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| author | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2018-05-03 18:22:48 +0200 |
| commit | ca32c59a58d37c1822e185a2d5f3d0d3e8943593 (patch) | |
| tree | b06b9eec03f34344ef8fc31aa147b2714d3962ee /NvCloth/samples/resources | |
| parent | Forced rename of platform folders in cmake dir. Git didn't pick this up before. (diff) | |
| download | nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.tar.xz nvcloth-ca32c59a58d37c1822e185a2d5f3d0d3e8943593.zip | |
NvCloth 1.1.4 Release. (24070740)
Diffstat (limited to 'NvCloth/samples/resources')
3 files changed, 221 insertions, 0 deletions
diff --git a/NvCloth/samples/resources/shaders/common_buffers.hlsl b/NvCloth/samples/resources/shaders/common_buffers.hlsl index 1aa3386..3011243 100644 --- a/NvCloth/samples/resources/shaders/common_buffers.hlsl +++ b/NvCloth/samples/resources/shaders/common_buffers.hlsl @@ -23,6 +23,8 @@ cbuffer Object : register(b2) { row_major matrix model; float4 defaultColor; + uint boneoffsetoffset; + uint submesh; }; #endif
\ No newline at end of file diff --git a/NvCloth/samples/resources/shaders/weighted_model_skinned.hlsl b/NvCloth/samples/resources/shaders/weighted_model_skinned.hlsl new file mode 100644 index 0000000..8cfc7bd --- /dev/null +++ b/NvCloth/samples/resources/shaders/weighted_model_skinned.hlsl @@ -0,0 +1,109 @@ +#include "common_buffers.hlsl" +#include "lighting.hlsl" + +SamplerState defaultSampler : register(s0); +Texture2D diffuseTexture : register(t0); +Texture2D bonesTexture : register(t1); + +struct VS_INPUT +{ + float3 position : POSITION0; + float3 normal : NORMAL0; + float2 uv : TEXCOORD0; + uint4 boneIndices : TEXCOORD1; + float4 boneWeights : TEXCOORD2; +}; + +struct VS_OUTPUT +{ + float4 position : SV_POSITION; + float4 worldPos : POSITION0; + float2 uv : TEXCOORD0; + float3 normal : NORMAL0; +}; + +VS_OUTPUT VS(VS_INPUT iV) +{ + VS_OUTPUT oV; + + float4x4 boneMatrix0; + boneMatrix0[0] = bonesTexture.Load(int3(0, iV.boneIndices.x, 0)); + boneMatrix0[1] = bonesTexture.Load(int3(1, iV.boneIndices.x, 0)); + boneMatrix0[2] = bonesTexture.Load(int3(2, iV.boneIndices.x, 0)); + boneMatrix0[3] = bonesTexture.Load(int3(3, iV.boneIndices.x, 0)); + float4x4 boneMatrix1; + boneMatrix1[0] = bonesTexture.Load(int3(0, iV.boneIndices.y, 0)); + boneMatrix1[1] = bonesTexture.Load(int3(1, iV.boneIndices.y, 0)); + boneMatrix1[2] = bonesTexture.Load(int3(2, iV.boneIndices.y, 0)); + boneMatrix1[3] = bonesTexture.Load(int3(3, iV.boneIndices.y, 0)); + float4x4 boneMatrix2; + boneMatrix2[0] = bonesTexture.Load(int3(0, iV.boneIndices.z, 0)); + boneMatrix2[1] = bonesTexture.Load(int3(1, iV.boneIndices.z, 0)); + boneMatrix2[2] = bonesTexture.Load(int3(2, iV.boneIndices.z, 0)); + boneMatrix2[3] = bonesTexture.Load(int3(3, iV.boneIndices.z, 0)); + float4x4 