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dongchangxi committed 2025-01-15 09:31:42 +08:00
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-- glslfx version 0.1
-- configuration
{
"techniques": {
"default": {
"skinPointsLBSKernel": {
"source": [ "Compute.SkinPointsLBS" ]
},
"skinPointsDQSKernel": {
"source": [ "Compute.SkinPointsDQS" ]
},
"skinPointsSimpleKernel": {
"source": [ "Compute.SkinPointsSimple" ]
}
}
}
}
-- glsl Compute.SkinPointsLBS
const float EPS = 1e-5;
void compute(int index)
{
// model space -> bind space
mat4 geomBindXform = HdGet_geomBindXform();
vec3 restP = HdGet_restPoints(index);
// apply blend shapes
int numBlendShapeOffsetRanges = HdGet_numBlendShapeOffsetRanges();
if (index < numBlendShapeOffsetRanges) {
ivec2 blendShapeOffsetRange = HdGet_blendShapeOffsetRanges(index);
for (int i = blendShapeOffsetRange.x; i < blendShapeOffsetRange.y; ++i) {
vec4 offset = HdGet_blendShapeOffsets(i);
int shapeIndex = int(offset.w);
float weight = HdGet_blendShapeWeights(shapeIndex);
restP += offset.xyz * weight;
}
}
vec4 initP = geomBindXform * vec4(restP, 1);
int numInfluencesPerComponent = HdGet_numInfluencesPerComponent();
vec3 p;
if (numInfluencesPerComponent > 0) {
p = vec3(0,0,0);
bool constantPointInfluence = HdGet_hasConstantInfluences();
int offset = constantPointInfluence? 0 : numInfluencesPerComponent*index;
for (int i = 0; i < numInfluencesPerComponent; i++) {
vec2 influence = HdGet_influences(offset + i);
float jointWeight = influence.y;
if (jointWeight > EPS) {
int jointIdx = int( influence.x );
mat4 skinningXform = HdGet_skinningXforms(jointIdx);
p += ((skinningXform * initP) * jointWeight).xyz;
}
}
} else {
p = initP.xyz;
}
// skel space -> world space -> model space
// XXX: Casts to mat4 below are necessary because the matrices passed
// down use doubles and not floats.
mat4 skelToPrimLocal = mat4( HdGet_primWorldToLocal() ) *
mat4( HdGet_skelLocalToWorld() );
p = (skelToPrimLocal * vec4(p,1)).xyz;
HdSet_skinnedPoints(index, p);
}
-- glsl Compute.SkinPointsDQS
const float EPS = 1e-5;
const float NORM_EPS = 1e-10;
vec4 GetPivotQuaternion(int numInfluencesPerComponent, int offset)
{
vec4 pivotQuat = vec4(0);
int pivotIdx = -1;
float maxw = -1;
for (int i = 0; i < numInfluencesPerComponent; i++) {
vec2 influence = HdGet_influences(offset + i);
float jointWeight = influence.y;
if (pivotIdx < 0 || maxw < jointWeight) {
int jointIdx = int( influence.x );
maxw = jointWeight;
pivotIdx = jointIdx;
}
}
if (pivotIdx >= 0)
pivotQuat = HdGet_skinningDualQuats(pivotIdx*2);
return pivotQuat;
}
vec3 TransformByQuaternion(vec4 quat, vec3 vec)
{
// See GfQuat::Transform() for algorithm
float r1 = quat.w;
vec3 i1 = quat.xyz;
vec3 i2 = vec3(r1 * vec[0] + (i1[1] * vec[2] - i1[2] * vec[1]),
r1 * vec[1] + (i1[2] * vec[0] - i1[0] * vec[2]),
r1 * vec[2] + (i1[0] * vec[1] - i1[1] * vec[0]));
return vec3(vec[0] + 2.0 * (i1[1] * i2[2] - i1[2] * i2[1]),
vec[1] + 2.0 * (i1[2] * i2[0] - i1[0] * i2[2]),
vec[2] + 2.0 * (i1[0] * i2[1] - i1[1] * i2[0]));
}
vec3 GetDualQuaternionTranslation(vec4 real, vec4 dual)
{
// See GfDualQuat::GetTranslation() for algorithm
float scale = -2.0;
float rw = real.w;
vec3 ri = real.xyz;
float dw = dual.w;
vec3 di = dual.xyz;
return vec3( (dw*ri[0] - rw*di[0] + di[1]*ri[2] - di[2]*ri[1])*scale,
(dw*ri[1] - rw*di[1] + di[2]*ri[0] - di[0]*ri[2])*scale,
(dw*ri[2] - rw*di[2] + di[0]*ri[1] - di[1]*ri[0])*scale );
}
void compute(int index)
{
// model space -> bind space
mat4 geomBindXform = HdGet_geomBindXform();
vec3 restP = HdGet_restPoints(index);
// apply blend shapes
int numBlendShapeOffsetRanges = HdGet_numBlendShapeOffsetRanges();
