Redid gfmdl parser completely. This allows the file to be rebuilt for custom models which will be coming soon. Textures now load in the gfmdl section to easily edit without touching bntx. Added a basic material editor (more like a viewer atm) for gfbmdl. Added a Pokemon viewer (requires game path to be set). This shows icons of all the pokemon and opens the archive they are located in. Start to parse GFBANIM. Not previewable yet because of rotations breaking. If anyone wants to help though be my guest :) Basic GFBANIMCFG support. It can be used to view animation file names.
135 lines
3.0 KiB
GLSL
135 lines
3.0 KiB
GLSL
#version 330
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const int MY_ARRAY_SIZE = 200;
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in vec3 vPosition;
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in vec3 vNormal;
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in vec3 vTangent;
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in vec3 vBinormal;
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in vec2 vUV0;
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in vec4 vColor;
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in vec4 vBone;
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in vec4 vWeight;
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in vec2 vUV1;
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in vec2 vUV2;
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out vec3 objectPosition;
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out vec2 f_texcoord0;
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out vec2 f_texcoord1;
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out vec2 f_texcoord2;
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out vec2 f_texcoord3;
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out vec3 normal;
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out vec4 vertexColor;
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out vec3 position;
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out vec3 tangent;
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out vec3 binormal;
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out vec3 boneWeightsColored;
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// Skinning uniforms
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uniform mat4 bones[190];
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uniform mat4 mtxCam;
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uniform mat4 mtxMdl;
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uniform mat4 previewScale;
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// Bone Weight Display
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uniform sampler2D weightRamp1;
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uniform sampler2D weightRamp2;
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uniform int selectedBoneIndex;
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uniform int debugOption;
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uniform int NoSkinning;
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uniform int RigidSkinning;
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uniform int SingleBoneIndex;
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vec4 skin(vec3 pos, ivec4 index)
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{
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vec4 newPosition = vec4(pos.xyz, 1.0);
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newPosition = bones[index.x] * vec4(pos, 1.0) * vWeight.x;
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newPosition += bones[index.y] * vec4(pos, 1.0) * vWeight.y;
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newPosition += bones[index.z] * vec4(pos, 1.0) * vWeight.z;
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if (vWeight.w < 1) //Necessary. Bones may scale weirdly without
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newPosition += bones[index.w] * vec4(pos, 1.0) * vWeight.w;
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return newPosition;
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}
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vec3 skinNRM(vec3 nr, ivec4 index)
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{
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vec3 newNormal = vec3(0);
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newNormal = mat3(bones[index.x]) * nr * vWeight.x;
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newNormal += mat3(bones[index.y]) * nr * vWeight.y;
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newNormal += mat3(bones[index.z]) * nr * vWeight.z;
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newNormal += mat3(bones[index.w]) * nr * vWeight.w;
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return newNormal;
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}
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vec3 BoneWeightColor(float weights)
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{
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float rampInputLuminance = weights;
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rampInputLuminance = clamp((rampInputLuminance), 0.001, 0.999);
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if (debugOption == 1) // Greyscale
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return vec3(weights);
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else if (debugOption == 2) // Color 1
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return texture(weightRamp1, vec2(1 - rampInputLuminance, 0.50)).rgb;
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else // Color 2
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return texture(weightRamp2, vec2(1 - rampInputLuminance, 0.50)).rgb;
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}
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float BoneWeightDisplay(ivec4 index)
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{
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float weight = 0;
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if (selectedBoneIndex == index.x)
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weight += vWeight.x;
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if (selectedBoneIndex == index.y)
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weight += vWeight.y;
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if (selectedBoneIndex == index.z)
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weight += vWeight.z;
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if (selectedBoneIndex == index.w)
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weight += vWeight.w;
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if (selectedBoneIndex == index.x && RigidSkinning == 1)
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weight = 1;
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if (selectedBoneIndex == SingleBoneIndex && NoSkinning == 1)
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weight = 1;
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return weight;
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}
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void main()
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{
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ivec4 index = ivec4(vBone);
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vec4 objPos = vec4(vPosition.xyz, 1.0);
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if (vBone.x != -1.0)
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objPos = skin(objPos.xyz, index);
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if(vBone.x != -1.0)
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normal = normalize((skinNRM(vNormal.xyz, index)).xyz);
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objPos = mtxMdl * vec4(objPos.xyz, 1.0);
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vec4 position = mtxCam * objPos;
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normal = vNormal;
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vertexColor = vColor;
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f_texcoord0 = vUV0;
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f_texcoord1 = vUV1;
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f_texcoord2 = vUV2;
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tangent = vTangent;
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gl_Position = position;
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objectPosition = position.xyz;
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float totalWeight = BoneWeightDisplay(index);
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boneWeightsColored = BoneWeightColor(totalWeight).rgb;
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} |