- bone animations now also work with Disabled Materials Shader. There should be something missing, but it works. Strange...
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@222 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
42123de268
commit
d54c695be4
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@ -1988,7 +1988,15 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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*tempmat++ = mat.d1; *tempmat++ = mat.d2; *tempmat++ = mat.d3; *tempmat++ = mat.d4;
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//tempmat += 4;
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}
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helper->piEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
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if( g_sOptions.bRenderMats)
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{
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helper->piEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
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} else
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{
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g_piDefaultEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
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g_piDefaultEffect->CommitChanges();
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}
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}
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// now setup the material
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@ -260,19 +260,19 @@ std::string g_szDefaultShader = std::string(
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"float3 vCameraPos : CAMERAPOSITION;\n"
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// Bone matrices
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"#ifdef AV_SKINNING \n"
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// "#ifdef AV_SKINNING \n"
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"float4x3 gBoneMatrix[60]; \n"
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"#endif // AV_SKINNING \n"
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// "#endif // AV_SKINNING \n"
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// Vertex shader input structure
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"struct VS_INPUT\n"
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"{\n"
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"float3 Position : POSITION;\n"
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"float3 Normal : NORMAL;\n"
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"#ifdef AV_SKINNING \n"
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// "#ifdef AV_SKINNING \n"
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"float4 BlendIndices : BLENDINDICES;\n"
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"float4 BlendWeights : BLENDWEIGHT;\n"
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"#endif // AV_SKINNING \n"
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// "#endif // AV_SKINNING \n"
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"};\n"
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// Vertex shader output structure for pixel shader usage
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@ -295,16 +295,17 @@ std::string g_szDefaultShader = std::string(
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"{\n"
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"VS_OUTPUT Out;\n"
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"#ifdef AV_SKINNING \n"
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// "#ifdef AV_SKINNING \n"
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"float4 weights = IN.BlendWeights; \n"
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"weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
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"float3 objPos = mul( IN.Position, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
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"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
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"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
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"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
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"#else \n"
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"float3 objPos = IN.Position; \n"
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"#endif // AV_SKINNING \n"
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"float4 localPos = float4( IN.Position, 1.0f); \n"
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"float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
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"objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
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"objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
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"objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
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// "#else \n"
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// "float3 objPos = IN.Position; \n"
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// "#endif // AV_SKINNING \n"
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// Multiply with the WorldViewProjection matrix
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"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
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@ -320,16 +321,17 @@ std::string g_szDefaultShader = std::string(
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"{\n"
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"VS_OUTPUT_FF Out;\n"
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"#ifdef AV_SKINNING \n"
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// "#ifdef AV_SKINNING \n"
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"float4 weights = IN.BlendWeights; \n"
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"weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
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"float3 objPos = mul( IN.Position, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
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"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
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"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
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"objPos += mul( IN.Position, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
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"#else \n"
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"float3 objPos = IN.Position; \n"
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"#endif // AV_SKINNING \n"
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"float4 localPos = float4( IN.Position, 1.0f); \n"
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"float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
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"objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
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"objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
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"objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
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// "#else \n"
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// "float3 objPos = IN.Position; \n"
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// "#endif // AV_SKINNING \n"
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// Multiply with the WorldViewProjection matrix
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"Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
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