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authorclayjohn <claynjohn@gmail.com>2022-11-18 16:12:48 -0800
committerclayjohn <claynjohn@gmail.com>2022-11-18 23:36:40 -0800
commit0e5a98cdd833dbaeefaf3c640b0f1e3ef535e523 (patch)
treed4b0fd5de8c78de9c89cf7e1288f77a7c2bceaf2 /servers/rendering/renderer_rd
parentc9c09ad608754a9025ca227358fca5a02553f2cb (diff)
Fix drawing of 2D skeletons in the RD renderer.
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp12
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h9
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl42
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl11
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp3
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h1
6 files changed, 12 insertions, 66 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 7e0070f8b7..7590f76a0c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2681,16 +2681,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
}
- { //default skeleton buffer
-
- shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
- SkeletonUniform su;
- _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
- _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
- RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
-
- shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
- }
{
//default shadow texture to keep uniform set happy
RD::TextureFormat tf;
@@ -2834,8 +2824,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
memdelete_arr(state.light_uniforms);
RD::get_singleton()->free(state.lights_uniform_buffer);
- RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
- RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
}
//shadow rendering
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index d1f3c9ec6a..3fff574098 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -144,10 +144,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
RID quad_index_array;
PipelineVariants pipeline_variants;
- // default_skeleton uniform set
- RID default_skeleton_uniform_buffer;
- RID default_skeleton_texture_buffer;
-
ShaderCompiler compiler;
} shader;
@@ -409,11 +405,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t lights[4];
};
- struct SkeletonUniform {
- float skeleton_transform[16];
- float skeleton_inverse[16];
- };
-
Item *items[MAX_RENDER_ITEMS];
bool using_directional_lights = false;
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 8593e6b265..eb5f68849e 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -191,48 +191,6 @@ void main() {
uv += 1e-5;
}
-#ifdef USE_ATTRIBUTES
-#if 0
- if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
- //skeleton transform
- ivec4 bone_indicesi = ivec4(bone_indices);
-
- uvec2 tex_ofs = bone_indicesi.x * 2;
-
- mat2x4 m;
- m = mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.x;
-
- tex_ofs = bone_indicesi.y * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.y;
-
- tex_ofs = bone_indicesi.z * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.z;
-
- tex_ofs = bone_indicesi.w * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.w;
-
- mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
-
- //outvec = bone_matrix * outvec;
- }
-#endif
-#endif
-
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
vertex_interp = vertex;
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 75bea9300b..e66bfb2bcb 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -143,8 +143,8 @@ void main() {
uint skin_offset = params.skin_stride * index;
uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
- uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
- uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+ uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 2; //pre-add xform offset
+ uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 2;
skin_offset += params.skin_weight_offset;
@@ -161,6 +161,13 @@ void main() {
//reverse order because its transposed
vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
}
+
+ uint dst_offset = index * params.vertex_stride;
+
+ uvec2 uvertex = floatBitsToUint(vertex);
+ dst_vertices.data[dst_offset + 0] = uvertex.x;
+ dst_vertices.data[dst_offset + 1] = uvertex.y;
+
#else
vec3 vertex;
vec3 normal;
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 1e74d31383..adb882986f 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -616,7 +616,7 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
- if (!skeleton || skeleton->size == 0) {
+ if (!skeleton || skeleton->size == 0 || mesh->skeleton_aabb_version == skeleton->version) {
return mesh->aabb;
}
@@ -708,6 +708,7 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
}
}
+ mesh->skeleton_aabb_version = skeleton->version;
return aabb;
}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
index 6a7400631d..4765475804 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -144,6 +144,7 @@ private:
AABB aabb;
AABB custom_aabb;
+ uint64_t skeleton_aabb_version = 0;
Vector<RID> material_cache;