if (index < numBlendShapeOffsetRanges) {
ivec2 blendShapeOffsetRange = HdGet_blendShapeOffsetRanges(index);
for (int i = blendShapeOffsetRange.x; i < blendShapeOffsetRange.y; ++i) {
vec4 offset = HdGet_blendShapeOffsets(i);
int shapeIndex = int(offset.w);
float weight = HdGet_blendShapeWeights(shapeIndex);
restP += offset.xyz * weight;
}
}
vec3 initP = (geomBindXform * vec4(restP, 1)).xyz;
int numInfluencesPerComponent = HdGet_numInfluencesPerComponent();
vec3 p;
if (numInfluencesPerComponent > 0) {
#ifdef HD_HAS_skinningScaleXforms
vec3 scaledP = vec3(0, 0, 0);
#endif
bool constantPointInfluence = HdGet_hasConstantInfluences();
int offset = constantPointInfluence ? 0 : numInfluencesPerComponent*index;
// find the pivot quaternion
vec4 pivotQuat = GetPivotQuaternion(numInfluencesPerComponent, offset);
// find the weighted sum dual quaternion
vec4 weightedSumDQReal = vec4(0);
vec4 weightedSumDQDual = vec4(0);
for (int i = 0; i < numInfluencesPerComponent; i++) {
vec2 influence = HdGet_influences(offset + i);
float jointWeight = influence.y;
if (jointWeight > EPS) {
int jointIdx = int(influence.x);
#ifdef HD_HAS_skinningScaleXforms
// Apply scale using LBS, if any of the skinning xforms has scales
mat3 scaleXform = HdGet_skinningScaleXforms(jointIdx);
scaledP += ((scaleXform * initP) * jointWeight);
#endif
// Apply rotation & translation using DQS
vec4 skinningDQReal = HdGet_skinningDualQuats(jointIdx*2);
vec4 skinningDQDual = HdGet_skinningDualQuats(jointIdx*2+1);
// Flip the dual quaternion, if necessary, to make it
// on the same hemisphere as the pivotQuat.
if (dot(skinningDQReal, pivotQuat) < 0.0)
jointWeight = -jointWeight;
weightedSumDQReal += (skinningDQReal * jointWeight);
weightedSumDQDual += (skinningDQDual * jointWeight);
}
}
// normalize weightedSumDQ
float realLength = length(weightedSumDQReal);
if (realLength < NORM_EPS) {
weightedSumDQReal = vec4(0, 0, 0, 1); // identity quaternion
weightedSumDQDual = vec4(0); // zero quaternion
} else {
float inverseRealLength = 1.0 / realLength;
// rotation normalization
weightedSumDQReal *= inverseRealLength;
weightedSumDQDual *= inverseRealLength;
// plucker normalization
weightedSumDQDual -= (dot(weightedSumDQReal, weightedSumDQDual) * weightedSumDQReal);
}
#ifdef HD_HAS_skinningScaleXforms
// transform scaledP by weightedSumDQ
p = TransformByQuaternion(weightedSumDQReal, scaledP)
+ GetDualQuaternionTranslation(weightedSumDQReal, weightedSumDQDual);
#else
// transform initP by weightedSumDQ
p = TransformByQuaternion(weightedSumDQReal, initP)
+ GetDualQuaternionTranslation(weightedSumDQReal, weightedSumDQDual);
#endif
} else {
p = initP;
}
// skel space -> world space -> model space
// XXX: Casts to mat4 below are necessary because the matrices passed
// down use doubles and not floats.
mat4 skelToPrimLocal = mat4(HdGet_primWorldToLocal()) *
mat4(HdGet_skelLocalToWorld());
p = (skelToPrimLocal * vec4(p,1)).xyz;
HdSet_skinnedPoints(index, p);
}
-- glsl Compute.SkinPointsSimple
void compute(int index)
{
// This is simple joint-constraint skinning model.
mat4 geomBindXform = HdGet_geomBindXform();
int jointIndex = int( HdGet_influences(index).x );
mat4 skinningXform = HdGet_skinningXforms(jointIndex);
// model space -> bind space -> skel space
vec4 p = skinningXform * geomBindXform * vec4(HdGet_restPoints(index), 1);
// skel space -> world space -> model space
// XXX: Casts to mat4 below are necessary because the matrices passed
// down use doubles and not floats.
mat4 skelToPrimLocal = mat4( HdGet_primWorldToLocal() ) *
mat4( HdGet_skelLocalToWorld() );
p = skelToPrimLocal * p;
HdSet_skinnedPoints(index, p.xyz);
}