boneMatrix3; + boneMatrix3[0] = bonesTexture.Load(int3(0, iV.boneIndices.w, 0)); + boneMatrix3[1] = bonesTexture.Load(int3(1, iV.boneIndices.w, 0)); + boneMatrix3[2] = bonesTexture.Load(int3(2, iV.boneIndices.w, 0)); + boneMatrix3[3] = bonesTexture.Load(int3(3, iV.boneIndices.w, 0)); + + float4x4 offsetMatrix0; + offsetMatrix0[0] = bonesTexture.Load(int3(0, iV.boneIndices.x + boneoffsetoffset, 0)); + offsetMatrix0[1] = bonesTexture.Load(int3(1, iV.boneIndices.x + boneoffsetoffset, 0)); + offsetMatrix0[2] = bonesTexture.Load(int3(2, iV.boneIndices.x + boneoffsetoffset, 0)); + offsetMatrix0[3] = bonesTexture.Load(int3(3, iV.boneIndices.x + boneoffsetoffset, 0)); + float4x4 offsetMatrix1; + offsetMatrix1[0] = bonesTexture.Load(int3(0, iV.boneIndices.y + boneoffsetoffset, 0)); + offsetMatrix1[1] = bonesTexture.Load(int3(1, iV.boneIndices.y + boneoffsetoffset, 0)); + offsetMatrix1[2] = bonesTexture.Load(int3(2, iV.boneIndices.y + boneoffsetoffset, 0)); + offsetMatrix1[3] = bonesTexture.Load(int3(3, iV.boneIndices.y + boneoffsetoffset, 0)); + float4x4 offsetMatrix2; + offsetMatrix2[0] = bonesTexture.Load(int3(0, iV.boneIndices.z + boneoffsetoffset, 0)); + offsetMatrix2[1] = bonesTexture.Load(int3(1, iV.boneIndices.z + boneoffsetoffset, 0)); + offsetMatrix2[2] = bonesTexture.Load(int3(2, iV.boneIndices.z + boneoffsetoffset, 0)); + offsetMatrix2[3] = bonesTexture.Load(int3(3, iV.boneIndices.z + boneoffsetoffset, 0)); + float4x4 offsetMatrix3; + offsetMatrix3[0] = bonesTexture.Load(int3(0, iV.boneIndices.w + boneoffsetoffset, 0)); + offsetMatrix3[1] = bonesTexture.Load(int3(1, iV.boneIndices.w + boneoffsetoffset, 0)); + offsetMatrix3[2] = bonesTexture.Load(int3(2, iV.boneIndices.w + boneoffsetoffset, 0)); + offsetMatrix3[3] = bonesTexture.Load(int3(3, iV.boneIndices.w + boneoffsetoffset, 0)); + + + float3 skinnedPos0 = mul(mul(float4(iV.position, 1.0f), offsetMatrix0), boneMatrix0).xyz; + float3 skinnedPos1 = mul(mul(float4(iV.position, 1.0f), offsetMatrix1), boneMatrix1).xyz; + float3 skinnedPos2 = mul(mul(float4(iV.position, 1.0f), offsetMatrix2), boneMatrix2).xyz; + float3 skinnedPos3 = mul(mul(float4(iV.position, 1.0f), offsetMatrix3), boneMatrix3).xyz; + float3 skinnedPos = + skinnedPos0 * iV.boneWeights.x + + skinnedPos1 * iV.boneWeights.y + + skinnedPos2 * iV.boneWeights.z + + skinnedPos3 * iV.boneWeights.w; + + float4 worldSpacePos = mul(float4(skinnedPos, 1.0f), model); + oV.position = mul(worldSpacePos, viewProjection); + + oV.worldPos = worldSpacePos; + + // normals + float3 skinnedNorm0 = mul(mul(float4(iV.normal, 0.0f), offsetMatrix0), boneMatrix0).xyz; + float3 skinnedNorm1 = mul(mul(float4(iV.normal, 0.0f), offsetMatrix1), boneMatrix1).xyz; + float3 skinnedNorm2 = mul(mul(float4(iV.normal, 0.0f), offsetMatrix2), boneMatrix2).xyz; + float3 skinnedNorm3 = mul(mul(float4(iV.normal, 0.0f), offsetMatrix3), boneMatrix3).xyz; + float3 