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authorOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-04-07 13:50:40 +1000
committerOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-04-07 13:50:40 +1000
commit42924fe7b32e93bf55ce034467ceb52e0436c303 (patch)
treefbdf14de2bab718cadb6492d3774d33a0f50ff2f /assets
parentd9f9479694d8a4d74822a876516282329db5ea3d (diff)
visualising bone indices
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/blinn_phong.frag4
-rw-r--r--assets/shaders/skinned.vert46
2 files changed, 32 insertions, 18 deletions
diff --git a/assets/shaders/blinn_phong.frag b/assets/shaders/blinn_phong.frag
index 095b19a..adcc53e 100644
--- a/assets/shaders/blinn_phong.frag
+++ b/assets/shaders/blinn_phong.frag
@@ -33,6 +33,7 @@ in VS_OUT {
vec3 Normal;
vec2 TexCoords;
vec4 FragPosLightSpace;
+ vec4 Color;
} fs_in;
// --- Uniforms
@@ -55,7 +56,8 @@ void main() {
result += CalcPointLight(pointLights[i], norm, fs_in.FragPos, viewDir);
}
- FragColor = vec4(result, 1.0);
+ // FragColor = vec4(result, 1.0);
+ FragColor = fs_in.Color + 0.5;
}
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
diff --git a/assets/shaders/skinned.vert b/assets/shaders/skinned.vert
index 3d0c2cd..cb2ca85 100644
--- a/assets/shaders/skinned.vert
+++ b/assets/shaders/skinned.vert
@@ -13,7 +13,7 @@ uniform mat4 lightSpaceMatrix;
const int MAX_BONES = 100;
const int MAX_BONE_INFLUENCES = 4;
-uniform mat4 finalBoneMatrices[MAX_BONES];
+uniform mat4 boneMatrices[MAX_BONES]; // TODO!
// Output
out VS_OUT {
@@ -21,27 +21,39 @@ out VS_OUT {
vec3 Normal;
vec2 TexCoords;
vec4 FragPosLightSpace;
+ vec4 Color;
} vs_out;
void main() {
- vec4 totalPosition = vec4(0.0f);
- for(int i = 0 ; i < MAX_BONE_INFLUENCES ; i++) {
- if(inBoneIndices[i] == -1)
- continue;
- if(inBoneIndices[i] >=MAX_BONES)
- {
- totalPosition = vec4(inPos,1.0f);
- break;
- }
- vec4 localPosition = finalBoneMatrices[inBoneIndices[i]] * vec4(inPos,1.0f);
- totalPosition += localPosition * inWeights[i];
- vec3 localNormal = mat3(finalBoneMatrices[inBoneIndices[i]]) * inNormal;
- vs_out.Normal = localNormal;
- }
-
- vs_out.FragPos = vec3(model * vec4(inPos, 1.0));
+ // vec4 totalPosition = vec4(0.0f);
+ // for(int i = 0 ; i < MAX_BONE_INFLUENCES ; i++) {
+ // if(inBoneIndices[i] == 0)
+ // continue;
+ // if(inBoneIndices[i] >=MAX_BONES)
+ // {
+ // totalPosition = vec4(inPos,1.0f);
+ // break;
+ // }
+ // vec4 localPosition = finalBoneMatrices[inBoneIndices[i]] * vec4(inPos,1.0f);
+ // totalPosition += localPosition * inWeights[i];
+ // vec3 localNormal = mat3(finalBoneMatrices[inBoneIndices[i]]) * inNormal;
+ // vs_out.Normal = localNormal;
+ // }
+
+
+ mat4 skinMatrix = // mat4(1.0)
+ // boneMatrices[int(inBoneIndices.z)]; // should just be the identtiy
+ inWeights.x * boneMatrices[int(inBoneIndices.x)] +
+ inWeights.y * boneMatrices[int(inBoneIndices.y)] +
+ inWeights.z * boneMatrices[int(inBoneIndices.z)] +
+ inWeights.w * boneMatrices[int(inBoneIndices.w)];
+
+ vec4 totalPosition = skinMatrix * vec4(inPos, 1.0);
+
+ vs_out.FragPos = vec3(model * totalPosition);
// vs_out.Normal = inNormal;
vs_out.TexCoords = inTexCoords;
vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
+ vs_out.Color = inWeights;
gl_Position = projection * view * model * totalPosition;
} \ No newline at end of file