Working on optimization: GPU skinning and binary animations

This commit is contained in:
Vladislav Khorev committed 2026-04-15 16:39:33 +03:00
1 parent a589765b7e
commit f708843747
24 files changed
+890 -489525

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+4 -4
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@@ -4,8 +4,8 @@
"id": "npc_01_default",
"name": "NPC Default Guard",
"texturePath": "resources/w/default_skin001.png",
"animationIdlePath": "resources/w/default_idle002.txt",
"animationWalkPath": "resources/w/default_walk001.txt",
"animationIdlePath": "resources/w/default_idle002.anim",
"animationWalkPath": "resources/w/default_walk001.anim",
"positionX": 0.0,
"positionY": 0.0,
"positionZ": -10.0,
@@ -26,8 +26,8 @@
"id": "npc_03_ghost",
"name": "NPC Floating Ghost",
"texturePath": "resources/w/ghost_skin001.png",
"animationIdlePath": "resources/w/default_float001.txt",
"animationWalkPath": "resources/w/default_float001.txt",
"animationIdlePath": "resources/w/default_float001.anim",
"animationWalkPath": "resources/w/default_float001.anim",
"positionX": 0.0,
"positionY": 0.0,
"positionZ": -5.0,
+50
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@@ -0,0 +1,50 @@
attribute vec3 vPosition;
attribute vec2 vTexCoord;
attribute vec4 aBoneIndices0;
attribute vec2 aBoneIndices1;
attribute vec4 aBoneWeights0;
attribute vec2 aBoneWeights1;
varying vec2 texCoord;
uniform mat4 ProjectionModelViewMatrix;
uniform mat4 uBoneMatrices[64];
void main()
{
vec4 skinnedPos = vec4(0.0, 0.0, 0.0, 0.0);
vec4 originalPos = vec4(vPosition, 1.0);
float totalWeight = 0.0;
if (aBoneWeights0.x > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.x)] * originalPos * aBoneWeights0.x;
totalWeight += aBoneWeights0.x;
}
if (aBoneWeights0.y > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.y)] * originalPos * aBoneWeights0.y;
totalWeight += aBoneWeights0.y;
}
if (aBoneWeights0.z > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.z)] * originalPos * aBoneWeights0.z;
totalWeight += aBoneWeights0.z;
}
if (aBoneWeights0.w > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices0.w)] * originalPos * aBoneWeights0.w;
totalWeight += aBoneWeights0.w;
}
if (aBoneWeights1.x > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices1.x)] * originalPos * aBoneWeights1.x;
totalWeight += aBoneWeights1.x;
}
if (aBoneWeights1.y > 0.0) {
skinnedPos += uBoneMatrices[int(aBoneIndices1.y)] * originalPos * aBoneWeights1.y;
totalWeight += aBoneWeights1.y;
}
if (totalWeight < 0.001) {
skinnedPos = originalPos;
}
gl_Position = ProjectionModelViewMatrix * skinnedPos;
texCoord = vTexCoord;
}
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