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forge-pipeline-morph-animations

Add morph target (blend shape) animations with pipeline assets to an SDL GPU project using ForgeSceneMorphModel.

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Nebulavenus/forge-gpu
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16 de marzo de 2026 a las 09:37
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SKILL.md
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name
forge-pipeline-morph-animations
description
Add morph target (blend shape) animations with pipeline assets to an SDL GPU project using ForgeSceneMorphModel.
Add morph target animation support to an SDL GPU project that already uses `forge_scene.h`. This skill covers loading `.fmesh` files with morph data, evaluating morph weight animation from `.fanim` channels, CPU-blending per-vertex deltas, and uploading to GPU storage buffers for vertex shader displacement. ## Prerequisites - `forge_scene.h` with `FORGE_SCENE_MODEL_SUPPORT` enabled - `forge_pipeline.h` for `.fmesh` and `.fanim` loading - Pipeline-processed assets with `FLAG_MORPHS` set in `.fmesh` - Compiled morph shaders (`scene_morph.vert.hlsl`, `scene_morph_shadow.vert.hlsl`) ## Asset processing Process glTF models with morph targets using the pipeline tools: ```bash forge_mesh_tool model.gltf model.fmesh --verbose forge_scene_tool model.gltf model.fscene --verbose forge_anim_tool model.gltf model.fanim --verbose ``` The mesh tool detects morph targets and sets `FLAG_MORPHS` in the `.fmesh` header. It also disables vertex deduplication (morph deltas reference original vertex indices). The anim tool preserves `MORPH_WEIGHTS` channels (`target_path = 3`) with variable component counts. ## Loading a morph model ```c #define FORGE_SCENE_MODEL_SUPPORT #define FORGE_SCENE_IMPLEMENTATION #include "scene/forge_scene.h" ForgeSceneMorphModel morph_model; /* fmat_path may be NULL if no materials; fanim_path may be NULL for manual weights */ if (!forge_scene_load_morph_model(&scene, &morph_model, fscene_path, fmesh_path, fmat_path, fanim_path, base_dir)) { SDL_Log("Failed to load morph model"); return SDL_APP_FAILURE; } ``` ## Updating morph animation each frame ```c /* After forge_scene_begin_frame(): */ morph_model.anim_speed = speed_slider_value; /* Toggle manual_weights to override animation with direct control */ if (morph_model.manual_weights) { morph_model.morph_weights[0] = slider_w0; morph_model.morph_weights[1] = slider_w1; } forge_scene_update_morph_animation(&scene, &morph_model, dt); ``` `forge_scene_update_morph_animation` does three things: 1. Evaluates morph weight channels from `.fanim` (unless `manual_weights` is set) 2. CPU-blends position and normal deltas: `blended[v] += weight * delta[v]` 3. Uploads blended deltas to GPU storage buffers via persistent transfer buffer ## Drawing ```c mat4 placement = mat4_multiply( mat4_translate(vec3_create(x, y, z)), mat4_scale_uniform(scale)); /* Shadow pass */ forge_scene_begin_shadow_pass(&scene); forge_scene_draw_morph_model_shadows(&scene, &morph_model, placement); forge_scene_end_shadow_pass(&scene); /* Main pass */ forge_scene_begin_main_pass(&scene); forge_scene_draw_grid(&scene); forge_scene_draw_morph_model(&scene, &morph_model, placement); forge_scene_end_main_pass(&scene); ``` ## Cleanup ```c forge_scene_free_morph_model(&scene, &morph_model); ``` ## Shader approach The morph vertex shader uses the standard 48-byte vertex layout (same as `scene_model.vert.hlsl`) plus two `StructuredBuffer<float4>` for position and normal deltas, indexed by `SV_VertexID`. The float4 type ensures a consistent 16-byte stride across SPIRV and DXIL backends: ```hlsl StructuredBuffer<float4> morph_pos_deltas : register(t0, space0); StructuredBuffer<float4> morph_nrm_deltas : register(t1, space0); float3 morphed_pos = input.position + morph_pos_deltas[input.vertex_id].xyz; float3 morphed_nrm = normalize(input.normal + morph_nrm_deltas[input.vertex_id].xyz); ``` The shadow variant uses only position deltas (1 storage buffer). ## Reference - [GPU Lesson 44 — Pipeline Morph Target Animations](../../../lessons/gpu/44-pipeline-morph-animations/) - [Asset Lesson 13 — Morph Targets](../../../lessons/assets/13-morph-targets/) - [GPU Lesson 43 — Pipeline Skinned Animations](../../../lessons/gpu/43-pipeline-skinned-animations/) — same CPU-compute + GPU-apply pattern
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