Files
vb01/texture.vert
2021-10-19 19:06:41 +03:00

141 lines
4.0 KiB
GLSL
Executable File

#version 330 core
const int numBones = 1;
const int numVertGroups = 1;
const int numMaxInfluences = 4;
const int numShapeKeys = 1;
mat4 transform[numBones];
mat4 poseTransform[numBones];
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNorm;
layout (location = 2) in vec2 aTexCoords;
layout (location = 3) in vec3 aTan;
layout (location = 4) in vec3 aBiTan;
layout (location = 5) in vec4 aWeight;
layout (location = 6) in ivec4 aBoneIndices;
layout (location = 7) in vec3 aShapeKeyOffsets[numShapeKeys];
out vec3 fragPos, norm, tan, biTan;
out vec2 texCoords;
struct Bone{
float angle;
vec3 pos, trans, rotAxis, scale;
int vertGroup, parent;
};
uniform bool animated;
uniform Bone bones[numBones];
uniform mat4 model;
uniform mat4 view;
uniform mat4 proj;
uniform float[numShapeKeys] shapeKeyFactors;
mat4 createTranslationMatrix(vec3 trans){
mat4 transMat;
transMat[0] = vec4(1, 0, 0, trans.x);
transMat[1] = vec4(0, 1, 0, trans.y);
transMat[2] = vec4(0, 0, 1, trans.z);
transMat[3] = vec4(0, 0, 0, 1);
return transpose(transMat);
}
mat4 createRotationMatrix(float angle, vec3 axis){
mat4 rotMat;
float s = sin(-angle);
float c = cos(-angle);
float oc = 1.0 - c;
rotMat[0] = vec4(oc * axis.x * axis.x + c,oc * axis.x * axis.y + axis.z * s,oc * axis.z * axis.x - axis.y * s, 0.0);
rotMat[1] = vec4(oc * axis.x * axis.y - axis.z * s,oc * axis.y * axis.y + c,oc * axis.y * axis.z + axis.x * s, 0.0);
rotMat[2] = vec4(oc * axis.z * axis.x + axis.y * s,oc * axis.y * axis.z - axis.x * s,oc * axis.z * axis.z + c, 0.0);
rotMat[3] = vec4(0, 0, 0, 1);
return transpose(rotMat);
}
mat4 createScaleMatrix(vec3 scale){
mat4 scaleMat;
scaleMat[0] = vec4(scale.x, 0, 0, 0);
scaleMat[1] = vec4(0, scale.y, 0, 0);
scaleMat[2] = vec4(0, 0, scale.z, 0);
scaleMat[3] = vec4(0, 0, 0, 1);
return scaleMat;
}
float getWeight(Bone bone){
float weight = 0;
for(int i = 0; i < numMaxInfluences; i++){
if(bone.vertGroup == aBoneIndices[i])
weight = aWeight[i];
}
return weight;
}
void main(){
vec4 vertPos = vec4(aPos, 1);
bool anyWeights = false;
mat3 normalMat = mat3(transpose(inverse(model)));
norm = (normalMat * aNorm);
tan = (normalMat * aTan);
biTan = (normalMat * aBiTan);
for(int i = 0; i < numMaxInfluences; i++)
if(aWeight[i] > 0)
anyWeights = true;
for(int i = 0; i < numShapeKeys; i++){
vertPos.xyz += aShapeKeyOffsets[i] * shapeKeyFactors[i];
}
if(animated && anyWeights){
for(int i = 0; i < numBones; i++){
transform[i] = createTranslationMatrix(bones[i].pos);
vec3 trans = bones[i].trans;
float angle = bones[i].angle;
vec3 axis = bones[i].rotAxis;
vec3 scale = bones[i].scale;
mat4 animTransform = createTranslationMatrix(trans) * createRotationMatrix(angle, axis) * createScaleMatrix(scale);
poseTransform[i] = transform[i] * animTransform;
}
for(int i = 1; i < numBones; i++){
mat4 localTransform = inverse(transform[bones[i].parent]) * poseTransform[i];
poseTransform[i] = poseTransform[bones[i].parent] * localTransform;
}
vec3 v0 = vec3(0), n0 = vec3(0), t0 = vec3(0), b0 = vec3(0);
for(int i = 0; i < numBones; i++){
float weight = getWeight(bones[i]);
mat4 inverseTransform = inverse(transform[i]);
vec4 boneLocalVert = inverseTransform * vertPos;
vec4 boneLocalNorm = inverseTransform * vec4(aNorm, 0);
vec4 boneLocalTan = inverseTransform * vec4(aTan, 0);
vec4 boneLocalBiTan = inverseTransform * vec4(aBiTan, 0);
v0 += (weight * poseTransform[i] * boneLocalVert).xyz;
mat4 normalPoseTrans = transpose(inverse(poseTransform[i]));
n0 += (weight * normalPoseTrans * boneLocalNorm).xyz;
t0 += (weight * normalPoseTrans * boneLocalTan).xyz;
b0 += (weight * normalPoseTrans * boneLocalBiTan).xyz;
}
vertPos.xyz = v0;
norm = n0;
tan = t0;
biTan = b0;
}
norm = normalize(normalMat * norm);
tan = normalize(normalMat * tan);
biTan = normalize(normalMat * biTan);
gl_Position = proj * view * model * vertPos;
fragPos = vec3(model * vertPos);
texCoords = aTexCoords;
}