#endif
|
||||
@ -4148,6 +4167,8 @@ unsigned int rlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2, RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
|
||||
glBindAttribLocation(program, RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
|
||||
|
||||
// NOTE: If some attrib name is no found on the shader, it locations becomes -1
|
||||
|
||||
@ -4283,6 +4304,14 @@ void rlSetUniformMatrix(int locIndex, Matrix mat)
|
||||
#endif
|
||||
}
|
||||
|
||||
// Set shader value uniform matrix
|
||||
void rlSetUniformMatrices(int locIndex, const Matrix *matrices, int count)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
glUniformMatrix4fv(locIndex, count, true, (const float*)matrices);
|
||||
#endif
|
||||
}
|
||||
|
||||
// Set shader value uniform sampler
|
||||
void rlSetUniformSampler(int locIndex, unsigned int textureId)
|
||||
{
|
||||
|
154
src/rmodels.c
154
src/rmodels.c
@ -130,7 +130,7 @@
|
||||
#define MAX_MATERIAL_MAPS 12 // Maximum number of maps supported
|
||||
#endif
|
||||
#ifndef MAX_MESH_VERTEX_BUFFERS
|
||||
#define MAX_MESH_VERTEX_BUFFERS 7 // Maximum vertex buffers (VBO) per mesh
|
||||
#define MAX_MESH_VERTEX_BUFFERS 9 // Maximum vertex buffers (VBO) per mesh
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -1252,6 +1252,8 @@ void UploadMesh(Mesh *mesh, bool dynamic)
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR] = 0; // Vertex buffer: colors
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT] = 0; // Vertex buffer: tangents
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2] = 0; // Vertex buffer: texcoords2
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = 0; // Vertex buffer: boneIds
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = 0; // Vertex buffer: boneWeights
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = 0; // Vertex buffer: indices
|
||||
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
@ -1339,6 +1341,38 @@ void UploadMesh(Mesh *mesh, bool dynamic)
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2);
|
||||
}
|
||||
|
||||
if (mesh->boneIds != NULL)
|
||||
{
|
||||
// Enable vertex attribute: boneIds (shader-location = 6)
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS] = rlLoadVertexBuffer(mesh->boneIds, mesh->vertexCount*4*sizeof(unsigned char), dynamic);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, 4, RL_UNSIGNED_BYTE, 0, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default vertex attribute: boneIds
|
||||
// WARNING: Default value provided to shader if location available
|
||||
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS, value, SHADER_ATTRIB_VEC4, 4);
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS);
|
||||
}
|
||||
|
||||
if (mesh->boneWeights != NULL)
|
||||
{
|
||||
// Enable vertex attribute: boneWeights (shader-location = 7)
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS] = rlLoadVertexBuffer(mesh->boneWeights, mesh->vertexCount*4*sizeof(float), dynamic);
|
||||
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, 4, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Default vertex attribute: boneWeights
|
||||
// WARNING: Default value provided to shader if location available
|
||||
float value[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS, value, SHADER_ATTRIB_VEC4, 2);
|
||||
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS);
|
||||
}
|
||||
|
||||
if (mesh->indices != NULL)
|
||||
{
|
||||
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES] = rlLoadVertexBufferElement(mesh->indices, mesh->triangleCount*3*sizeof(unsigned short), dynamic);
|
||||
@ -1451,6 +1485,13 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||
|
||||
// Upload model normal matrix (if locations available)
|
||||
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
|
||||
|
||||
// Upload Bone Transforms
|
||||
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
|
||||
{
|
||||
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Bind active texture maps (if available)
|
||||
@ -1530,6 +1571,22 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
|
||||
{
|
||||
rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
|
||||
{
|
||||
rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
|
||||
}
|
||||
|
||||
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
|
||||
}
|
||||
|
||||
@ -1671,6 +1728,13 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
|
||||
// Upload model normal matrix (if locations available)
|
||||
if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] != -1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
|
||||
|
||||
// Upload Bone Transforms
|
||||
if (material.shader.locs[SHADER_LOC_BONE_MATRICES] != -1 && mesh.boneMatrices)
|
||||
{
|
||||
rlSetUniformMatrices(material.shader.locs[SHADER_LOC_BONE_MATRICES], mesh.boneMatrices, mesh.boneCount);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------
|
||||
|
||||
