View Full Version : Limiting the shader

Gothic

08-23-2005, 04:19 AM

Hey, I've recently began investigating how would I implement hardware skinning. As of yet I don't have any experience with shaders so I'll probably missay some things.

I figure if I have a model with it's skeleton, I only need to pass a shader the transformations regarding the bones. The shader should then apply the transformations to meshes(vertices) that are "assigned" to each bone. How would I achive that the shader only operates on the vertices that belong to a certain bone?

yooyo

08-23-2005, 08:56 AM

Maybe this code can help:

// additional vertex attributes. max 4 influence

// if vertex have less than 4 influences, then set unused slots to 0.0

attribute vec4 vWeight;

attribute vec4 vBoneIndex;

// max 30 bones. you may increase this number

uniform mat4 bones[30];

varying vec4 col;

// this function calculate skin matrix based on vertex bone indices and weights

// keep in mind that sum of weights must be 1.0f

mat4 BuildSkinMatrix()

{

mat4 result; // not initialised?

int i;

for (i=0; i<4; i++)

{

result = result + (vWeight[i] * bones [int(vBoneIndex[i])]);

}

return result;

}

void main(void)

{

vec4 vtx;

vec4 nrm;

col = gl_Color;

gl_TexCoord[0] = gl_MultiTexCoord0;

mat4 skinmatrix = BuildSkinMatrix();

// skin vertex

vtx = skinmatrix * gl_Vertex;

// skin normal

nrm = skinmatrix * vec4(gl_Normal, 0.0);

// if you need to skin tangents and binormals, do it here

// transform skinned normal

nrm = vec4(gl_NormalMatrix * nrm.xyz, 0.0);

// transorm skinned vertex

gl_Position = gl_ModelViewProjectionMatrix * vtx;

}yooyo

Gothic

08-23-2005, 11:40 AM

thanks for the code, one more thing though. If I understood the code correctly, you do the transformations on the vertices with a certain bone(id) attribute. I presume one would have to tell the vertex the id of the bone when loading the model . how would I do that?

yooyo

08-23-2005, 11:59 AM

Instead of keeping list of vertices for each bone, make list of bones for each vertex. You can do this in loading time or during model export.

Here is a example of vertex structure:

typedef struct tagChVertex

{

float pos[3]; // position

float norm[3]; // normal

float tex0[2]; // mapping coordinate

float col[4]; // vertex color

float weights[4]; // weights[i] is in relation with boneindices[i];

float boneindices[4]; // up to four indices in array of mat4 in vertex shader

float tangent[3]; // tangent

float binormal[3]; / binormal

} tChVertex;yooyo

Gothic

08-25-2005, 12:03 AM

thanks for the info

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