diff options
author | clayjohn <claynjohn@gmail.com> | 2023-01-27 14:55:22 -0800 |
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committer | clayjohn <claynjohn@gmail.com> | 2023-01-27 14:55:22 -0800 |
commit | eb9c2b878a8c86a96a2c5013bf15a915df7e1338 (patch) | |
tree | 8d393ed910193f159e1ac71fe9b8eda365e0dd49 /drivers | |
parent | 0f8f0ab126437ed593e6463b85a6ee25af9ee5d4 (diff) |
Automatically transform Skeleton2D calculations so pivots are not needed
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/skeleton.glsl | 17 | ||||
-rw-r--r-- | drivers/gles3/storage/mesh_storage.cpp | 25 | ||||
-rw-r--r-- | drivers/gles3/storage/mesh_storage.h | 2 |
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. |