In GLSL (OpenGL Shading Language), bone matrix calculations are typically used for skeletal animation, where the transformation of a model is driven by a skeleton’s bones. To handle this, you must calculate the transformation matrices for each bone in the skeleton and then apply these matrices to the vertices of the model.
Here’s a basic breakdown of how you can implement bone matrix calculations in GLSL.
1. Understanding the Bone Matrix
A bone matrix consists of the transformation that applies to the vertices of the model from the bone’s local space to world space. It is composed of a combination of rotation, scaling, and translation. Typically, each vertex will be influenced by one or more bones, and you’ll need to calculate a weighted sum of the transformations for each vertex.
2. Skinning
In skeletal animation, skinning refers to the process of applying the transformations of bones to the vertices of the mesh. Two popular methods for skinning are linear blend skinning (LBS) and dual quaternion skinning. Here, we will focus on Linear Blend Skinning (also known as skeletal animation).
Linear Blend Skinning involves transforming each vertex using a weighted sum of bone transformations. The formula for transforming a vertex in world space is:
Where:
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is the vertex in model space.
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is the weight of the influence of bone on the vertex.
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is the transformation matrix of bone .
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The sum is done over all the bones influencing the vertex.
3. GLSL Code for Bone Matrix Calculation
Vertex Shader
Here is an example of a vertex shader that handles bone matrix calculations:
Explanation of the Vertex Shader:
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Inputs:
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inPosition
: The position of the vertex. -
inNormal
: The normal of the vertex (for lighting calculations). -
inBoneIDs
: The indices of the bones influencing this vertex. -
inBoneWeights
: The weights associated with each bone for this vertex.
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Uniforms:
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boneMatrices[100]
: An array of matrices for each bone. This is typically passed from the CPU-side application. -
model
,view
,projection
: Transformation matrices to move the model from object space to screen space.
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Bone Matrix Calculation:
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The shader calculates a weighted sum of bone matrices, which transform the vertex position. Each bone’s matrix is multiplied by the weight for that bone.
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boneMatrices[inBoneIDs[i]]
: Accesses the transformation matrix for each bone based on the bone’s ID.
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Normal Transformation:
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The normal is transformed similarly to the position, but only the rotation and scale parts of the matrix are applied (using a 3×3 matrix).
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Final Transformation:
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The vertex is then transformed by the model, view, and projection matrices to move it to the correct place in screen space.
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Fragment Shader
Typically, the fragment shader will use the transformed normal to calculate lighting or other effects. Here’s a simple fragment shader that uses the normal and the vertex position:
4. Passing Bone Data from CPU to GPU
On the CPU side, you would need to send the bone matrices and weights to the shader. You would typically calculate the bone transformations on the CPU, then pass them to the shader as uniform variables (like boneMatrices[100]
).
5. Conclusion
This GLSL code shows a basic way to handle bone matrix calculations using linear blend skinning. For more complex scenarios, you could incorporate additional optimizations, such as using dual quaternion skinning for better visual quality, or implementing more advanced lighting and texture mapping techniques for the final render.
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