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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)
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@@ -55,8 +55,8 @@ uniform mat3 normal_transform;
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const int MAX_BONES = 308; // see 3d_internal.h
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const int NR_WEIGHTS = 4;
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uniform bool has_bones;
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layout(std140, row_major) uniform BoneTransforms {
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mat4x3 bone_matrices[MAX_BONES];
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layout(std140) uniform BoneTransforms {
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mat3x4 bone_matrices[MAX_BONES]; // transposed
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};
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uniform bool use_normal_map;
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@@ -86,17 +86,17 @@ void main() {
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mat4 local_bone_transform = local_transform;
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mat3 normal_bone_transform = normal_transform;
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if (has_bones) {
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mat4x3 bone_transform = mat4x3(0.0);
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mat3x4 bone_transform = mat3x4(0.0);
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for (int i = 0; i < NR_WEIGHTS; i++) {
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if (vertex_bone_index[i] >= 0) {
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bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
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}
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}
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local_bone_transform *= mat4(
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vec4(bone_transform[0], 0.0),
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vec4(bone_transform[1], 0.0),
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vec4(bone_transform[2], 0.0),
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vec4(bone_transform[3], 1.0));
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vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0),
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vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0),
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vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0),
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vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0));
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normal_bone_transform *= mat3(bone_transform);
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}
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@@ -22,8 +22,8 @@ uniform mat3 normal_transform;
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const int MAX_BONES = 308; // see 3d_internal.h
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const int NR_WEIGHTS = 4;
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uniform bool has_bones;
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layout(std140, row_major) uniform BoneTransforms {
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mat4x3 bone_matrices[MAX_BONES];
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layout(std140) uniform BoneTransforms {
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mat3x4 bone_matrices[MAX_BONES]; // transposed
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};
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uniform float outline_thickness;
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@@ -36,17 +36,17 @@ void main() {
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mat4 local_bone_transform = local_transform;
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mat3 normal_bone_transform = normal_transform;
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if (has_bones) {
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mat4x3 bone_transform = mat4x3(0.0);
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mat3x4 bone_transform = mat3x4(0.0);
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for (int i = 0; i < NR_WEIGHTS; i++) {
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if (vertex_bone_index[i] >= 0) {
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bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
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}
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}
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local_bone_transform *= mat4(
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vec4(bone_transform[0], 0.0),
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vec4(bone_transform[1], 0.0),
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vec4(bone_transform[2], 0.0),
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vec4(bone_transform[3], 1.0));
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vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0),
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vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0),
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vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0),
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vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0));
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normal_bone_transform *= mat3(bone_transform);
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}
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@@ -20,8 +20,8 @@ uniform mat4 view_transform;
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const int MAX_BONES = 308; // see 3d_internal.h
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const int NR_WEIGHTS = 4;
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uniform bool has_bones;
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layout(std140, row_major) uniform BoneTransforms {
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mat4x3 bone_matrices[MAX_BONES];
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layout(std140) uniform BoneTransforms {
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mat3x4 bone_matrices[MAX_BONES]; // transposed
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};
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in vec3 vertex_pos;
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@@ -31,17 +31,17 @@ in vec4 vertex_bone_weight;
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void main() {
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mat4 local_bone_transform = local_transform;
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if (has_bones) {
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mat4x3 bone_transform = mat4x3(0.0);
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mat3x4 bone_transform = mat3x4(0.0);
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for (int i = 0; i < NR_WEIGHTS; i++) {
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if (vertex_bone_index[i] >= 0) {
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bone_transform += bone_matrices[vertex_bone_index[i]] * vertex_bone_weight[i];
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}
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}
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local_bone_transform *= mat4(
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vec4(bone_transform[0], 0.0),
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vec4(bone_transform[1], 0.0),
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vec4(bone_transform[2], 0.0),
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vec4(bone_transform[3], 1.0));
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vec4(bone_transform[0].x, bone_transform[1].x, bone_transform[2].x, 0.0),
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vec4(bone_transform[0].y, bone_transform[1].y, bone_transform[2].y, 0.0),
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vec4(bone_transform[0].z, bone_transform[1].z, bone_transform[2].z, 0.0),
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vec4(bone_transform[0].w, bone_transform[1].w, bone_transform[2].w, 1.0));
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}
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gl_Position = view_transform * local_bone_transform * vec4(vertex_pos, 1.0);
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