localNormal = + skinnedNorm0 * iV.boneWeights.x + + skinnedNorm1 * iV.boneWeights.y + + skinnedNorm2 * iV.boneWeights.z + + skinnedNorm3 * iV.boneWeights.w; + float3 worldNormal = mul(float4(localNormal, 0.0f), model).xyz; + oV.normal = worldNormal; + + oV.uv = iV.uv; + + return oV; +} + +float4 PS(VS_OUTPUT iV) : SV_Target0 +{ + float3 lightColor = CalcPixelLight(defaultColor.xyz, iV.worldPos.xyz, iV.normal); + return float4(lightColor, 1); +}
\ No newline at end of file diff --git a/NvCloth/samples/resources/shaders/weighted_model_skinned_textured.hlsl b/NvCloth/samples/resources/shaders/weighted_model_skinned_textured.hlsl new file mode 100644 index 0000000..11a7379 --- /dev/null +++ b/NvCloth/samples/resources/shaders/weighted_model_skinned_textured.hlsl @@ -0,0 +1,110 @@ +#include "common_buffers.hlsl" +#include "lighting.hlsl" + +SamplerState defaultSampler : register(s0); +Texture2D diffuseTexture : register(t0); +Texture2D bonesTexture : register(t1); + +struct VS_INPUT +{ + float3 position : POSITION0; + float3 normal : NORMAL0; + float2 uv : TEXCOORD0; + uint4 boneIndices : TEXCOORD1; + float4 boneWeights : TEXCOORD2; +}; + +struct VS_OUTPUT +{ + float4 position : SV_POSITION; + float4 worldPos : POSITION0; + float2 uv : TEXCOORD0; + float3 normal : NORMAL0; +}; + +VS_OUTPUT VS(VS_INPUT iV) +{ + VS_OUTPUT oV; + + float4x4 boneMatrix0; + boneMatrix0[0] = bonesTexture.Load(int3(0, iV.boneIndices.x, 0)); + boneMatrix0[1] = bonesTexture.Load(int3(1, iV.boneIndices.x, 0)); + boneMatrix0[2] = bonesTexture.Load(int3(2, iV.boneIndices.x, 0)); + boneMatrix0[3] = bonesTexture.Load(int3(3, iV.boneIndices.x, 0)); + float4x4 boneMatrix1; + boneMatrix1[0] = bonesTexture.Load(int3(0, iV.boneIndices.y, 0)); + boneMatrix1[1] = bonesTexture.Load(int3(1, iV.boneIndices.y, 0)); + boneMatrix1[2] = bonesTexture.Load(int3(2, iV.boneIndices.y, 0)); + boneMatrix1[3] = bonesTexture.Load(int3(3, iV.boneIndices.y, 0)); + float4x4 boneMatrix2; + boneMatrix2[0] = bonesTexture.Load(int3(0, iV.boneIndices.z, 0)); + boneMatrix2[1] = bonesTexture.Load(int3(1, iV.boneIndices.z, 0)); + boneMatrix2[2] = bonesTexture.Load(int3(2, iV.boneIndices.z, 0)); + boneMatrix2[3] = bonesTexture.Load(int3(3, iV.boneIndices.z, 0)); + float4x4 boneMatrix3; + boneMatrix3[0] = bonesTexture.Load(int3(0, iV.boneIndices.w, 0)); + boneMatrix3[1] = bonesTexture.Load(int3(1, iV.boneIndices.w, 0)); + boneMatrix3[2] = bonesTexture.Load(int3(2, iV.boneIndices.w, 0)); + boneMatrix3[3] = bonesTexture.Load(int3(3, iV.boneIndices.w, 0)); + + float4x4 offsetMatrix0; + offsetMatrix0[0] = bonesTexture.Load(int3(0, iV.boneIndices.x + boneoffsetoffset, 0)); + offsetMatrix0[1] = bonesTexture.Load(int3(1, iV.boneIndices.x + boneoffsetoffset, 0)); + offsetMatrix0[2] = bonesTexture.Load(int3(2, iV.boneIndices.x + boneoffsetoffset, 