// Bind active texture maps (if available)
|
||||
@ -1748,6 +1812,22 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD02]);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] != -1)
|
||||
{
|
||||
rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS]);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS], 4, RL_UNSIGNED_BYTE, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEIDS]);
|
||||
}
|
||||
|
||||
// Bind mesh VBO data: vertex bone weights (shader-location = 7, if available)
|
||||
if (material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] != -1)
|
||||
{
|
||||
rlEnableVertexBuffer(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS]);
|
||||
rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS], 4, RL_FLOAT, 0, 0, 0);
|
||||
rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS]);
|
||||
}
|
||||
|
||||
if (mesh.indices != NULL) rlEnableVertexBufferElement(mesh.vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES]);
|
||||
}
|
||||
|
||||
@ -1825,6 +1905,7 @@ void UnloadMesh(Mesh mesh)
|
||||
RL_FREE(mesh.animNormals);
|
||||
RL_FREE(mesh.boneWeights);
|
||||
RL_FREE(mesh.boneIds);
|
||||
RL_FREE(mesh.boneMatrices);
|
||||
}
|
||||
|
||||
// Export mesh data to file
|
||||
@ -2255,6 +2336,50 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame)
|
||||
{
|
||||
if ((anim.frameCount > 0) && (anim.bones != NULL) && (anim.framePoses != NULL))
|
||||
{
|
||||
if (frame >= anim.frameCount) frame = frame%anim.frameCount;
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
if (model.meshes[i].boneMatrices)
|
||||
{
|
||||
assert(model.meshes[i].boneCount == anim.boneCount);
|
||||
|
||||
for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
|
||||
{
|
||||
Vector3 inTranslation = model.bindPose[boneId].translation;
|
||||
Quaternion inRotation = model.bindPose[boneId].rotation;
|
||||
Vector3 inScale = model.bindPose[boneId].scale;
|
||||
|
||||
Vector3 outTranslation = anim.framePoses[frame][boneId].translation;
|
||||
Quaternion outRotation = anim.framePoses[frame][boneId].rotation;
|
||||
Vector3 outScale = anim.framePoses[frame][boneId].scale;
|
||||
|
||||
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
|
||||
Quaternion invRotation = QuaternionInvert(inRotation);
|
||||
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
|
||||
|
||||
Vector3 boneTranslation = Vector3Add(
|
||||
Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
|
||||
outRotation), outTranslation);
|
||||
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
|
||||
Vector3 boneScale = Vector3Multiply(outScale, invScale);
|
||||
|
||||
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
|
||||
QuaternionToMatrix(boneRotation),
|
||||
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
|
||||
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
|
||||
|
||||
model.meshes[i].boneMatrices[boneId] = boneMatrix;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Unload animation array data
|
||||
void UnloadModelAnimations(ModelAnimation *animations, int animCount)
|
||||
{
|
||||
@ -4672,6 +4797,17 @@ static Model LoadIQM(const char *fileName)
|
||||
|
||||
BuildPoseFromParentJoints(model.bones, model.boneCount, model.bindPose);
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
model.meshes[i].boneCount = model.boneCount;
|
||||
model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
|
||||
|
||||
for (int j = 0; j < model.meshes[i].boneCount; j++)
|
||||
{
|
||||
model.meshes[i].boneMatrices[j] = MatrixIdentity();
|
||||
}
|
||||
}
|
||||
|
||||
UnloadFileData(fileData);
|
||||
|
||||
RL_FREE(imesh);
|
||||
@ -5755,6 +5891,15 @@ static Model LoadGLTF(const char *fileName)
|
||||
memcpy(model.meshes[meshIndex].animNormals, model.meshes[meshIndex].normals, model.meshes[meshIndex].vertexCount*3*sizeof(float));
|
||||
}
|
||||
|
||||
// Bone Transform Matrices
|
||||
model.meshes[meshIndex].boneCount = model.boneCount;
|
||||
model.meshes[meshIndex].boneMatrices = RL_CALLOC(model.meshes[meshIndex].boneCount, sizeof(Matrix));
|
||||
|
||||
for (int j = 0; j < model.meshes[meshIndex].boneCount; j++)
|
||||
{
|
||||
model.meshes[meshIndex].boneMatrices[j] = MatrixIdentity();
|
||||
}
|
||||
|
||||
meshIndex++; // Move to next mesh
|
||||
}
|
||||
|
||||
@ -6522,6 +6667,13 @@ static Model LoadM3D(const char *fileName)
|
||||
{
|
||||
memcpy(model.meshes[i].animVertices, model.meshes[i].vertices, model.meshes[i].vertexCount*3*sizeof(float));
|
||||
memcpy(model.meshes[i].animNormals, model.meshes[i].normals, model.meshes[i].vertexCount*3*sizeof(float));
|
||||
|
||||
model.meshes[i].boneCount = model.boneCount;
|
||||
model.meshes[i].boneMatrices = RL_CALLOC(model.meshes[i].boneCount, sizeof(Matrix));
|
||||
for (j = 0; j < model.meshes[i].boneCount; j++)
|
||||
{
|
||||
model.meshes[i].boneMatrices[j] = MatrixIdentity();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user