Added skeletal animations and other fixes

This commit is contained in:
2026-03-16 12:57:53 +01:00
parent 2cc18b3329
commit 28c6703892
51 changed files with 1964 additions and 602 deletions

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destrum/assets_src/char.fbx Normal file

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destrum/assets_src/char.jpg Normal file

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@@ -14,6 +14,10 @@ vec4 sampleTexture2DNearest(uint texID, vec2 uv) {
return texture(nonuniformEXT(sampler2D(textures[texID], samplers[NEAREST_SAMPLER_ID])), uv);
}
vec4 sampleTexture2D(uint texID, uint samplerID, vec2 uv) {
return texture(nonuniformEXT(sampler2D(textures[texID], samplers[samplerID])), uv);
}
vec4 sampleTexture2DMSNearest(uint texID, ivec2 p, int s) {
return texelFetch(nonuniformEXT(sampler2DMS(texturesMS[texID], samplers[NEAREST_SAMPLER_ID])), p, s);
}

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@@ -6,6 +6,7 @@
struct MaterialData {
vec4 baseColor;
vec4 metallicRoughnessEmissive;
uint textureFilteringMode;
uint diffuseTex;
uint normalTex;
uint metallicRoughnessTex;

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@@ -17,8 +17,9 @@ layout (location = 0) out vec4 outFragColor;
void main()
{
MaterialData material = pcs.sceneData.materials.data[pcs.materialID];
uint samplerID = pcs.sceneData.materials.data[pcs.materialID].textureFilteringMode;
vec4 diffuse = sampleTexture2DLinear(material.diffuseTex, inUV) * material.baseColor;
vec4 diffuse = sampleTexture2D(material.diffuseTex, samplerID, inUV) * material.baseColor;
outFragColor = diffuse;

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@@ -0,0 +1,60 @@
#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_buffer_reference : require
#include "vertex.glsl"
struct SkinningDataType {
ivec4 jointIds;
vec4 weights;
};
layout (buffer_reference, std430) readonly buffer SkinningData {
SkinningDataType data[];
};
layout (buffer_reference, std430) readonly buffer JointMatrices {
mat4 matrices[];
};
layout (push_constant) uniform constants
{
JointMatrices jointMatrices;
uint jointMatricesStartIndex;
uint numVertices;
VertexBuffer inputBuffer;
SkinningData skinningData;
VertexBuffer outputBuffer;
} pcs;
layout (local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
mat4 getJointMatrix(int jointId) {
if (jointId < 0) return mat4(1.0);
return pcs.jointMatrices.matrices[pcs.jointMatricesStartIndex + jointId];
}
void main()
{
uint index = gl_GlobalInvocationID.x;
if (index >= pcs.numVertices) {
return;
}
SkinningDataType sd = pcs.skinningData.data[index];
mat4 skinMatrix =
sd.weights.x * getJointMatrix(sd.jointIds.x) +
sd.weights.y * getJointMatrix(sd.jointIds.y) +
sd.weights.z * getJointMatrix(sd.jointIds.z) +
sd.weights.w * getJointMatrix(sd.jointIds.w);
Vertex v = pcs.inputBuffer.vertices[index];
v.position = vec3(skinMatrix * vec4(v.position, 1.0));
mat3 skinMat3 = mat3(skinMatrix);
v.normal = skinMat3 * v.normal;
v.tangent.xyz = skinMat3 * v.tangent.xyz; // don't transform tangent.w
pcs.outputBuffer.vertices[index] = v;
}