2019-11-23 20:27:39 +08:00
|
|
|
/****************************************************************************
|
|
|
|
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
|
|
|
|
|
2022-10-01 16:24:52 +08:00
|
|
|
https://axmolengine.github.io/
|
2019-11-23 20:27:39 +08:00
|
|
|
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
|
|
in the Software without restriction, including without limitation the rights
|
|
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
|
|
all copies or substantial portions of the Software.
|
|
|
|
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
|
|
THE SOFTWARE.
|
|
|
|
****************************************************************************/
|
|
|
|
|
|
|
|
|
|
|
|
const char* CC3D_positionNormalTexture_vert = R"(
|
|
|
|
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
|
|
|
|
uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#if (MAX_POINT_LIGHT_NUM > 0)
|
|
|
|
uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#if (MAX_SPOT_LIGHT_NUM > 0)
|
|
|
|
uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
attribute vec4 a_position;
|
|
|
|
attribute vec2 a_texCoord;
|
|
|
|
attribute vec3 a_normal;
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
attribute vec3 a_tangent;
|
|
|
|
attribute vec3 a_binormal;
|
|
|
|
#endif
|
|
|
|
varying vec2 TextureCoordOut;
|
|
|
|
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
#if MAX_DIRECTIONAL_LIGHT_NUM
|
|
|
|
varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#if MAX_POINT_LIGHT_NUM
|
|
|
|
varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#if MAX_SPOT_LIGHT_NUM
|
|
|
|
varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifndef USE_NORMAL_MAPPING
|
|
|
|
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
|
|
|
|
varying vec3 v_normal;
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
uniform mat4 u_MVPMatrix;
|
|
|
|
uniform mat4 u_MVMatrix;
|
|
|
|
uniform mat4 u_PMatrix;
|
|
|
|
uniform mat3 u_NormalMatrix;
|
|
|
|
|
|
|
|
void main(void)
|
|
|
|
{
|
|
|
|
vec4 ePosition = u_MVMatrix * a_position;
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
|
|
|
|
vec3 eTangent = normalize(u_NormalMatrix * a_tangent);
|
|
|
|
vec3 eBinormal = normalize(u_NormalMatrix * a_binormal);
|
|
|
|
vec3 eNormal = normalize(u_NormalMatrix * a_normal);
|
|
|
|
#endif
|
|
|
|
#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);
|
|
|
|
v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);
|
|
|
|
v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if (MAX_POINT_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
|
|
|
|
v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);
|
|
|
|
v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
|
|
|
|
v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if (MAX_SPOT_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;
|
|
|
|
v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);
|
|
|
|
v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);
|
|
|
|
v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);
|
|
|
|
|
|
|
|
v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);
|
|
|
|
v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);
|
|
|
|
v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#else
|
|
|
|
#if (MAX_POINT_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if (MAX_SPOT_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
|
|
|
|
v_normal = u_NormalMatrix * a_normal;
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
TextureCoordOut = a_texCoord;
|
|
|
|
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
|
|
|
|
gl_Position = u_PMatrix * ePosition;
|
|
|
|
}
|
|
|
|
)";
|
|
|
|
|
|
|
|
