cocos骨骼动画着色器 看下骨骼动画实现原理

xiaoxiao2025-06-05  48

const char* cc3D_PositionNormalTex_vert = R"(

#ifdef USE_NORMAL_MAPPING #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; #endif #endif #if (MAX_POINT_LIGHT_NUM > 0) uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; #endif #if (MAX_SPOT_LIGHT_NUM > 0) uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM]; #ifdef USE_NORMAL_MAPPING uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; #endif #endif

attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec3 a_normal; #ifdef USE_NORMAL_MAPPING attribute vec3 a_tangent; attribute vec3 a_binormal; #endif varying vec2 TextureCoordOut;

#ifdef USE_NORMAL_MAPPING #if MAX_DIRECTIONAL_LIGHT_NUM varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; #endif #endif #if MAX_POINT_LIGHT_NUM varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; #endif #if MAX_SPOT_LIGHT_NUM varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; #ifdef USE_NORMAL_MAPPING varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; #endif #endif

#ifndef USE_NORMAL_MAPPING #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) varying vec3 v_normal; #endif #endif

void main(void) {     vec4 ePosition = CC_MVMatrix * a_position; #ifdef USE_NORMAL_MAPPING     #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))         vec3 eTangent = normalize(CC_NormalMatrix * a_tangent);         vec3 eBinormal = normalize(CC_NormalMatrix * a_binormal);         vec3 eNormal = normalize(CC_NormalMatrix * a_normal);     #endif     #if (MAX_DIRECTIONAL_LIGHT_NUM > 0)         for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)         {             v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);             v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);             v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);         }     #endif

    #if (MAX_POINT_LIGHT_NUM > 0)         for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)         {             vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;             v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);             v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);             v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);         }     #endif

    #if (MAX_SPOT_LIGHT_NUM > 0)         for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)         {             vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;             v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);             v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);             v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);

            v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);             v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);             v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);         }     #endif #else     #if (MAX_POINT_LIGHT_NUM > 0)         for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)         {             v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;         }     #endif

    #if (MAX_SPOT_LIGHT_NUM > 0)         for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)         {             v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;         }     #endif

    #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))         v_normal = CC_NormalMatrix * a_normal;     #endif #endif

    TextureCoordOut = a_texCoord;     TextureCoordOut.y = 1.0 - TextureCoordOut.y;     gl_Position = CC_PMatrix * ePosition; } )";

const char* cc3D_SkinPositionNormalTex_vert = R"(

#ifdef USE_NORMAL_MAPPING #if (MAX_DIRECTIONAL_LIGHT_NUM > 0) uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM]; #endif #endif #if (MAX_POINT_LIGHT_NUM > 0) uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM]; #endif #if (MAX_SPOT_LIGHT_NUM > 0) uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM]; #ifdef USE_NORMAL_MAPPING uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM]; #endif #endif

attribute vec3 a_position;

attribute vec4 a_blendWeight; attribute vec4 a_blendIndex;

attribute vec2 a_texCoord;

attribute vec3 a_normal; #ifdef USE_NORMAL_MAPPING attribute vec3 a_tangent; attribute vec3 a_binormal; #endif

const int SKINNING_JOINT_COUNT = 60; // Uniforms uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];

// Varyings varying vec2 TextureCoordOut;

#ifdef USE_NORMAL_MAPPING #if MAX_DIRECTIONAL_LIGHT_NUM varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM]; #endif #endif #if MAX_POINT_LIGHT_NUM varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM]; #endif #if MAX_SPOT_LIGHT_NUM varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM]; #ifdef USE_NORMAL_MAPPING varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM]; #endif #endif

#ifndef USE_NORMAL_MAPPING #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0)) varying vec3 v_normal; #endif #endif

void getPositionAndNormal(out vec4 position, out vec3 normal, out vec3 tangent, out vec3 binormal) {     float blendWeight = a_blendWeight[0];

    int matrixIndex = int (a_blendIndex[0]) * 3;     vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;     vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;     vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;

    blendWeight = a_blendWeight[1];     if (blendWeight > 0.0)     {         matrixIndex = int(a_blendIndex[1]) * 3;         matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;         matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;         matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;

        blendWeight = a_blendWeight[2];         if (blendWeight > 0.0)         {             matrixIndex = int(a_blendIndex[2]) * 3;             matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;             matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;             matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;

            blendWeight = a_blendWeight[3];             if (blendWeight > 0.0)             {                 matrixIndex = int(a_blendIndex[3]) * 3;                 matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;                 matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;                 matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;             }         }     }

    vec4 p = vec4(a_position, 1.0);     position.x = dot(p, matrixPalette1);     position.y = dot(p, matrixPalette2);     position.z = dot(p, matrixPalette3);     position.w = p.w;

#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))     vec4 n = vec4(a_normal, 0.0);     normal.x = dot(n, matrixPalette1);     normal.y = dot(n, matrixPalette2);     normal.z = dot(n, matrixPalette3); #ifdef USE_NORMAL_MAPPING     vec4 t = vec4(a_tangent, 0.0);     tangent.x = dot(t, matrixPalette1);     tangent.y = dot(t, matrixPalette2);     tangent.z = dot(t, matrixPalette3);     vec4 b = vec4(a_binormal, 0.0);     binormal.x = dot(b, matrixPalette1);     binormal.y = dot(b, matrixPalette2);     binormal.z = dot(b, matrixPalette3); #endif #endif }

void main() {     vec4 position;     vec3 normal;     vec3 tangent;     vec3 binormal;     getPositionAndNormal(position, normal, tangent, binormal);     vec4 ePosition = CC_MVMatrix * position;

#ifdef USE_NORMAL_MAPPING     #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))         vec3 eTangent = normalize(CC_NormalMatrix * tangent);         vec3 eBinormal = normalize(CC_NormalMatrix * binormal);         vec3 eNormal = normalize(CC_NormalMatrix * normal);     #endif

    #if (MAX_DIRECTIONAL_LIGHT_NUM > 0)         for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)         {             v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);             v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);             v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);         }     #endif

    #if (MAX_POINT_LIGHT_NUM > 0)         for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)         {             vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;             v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);             v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);             v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);         }     #endif

    #if (MAX_SPOT_LIGHT_NUM > 0)         for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)         {             vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;             v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);             v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);             v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);

            v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);             v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);             v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);         }     #endif #else     #if (MAX_POINT_LIGHT_NUM > 0)         for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)         {             v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz- ePosition.xyz;         }     #endif

    #if (MAX_SPOT_LIGHT_NUM > 0)         for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)         {             v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;         }     #endif

    #if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))         v_normal = CC_NormalMatrix * normal;     #endif #endif

    TextureCoordOut = a_texCoord;     TextureCoordOut.y = 1.0 - TextureCoordOut.y;     gl_Position = CC_PMatrix * ePosition; }

)";

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