From 2ea8df0593d520b86bcf958263622218f76ac113 Mon Sep 17 00:00:00 2001 From: "Brad Payne (Vir Linden)" Date: Wed, 26 Aug 2015 10:49:02 -0400 Subject: SL-205 WIP - support for 152-joint rigged meshes with both hardware and software skinning. --- .../app_settings/shaders/class1/avatar/objectSkinV.glsl | 13 ++++++++----- 1 file changed, 8 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/avatar') diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index 6cd38d8ef5..d3eed775bf 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -24,8 +24,11 @@ ATTRIBUTE vec4 weight4; -uniform mat3 matrixPalette[52]; -uniform vec3 translationPalette[52]; +/* BENTO JOINT COUNT LIMITS + * Note that the value in these two lines also needs to be updated to value-1 several places below. + */ +uniform mat3 matrixPalette[152]; +uniform vec3 translationPalette[152]; mat4 getObjectSkinnedTransform() { @@ -34,7 +37,7 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - index = min(index, vec4(51.0)); + index = min(index, vec4(151.0)); index = max(index, vec4( 0.0)); float scale = 1.0/(w.x+w.y+w.z+w.w); @@ -68,8 +71,8 @@ mat4 getObjectSkinnedTransform() // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. mat3 dummy1 = matrixPalette[0]; vec3 dummy2 = translationPalette[0]; - mat3 dummy3 = matrixPalette[51]; - vec3 dummy4 = translationPalette[51]; + mat3 dummy3 = matrixPalette[151]; + vec3 dummy4 = translationPalette[151]; #endif } -- cgit v1.2.3 From 74b8a487646cccb3260d02910ab5b16e274ec9ab Mon Sep 17 00:00:00 2001 From: "Brad Payne (Vir Linden)" Date: Wed, 7 Oct 2015 15:38:40 -0400 Subject: SL-234 WIP - adjust max mesh object joints at run-time, including rebuilding shaders --- .../app_settings/shaders/class1/avatar/objectSkinV.glsl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/avatar') diff --git a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl index b342abb7c1..8f754fe82b 100755 --- a/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl +++ b/indra/newview/app_settings/shaders/class1/avatar/objectSkinV.glsl @@ -27,8 +27,8 @@ ATTRIBUTE vec4 weight4; /* BENTO JOINT COUNT LIMITS * Note that the value in these two lines also needs to be updated to value-1 several places below. */ -uniform mat3 matrixPalette[152]; -uniform vec3 translationPalette[152]; +uniform mat3 matrixPalette[MAX_JOINTS_PER_MESH_OBJECT]; +uniform vec3 translationPalette[MAX_JOINTS_PER_MESH_OBJECT]; mat4 getObjectSkinnedTransform() { @@ -37,7 +37,7 @@ mat4 getObjectSkinnedTransform() vec4 w = fract(weight4); vec4 index = floor(weight4); - index = min(index, vec4(151.0)); + index = min(index, vec4(MAX_JOINTS_PER_MESH_OBJECT-1)); index = max(index, vec4( 0.0)); w *= 1.0/(w.x+w.y+w.z+w.w); @@ -70,8 +70,8 @@ mat4 getObjectSkinnedTransform() // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. mat3 dummy1 = matrixPalette[0]; vec3 dummy2 = translationPalette[0]; - mat3 dummy3 = matrixPalette[151]; - vec3 dummy4 = translationPalette[151]; + mat3 dummy3 = matrixPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; + vec3 dummy4 = translationPalette[MAX_JOINTS_PER_MESH_OBJECT-1]; #endif } -- cgit v1.2.3