const char* CC3D_skinPositionNormalTexture_vert = R"(
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
|
|
|
|
uniform vec3 u_DirLightSourceDirection[MAX_DIRECTIONAL_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#if (MAX_POINT_LIGHT_NUM > 0)
|
|
|
|
uniform vec3 u_PointLightSourcePosition[MAX_POINT_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#if (MAX_SPOT_LIGHT_NUM > 0)
|
|
|
|
uniform vec3 u_SpotLightSourcePosition[MAX_SPOT_LIGHT_NUM];
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
uniform vec3 u_SpotLightSourceDirection[MAX_SPOT_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
attribute vec3 a_position;
|
|
|
|
|
|
|
|
attribute vec4 a_blendWeight;
|
|
|
|
attribute vec4 a_blendIndex;
|
|
|
|
|
|
|
|
attribute vec2 a_texCoord;
|
|
|
|
|
|
|
|
attribute vec3 a_normal;
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
attribute vec3 a_tangent;
|
|
|
|
attribute vec3 a_binormal;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
const int SKINNING_JOINT_COUNT = 60;
|
|
|
|
// Uniforms
|
|
|
|
uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
|
|
|
|
|
|
|
|
uniform mat4 u_MVMatrix;
|
|
|
|
uniform mat3 u_NormalMatrix;
|
|
|
|
uniform mat4 u_PMatrix;
|
|
|
|
|
|
|
|
// Varyings
|
|
|
|
varying vec2 TextureCoordOut;
|
|
|
|
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
#if MAX_DIRECTIONAL_LIGHT_NUM
|
|
|
|
varying vec3 v_dirLightDirection[MAX_DIRECTIONAL_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
#if MAX_POINT_LIGHT_NUM
|
|
|
|
varying vec3 v_vertexToPointLightDirection[MAX_POINT_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#if MAX_SPOT_LIGHT_NUM
|
|
|
|
varying vec3 v_vertexToSpotLightDirection[MAX_SPOT_LIGHT_NUM];
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
varying vec3 v_spotLightDirection[MAX_SPOT_LIGHT_NUM];
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifndef USE_NORMAL_MAPPING
|
|
|
|
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
|
|
|
|
varying vec3 v_normal;
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void getPositionAndNormal(out vec4 position, out vec3 normal, out vec3 tangent, out vec3 binormal)
|
|
|
|
{
|
|
|
|
float blendWeight = a_blendWeight[0];
|
|
|
|
|
|
|
|
int matrixIndex = int (a_blendIndex[0]) * 3;
|
|
|
|
vec4 matrixPalette1 = u_matrixPalette[matrixIndex] * blendWeight;
|
|
|
|
vec4 matrixPalette2 = u_matrixPalette[matrixIndex + 1] * blendWeight;
|
|
|
|
vec4 matrixPalette3 = u_matrixPalette[matrixIndex + 2] * blendWeight;
|
|
|
|
|
|
|
|
|
|
|
|
blendWeight = a_blendWeight[1];
|
|
|
|
if (blendWeight > 0.0)
|
|
|
|
{
|
|
|
|
matrixIndex = int(a_blendIndex[1]) * 3;
|
|
|
|
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
|
|
|
|
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
|
|
|
|
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
|
|
|
|
|
|
|
|
blendWeight = a_blendWeight[2];
|
|
|
|
if (blendWeight > 0.0)
|
|
|
|
{
|
|
|
|
matrixIndex = int(a_blendIndex[2]) * 3;
|
|
|
|
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
|
|
|
|
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
|
|
|
|
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
|
|
|
|
|
|
|
|
blendWeight = a_blendWeight[3];
|
|
|
|
if (blendWeight > 0.0)
|
|
|
|
{
|
|
|
|
matrixIndex = int(a_blendIndex[3]) * 3;
|
|
|
|
matrixPalette1 += u_matrixPalette[matrixIndex] * blendWeight;
|
|
|
|
matrixPalette2 += u_matrixPalette[matrixIndex + 1] * blendWeight;
|
|
|
|
matrixPalette3 += u_matrixPalette[matrixIndex + 2] * blendWeight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
vec4 p = vec4(a_position, 1.0);
|
|
|
|
position.x = dot(p, matrixPalette1);
|
|
|
|
position.y = dot(p, matrixPalette2);
