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authorclayjohn <claynjohn@gmail.com>2023-01-27 14:55:22 -0800
committerclayjohn <claynjohn@gmail.com>2023-01-27 14:55:22 -0800
commiteb9c2b878a8c86a96a2c5013bf15a915df7e1338 (patch)
tree8d393ed910193f159e1ac71fe9b8eda365e0dd49 /drivers
parent0f8f0ab126437ed593e6463b85a6ee25af9ee5d4 (diff)
Automatically transform Skeleton2D calculations so pivots are not needed
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/skeleton.glsl17
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp25
-rw-r--r--drivers/gles3/storage/mesh_storage.h2
4 files changed, 43 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index fbe00d22af..8888d11a24 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -440,6 +440,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
if (cm->mesh_instance.is_valid()) {
mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
+ mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
update_skeletons = true;
}
}
diff --git a/drivers/gles3/shaders/skeleton.glsl b/drivers/gles3/shaders/skeleton.glsl
index a1e3c098f4..aad856a5a2 100644
--- a/drivers/gles3/shaders/skeleton.glsl
+++ b/drivers/gles3/shaders/skeleton.glsl
@@ -87,6 +87,16 @@ uniform highp float blend_weight;
uniform lowp float blend_shape_count;
#endif
+#ifdef USE_SKELETON
+uniform mediump vec2 skeleton_transform_x;
+uniform mediump vec2 skeleton_transform_y;
+uniform mediump vec2 skeleton_transform_offset;
+
+uniform mediump vec2 inverse_transform_x;
+uniform mediump vec2 inverse_transform_y;
+uniform mediump vec2 inverse_transform_offset;
+#endif
+
vec2 signNotZero(vec2 v) {
return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
}
@@ -164,10 +174,13 @@ void main() {
m += GET_BONE_MATRIX(bones.z, bones_a.z, in_weight_attrib.z);
m += GET_BONE_MATRIX(bones.w, bones_a.w, in_weight_attrib.w);
+ mat4 skeleton_matrix = mat4(vec4(skeleton_transform_x, 0.0, 0.0), vec4(skeleton_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(skeleton_transform_offset, 0.0, 1.0));
+ mat4 inverse_matrix = mat4(vec4(inverse_transform_x, 0.0, 0.0), vec4(inverse_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(inverse_transform_offset, 0.0, 1.0));
mat4 bone_matrix = mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- //reverse order because its transposed
- out_vertex = (vec4(out_vertex, 0.0, 1.0) * bone_matrix).xy;
+ bone_matrix = skeleton_matrix * transpose(bone_matrix) * inverse_matrix;
+
+ out_vertex = (bone_matrix * vec4(out_vertex, 0.0, 1.0)).xy;
#endif // USE_SKELETON
#else // MODE_2D
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index 71f262af20..5ba0c5a09c 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -997,6 +997,11 @@ void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
}
}
+void MeshStorage::mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ mi->canvas_item_transform_2d = p_transform;
+}
+
void MeshStorage::_blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface) {
glBindBuffer(GL_ARRAY_BUFFER, p_mi->surfaces[p_surface].vertex_buffers[0]);
@@ -1163,6 +1168,16 @@ void MeshStorage::update_mesh_instances() {
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
if (can_use_skeleton) {
+ Transform2D transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d;
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_X, transform[0], skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_Y, transform[1], skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_OFFSET, transform[2], skeleton_shader.shader_version, variant, specialization);
+
+ Transform2D inverse_transform = transform.affine_inverse();
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_X, inverse_transform[0], skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_Y, inverse_transform[1], skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_OFFSET, inverse_transform[2], skeleton_shader.shader_version, variant, specialization);
+
// Do last blendshape in the same pass as the Skeleton.
_compute_skeleton(mi, sk, i);
can_use_skeleton = false;
@@ -1201,6 +1216,16 @@ void MeshStorage::update_mesh_instances() {
continue;
}
+ Transform2D transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d;
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_X, transform[0], skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_Y, transform[1], skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::SKELETON_TRANSFORM_OFFSET, transform[2], skeleton_shader.shader_version, variant, specialization);
+
+ Transform2D inverse_transform = transform.affine_inverse();
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_X, inverse_transform[0], skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_Y, inverse_transform[1], skeleton_shader.shader_version, variant, specialization);
+ skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::INVERSE_TRANSFORM_OFFSET, inverse_transform[2], skeleton_shader.shader_version, variant, specialization);
+
glBindVertexArray(mi->mesh->surfaces[i]->skeleton_vertex_array);
_compute_skeleton(mi, sk, i);
}
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
index 2efc57462b..e1c2bc3f63 100644
--- a/drivers/gles3/storage/mesh_storage.h
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -163,6 +163,7 @@ struct MeshInstance {
bool weights_dirty = false;
SelfList<MeshInstance> weight_update_list;
SelfList<MeshInstance> array_update_list;
+ Transform2D canvas_item_transform_2d;
MeshInstance() :
weight_update_list(this), array_update_list(this) {}
};
@@ -423,6 +424,7 @@ public:
virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
+ virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) override;
virtual void update_mesh_instances() override;
// TODO: considering hashing versions with multimesh buffer RID.