0)); + offsetMatrix0[3] = bonesTexture.Load(int3(3, iV.boneIndices.x + boneoffsetoffset, 0)); + float4x4 offsetMatrix1; + offsetMatrix1[0] = bonesTexture.Load(int3(0, iV.boneIndices.y + boneoffsetoffset, 0)); + offsetMatrix1[1] = bonesTexture.Load(int3(1, iV.boneIndices.y + boneoffsetoffset, 0)); + offsetMatrix1[2] = bonesTexture.Load(int3(2, iV.boneIndices.y + boneoffsetoffset, 0)); + offsetMatrix1[3] = bonesTexture.Load(int3(3, iV.boneIndices.y + boneoffsetoffset, 0)); + float4x4 offsetMatrix2; + offsetMatrix2[0] = bonesTexture.Load(int3(0, iV.boneIndices.z + boneoffsetoffset, 0)); + offsetMatrix2[1] = bonesTexture.Load(int3(1, iV.boneIndices.z + boneoffsetoffset, 0)); + offsetMatrix2[2] = bonesTexture.Load(int3(2, iV.boneIndices.z + boneoffsetoffset, 0)); + offsetMatrix2[3] = bonesTexture.Load(int3(3, iV.boneIndices.z + boneoffsetoffset, 0)); + float4x4 offsetMatrix3; + offsetMatrix3[0] = bonesTexture.Load(int3(0, iV.boneIndices.w + boneoffsetoffset, 0)); + offsetMatrix3[1] = bonesTexture.Load(int3(1, iV.boneIndices.w + boneoffsetoffset, 0)); + offsetMatrix3[2] = bonesTexture.Load(int3(2, iV.boneIndices.w + boneoffsetoffset, 0)); + offsetMatrix3[3] = bonesTexture.Load(int3(3, iV.boneIndices.w + boneoffsetoffset, 0)); + + + float3 skinnedPos0 = mul(mul(float4(iV.position, 1.0f), offsetMatrix0), boneMatrix0).xyz; + float3 skinnedPos1 = mul(mul(float4(iV.position, 1.0f), offsetMatrix1), boneMatrix1).xyz; + float3 skinnedPos2 = mul(mul(float4(iV.position, 1.0f), offsetMatrix2), boneMatrix2).xyz; + float3 skinnedPos3 = mul(mul(float4(iV.position, 1.0f), offsetMatrix3), boneMatrix3).xyz; + float3 skinnedPos = + skinnedPos0 * iV.boneWeights.x + + skinnedPos1 * iV.boneWeights.y + + skinnedPos2 * iV.boneWeights.z + + skinnedPos3 * iV.boneWeights.w; + + float4 worldSpacePos = mul(float4(skinnedPos, 1.0f), model); + oV.position = mul(worldSpacePos, viewProjection); + + oV.worldPos = worldSpacePos; + + // normals + float3 skinnedNorm0 = mul(mul(float4(iV.normal, 0.0f), offsetMatrix0), boneMatrix0).xyz; + float3 skinnedNorm1 = mul(mul(float4(iV.normal, 0.0f), offsetMatrix1), boneMatrix1).xyz; + float3 skinnedNorm2 = mul(mul(float4(iV.normal, 0.0f), offsetMatrix2), boneMatrix2).xyz; + float3 skinnedNorm3 = mul(mul(float4(iV.normal, 0.0f), offsetMatrix3), boneMatrix3).xyz; + float3 localNormal = + skinnedNorm0 * iV.boneWeights.x + + skinnedNorm1 * iV.boneWeights.y + + skinnedNorm2 * iV.boneWeights.z + + skinnedNorm3 * iV.boneWeights.w; + float3 worldNormal = mul(float4(localNormal, 0.0f), model).xyz; + oV.normal = worldNormal; + + oV.uv = iV.uv; + + return oV; +} + +float4 PS(VS_OUTPUT iV): SV_Target0 +{ + float4 textureColor = diffuseTexture.Sample(defaultSampler, iV.uv); + return textureColor; + //return float4(CalcPixelLight(textureColor, iV.worldPos, iV.normal), 1); +}
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