|
|
|
|
position.z = dot(p, matrixPalette3);
|
|
|
|
position.w = p.w;
|
|
|
|
|
|
|
|
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
|
|
|
|
vec4 n = vec4(a_normal, 0.0);
|
|
|
|
normal.x = dot(n, matrixPalette1);
|
|
|
|
normal.y = dot(n, matrixPalette2);
|
|
|
|
normal.z = dot(n, matrixPalette3);
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
vec4 t = vec4(a_tangent, 0.0);
|
|
|
|
tangent.x = dot(t, matrixPalette1);
|
|
|
|
tangent.y = dot(t, matrixPalette2);
|
|
|
|
tangent.z = dot(t, matrixPalette3);
|
|
|
|
vec4 b = vec4(a_binormal, 0.0);
|
|
|
|
binormal.x = dot(b, matrixPalette1);
|
|
|
|
binormal.y = dot(b, matrixPalette2);
|
|
|
|
binormal.z = dot(b, matrixPalette3);
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec4 position;
|
|
|
|
vec3 normal;
|
|
|
|
vec3 tangent;
|
|
|
|
vec3 binormal;
|
|
|
|
getPositionAndNormal(position, normal, tangent, binormal);
|
|
|
|
vec4 ePosition = u_MVMatrix * position;
|
|
|
|
|
|
|
|
#ifdef USE_NORMAL_MAPPING
|
|
|
|
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
|
|
|
|
vec3 eTangent = normalize(u_NormalMatrix * tangent);
|
|
|
|
vec3 eBinormal = normalize(u_NormalMatrix * binormal);
|
|
|
|
vec3 eNormal = normalize(u_NormalMatrix * normal);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if (MAX_DIRECTIONAL_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_DIRECTIONAL_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
v_dirLightDirection[i].x = dot(eTangent, u_DirLightSourceDirection[i]);
|
|
|
|
v_dirLightDirection[i].y = dot(eBinormal, u_DirLightSourceDirection[i]);
|
|
|
|
v_dirLightDirection[i].z = dot(eNormal, u_DirLightSourceDirection[i]);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if (MAX_POINT_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
vec3 pointLightDir = u_PointLightSourcePosition[i].xyz - ePosition.xyz;
|
|
|
|
v_vertexToPointLightDirection[i].x = dot(eTangent, pointLightDir);
|
|
|
|
v_vertexToPointLightDirection[i].y = dot(eBinormal, pointLightDir);
|
|
|
|
v_vertexToPointLightDirection[i].z = dot(eNormal, pointLightDir);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if (MAX_SPOT_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
vec3 spotLightDir = u_SpotLightSourcePosition[i] - ePosition.xyz;
|
|
|
|
v_vertexToSpotLightDirection[i].x = dot(eTangent, spotLightDir);
|
|
|
|
v_vertexToSpotLightDirection[i].y = dot(eBinormal, spotLightDir);
|
|
|
|
v_vertexToSpotLightDirection[i].z = dot(eNormal, spotLightDir);
|
|
|
|
|
|
|
|
v_spotLightDirection[i].x = dot(eTangent, u_SpotLightSourceDirection[i]);
|
|
|
|
v_spotLightDirection[i].y = dot(eBinormal, u_SpotLightSourceDirection[i]);
|
|
|
|
v_spotLightDirection[i].z = dot(eNormal, u_SpotLightSourceDirection[i]);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
#else
|
|
|
|
#if (MAX_POINT_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_POINT_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
v_vertexToPointLightDirection[i] = u_PointLightSourcePosition[i].xyz- ePosition.xyz;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if (MAX_SPOT_LIGHT_NUM > 0)
|
|
|
|
for (int i = 0; i < MAX_SPOT_LIGHT_NUM; ++i)
|
|
|
|
{
|
|
|
|
v_vertexToSpotLightDirection[i] = u_SpotLightSourcePosition[i] - ePosition.xyz;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#if ((MAX_DIRECTIONAL_LIGHT_NUM > 0) || (MAX_POINT_LIGHT_NUM > 0) || (MAX_SPOT_LIGHT_NUM > 0))
|
|
|
|
v_normal = u_NormalMatrix * normal;
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
TextureCoordOut = a_texCoord;
|
|
|
|
TextureCoordOut.y = 1.0 - TextureCoordOut.y;
|
|
|
|
gl_Position = u_PMatrix * ePosition;
|
|
|
|
}
|
|
|
|
|
|
|
|
)";
|