diff options
author | Saracen <SaracenOne@gmail.com> | 2016-03-06 18:47:52 +0000 |
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committer | Saracen <SaracenOne@gmail.com> | 2016-03-06 18:47:52 +0000 |
commit | 23a4683879f4da5b09f05e79a43e061e78ccdb43 (patch) | |
tree | 514510897ec79b038f4fc4454ee60053d1ec726e | |
parent | a283d367a7cb54807e8c2e6015167feca9f604d1 (diff) |
Fix to CPU skinning path when using GPU skinning (meshes with morphs) causing modifications to root bone to have doubled offset and wasted performance.
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 14 |
1 files changed, 11 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 7714a5d17a..9076d352b6 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -6368,6 +6368,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans uint8_t prev_sort_flags=0xFF; const BakedLightData *prev_baked_light=NULL; RID prev_baked_light_texture; + const float *prev_morph_values=NULL; Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID; @@ -6406,6 +6407,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans const Skeleton *skeleton = e->skeleton; const Geometry *geometry_cmp = e->geometry_cmp; const BakedLightData *baked_light = e->instance->baked_light; + const float *morph_values = e->instance->morph_values.ptr(); bool rebind=false; bool bind_baked_light_octree=false; @@ -6428,6 +6430,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans prev_overrides=NULL; // make it diferent than NULL prev_skeleton =NULL; prev_sort_flags=0xFF; + prev_morph_values=NULL; prev_geometry_type=Geometry::GEOMETRY_INVALID; glEnable(GL_BLEND); glDepthMask(GL_TRUE); @@ -6640,10 +6643,14 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans rebind=true; } - if (use_hw_skeleton_xform && skeleton!=prev_skeleton) { + if (use_hw_skeleton_xform && (skeleton!=prev_skeleton||morph_values!=prev_morph_values)) { if (!prev_skeleton || !skeleton) rebind=true; //went from skeleton <-> no skeleton, needs rebind - _setup_skeleton(skeleton); + + if (morph_values==NULL) + _setup_skeleton(skeleton); + else + _setup_skeleton(NULL); } if (material!=prev_material || rebind) { @@ -6731,7 +6738,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans } if (skeleton != prev_skeleton || rebind) { - if (skeleton) { + if (skeleton && morph_values == NULL) { material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2); material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size); } @@ -6788,6 +6795,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans prev_light_type=e->light_type; prev_sort_flags=sort_flags; prev_baked_light=baked_light; + prev_morph_values=morph_values; // prev_geometry_type=geometry->type; } |