Files
vb01/texture.vert
T
devZoGok 4f4bc88956 attached objects follow their bones
model space positions are retrieved from bones
supported more than 4 bones
improved global and local orientation methods
improved vector angle method
2021-10-19 19:06:41 +03:00

79 lines
2.2 KiB
GLSL
Executable File

#version 330 core
const int numBones=1;
const int numVertGroups=1;
const int numMaxInfluences = 4;
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;
out vec3 fragPos;
out vec3 norm;
out vec3 tan;
out vec3 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;
void main(){
vec4 vertPos=vec4(aPos,1);
if(animated){
for(int i = 0; i < numBones; i++){
Bone bone = bones[i];
float weight = 0;
for(int j = 0; j < numMaxInfluences; j++){
if(bone.vertGroup == aBoneIndices[j])
weight = aWeight[j];
}
while(bone.parent!=-1){
float angle = weight * bone.angle;
vec3 trans = bone.trans;
vec3 axis = bone.rotAxis;
vec3 scale = bone.scale;
vec4 bonePos = vec4(bone.pos, 1);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
mat4 rotMat;
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);
vertPos += -(vertPos - bonePos) + rotMat * (vertPos - bonePos);
vec4 vertToBone = vec4(vertPos.xyz - bonePos.xyz, 1);
vertPos.xyz += -weight * vertToBone.xyz + weight * vec3(scale.x * vertToBone.x, scale.y * vertToBone.y, scale.z * vertToBone.z);
vertPos.xyz += weight * trans;
bone = bones[bone.parent];
}
}
}
gl_Position = proj * view * model * vertPos;
fragPos = vec3(model * vec4(aPos, 1));
norm = mat3(transpose(inverse(model))) * aNorm;
tan = mat3(transpose(inverse(model))) * aTan;
biTan = mat3(transpose(inverse(model))) * aBiTan;
texCoords = aTexCoords;
}