3d: Fix skeletal animation on PowerVR GPUs

This fixes https://github.com/kichikuou/xsystem4-android/issues/14.

There appears to be a bug in the OpenGL ES implementation for PowerVR
that prevents row_major mat4x3 uniforms from loading correctly.

This changes bone_matrices from row_major mat4x3 to column_major mat3x4
and transposes them manually in the vertex shaders. (Column major mat4x3
cannot be used due to the UBO size limitation)
This commit is contained in:
kichikuou
2025-06-25 12:55:52 +09:00
parent b88abe375a
commit e00ba69546
3 changed files with 21 additions and 21 deletions
+7 -7
View File
@@ -55,8 +55,8 @@ uniform mat3 normal_transform;
const int MAX_BONES = 308; // see 3d_internal.h
const int NR_WEIGHTS = 4;
uniform bool has_bones;
layout(std140, row_major) uniform BoneTransforms {
mat4x3 bone_matrices[MAX_BONES];
layout(std140) uniform BoneTransforms {
mat3x4 bone_matrices[MAX_BONES]; // transposed
};
uniform bool use_normal_map;
@@ -86,17 +86,17 @@ void main() {
mat4 local_bone_transform = local_transform;
mat3 normal_bone_transform = normal_transform;
if (has_bones) {
mat4x3 bone_transform = mat4x3(0.0);
mat3x4 bone_transform = mat3x4(0.0);
for (int i = 0; i < NR_WEIGHTS; i++) {
if (vertex_bone_index[i] >= 0) {
bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
}
}
local_bone_transform *= mat4(
vec4(bone_transform[0], 0.0),
vec4(bone_transform[1], 0.0),
vec4(bone_transform[2], 0.0),
vec4(bone_transform[3], 1.0));
vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0),
vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0),
vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0),
vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0));
normal_bone_transform *= mat3(bone_transform);
}
+7 -7
View File
@@ -22,8 +22,8 @@ uniform mat3 normal_transform;
const int MAX_BONES = 308; // see 3d_internal.h
const int NR_WEIGHTS = 4;
uniform bool has_bones;
layout(std140, row_major) uniform BoneTransforms {
mat4x3 bone_matrices[MAX_BONES];
layout(std140) uniform BoneTransforms {
mat3x4 bone_matrices[MAX_BONES]; // transposed
};
uniform float outline_thickness;
@@ -36,17 +36,17 @@ void main() {
mat4 local_bone_transform = local_transform;
mat3 normal_bone_transform = normal_transform;
if (has_bones) {
mat4x3 bone_transform = mat4x3(0.0);
mat3x4 bone_transform = mat3x4(0.0);
for (int i = 0; i < NR_WEIGHTS; i++) {
if (vertex_bone_index[i] >= 0) {
bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
}
}
local_bone_transform *= mat4(
vec4(bone_transform[0], 0.0),
vec4(bone_transform[1], 0.0),
vec4(bone_transform[2], 0.0),
vec4(bone_transform[3], 1.0));
vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0),
vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0),
vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0),
vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0));
normal_bone_transform *= mat3(bone_transform);
}
+7 -7
View File
@@ -20,8 +20,8 @@ uniform mat4 view_transform;
const int MAX_BONES = 308; // see 3d_internal.h
const int NR_WEIGHTS = 4;
uniform bool has_bones;
layout(std140, row_major) uniform BoneTransforms {
mat4x3 bone_matrices[MAX_BONES];
layout(std140) uniform BoneTransforms {
mat3x4 bone_matrices[MAX_BONES]; // transposed
};
in vec3 vertex_pos;
@@ -31,17 +31,17 @@ in vec4 vertex_bone_weight;
void main() {
mat4 local_bone_transform = local_transform;
if (has_bones) {
mat4x3 bone_transform = mat4x3(0.0);
mat3x4 bone_transform = mat3x4(0.0);
for (int i = 0; i < NR_WEIGHTS; i++) {
if (vertex_bone_index[i] >= 0) {
bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
}
}
local_bone_transform *= mat4(
vec4(bone_transform[0], 0.0),
vec4(bone_transform[1], 0.0),
vec4(bone_transform[2], 0.0),
vec4(bone_transform[3], 1.0));
vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0),
vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0),
vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0),
vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0));
}
gl_Position = view_transform * local_bone_transform * vec4(vertex_pos, 1.0);