expre-gen/blender/3.4/datafiles/usd/usdSkelImaging/resources/shaders/skinning.glslfx
2025-10-17 09:47:23 +08:00

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-- glslfx version 0.1
-- configuration
{
"techniques": {
"default": {
"skinPointsLBSKernel": {
"source": [ "Compute.SkinPointsLBS" ]
},
"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.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);
}