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authorreduz <reduzio@gmail.com>2020-12-16 11:07:08 -0300
committerreduz <reduzio@gmail.com>2020-12-16 14:32:04 -0300
commitbf77016c8a3cc9a8ff4c57c0fc32a4255006391b (patch)
tree0b4a378b86c7a3d6e20534e99460e05384ace298 /servers/rendering
parentc514cc58224e5c973ac8be7bb6db7023d5c25906 (diff)
Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp6
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp371
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h144
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub1
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl199
-rw-r--r--servers/rendering/renderer_scene_cull.cpp79
-rw-r--r--servers/rendering/renderer_scene_cull.h2
-rw-r--r--servers/rendering/renderer_scene_render.h4
-rw-r--r--servers/rendering/renderer_storage.h12
-rw-r--r--servers/rendering/rendering_device.cpp2
-rw-r--r--servers/rendering/rendering_device.h2
-rw-r--r--servers/rendering/rendering_server_default.h5
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h6
13 files changed, 786 insertions, 47 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
index 569bf550c8..9de7af3c22 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
@@ -1079,7 +1079,11 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
switch (e->instance->base_type) {
case RS::INSTANCE_MESH: {
- storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
+ if (e->instance->mesh_instance.is_valid()) { //skeleton and blend shape
+ storage->mesh_instance_surface_get_arrays_and_format(e->instance->mesh_instance, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
+ } else {
+ storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
+ }
} break;
case RS::INSTANCE_MULTIMESH: {
RID mesh = storage->multimesh_get_mesh(e->instance->base);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 564d61f9fb..286281c83d 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -2392,13 +2392,23 @@ RID RendererStorageRD::mesh_create() {
return mesh_owner.make_rid(Mesh());
}
+void RendererStorageRD::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
+ ERR_FAIL_COND(p_blend_shape_count < 0);
+
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
+
+ mesh->blend_shape_count = p_blend_shape_count;
+}
+
/// Returns stride
void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!mesh);
//ensure blend shape consistency
- ERR_FAIL_COND(mesh->blend_shape_count && p_surface.blend_shape_count != mesh->blend_shape_count);
ERR_FAIL_COND(mesh->blend_shape_count && p_surface.bone_aabbs.size() != mesh->bone_aabbs.size());
#ifdef DEBUG_ENABLED
@@ -2453,7 +2463,7 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
case RS::ARRAY_BONES: {
//uses a separate array
bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
- skin_stride += sizeof(int16_t) * (use_8 ? 8 : 4);
+ skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8);
} break;
}
}
@@ -2461,6 +2471,11 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
int expected_size = stride * p_surface.vertex_count;
ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+
+ int bs_expected_size = expected_size * mesh->blend_shape_count;
+
+ ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")");
+
int expected_attrib_size = attrib_stride * p_surface.vertex_count;
ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")");
@@ -2477,15 +2492,25 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
s->format = p_surface.format;
s->primitive = p_surface.primitive;
- s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data);
+ bool use_as_storage = (p_surface.skin_data.size() || mesh->blend_shape_count > 0);
+
+ s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage);
+ s->vertex_buffer_size = p_surface.vertex_data.size();
+
if (p_surface.attribute_data.size()) {
s->attribute_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.attribute_data.size(), p_surface.attribute_data);
}
if (p_surface.skin_data.size()) {
- s->skin_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.skin_data.size(), p_surface.skin_data);
+ s->skin_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.skin_data.size(), p_surface.skin_data, use_as_storage);
+ s->skin_buffer_size = p_surface.skin_data.size();
}
+
s->vertex_count = p_surface.vertex_count;
+ if (p_surface.format & RS::ARRAY_FORMAT_BONES) {
+ mesh->has_bone_weights = true;
+ }
+
if (p_surface.index_count) {
bool is_index_16 = p_surface.vertex_count <= 65536;
@@ -2507,17 +2532,45 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
s->aabb = p_surface.aabb;
s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
-#if 0
- for (int i = 0; i < p_surface.blend_shapes.size(); i++) {
- if (p_surface.blend_shapes[i].size() != p_surface.vertex_data.size()) {
- memdelete(s);
- ERR_FAIL_COND(p_surface.blend_shapes[i].size() != p_surface.vertex_data.size());
+
+ if (mesh->blend_shape_count > 0) {
+ s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
+ }
+
+ if (use_as_storage) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(s->vertex_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (s->skin_buffer.is_valid()) {
+ u.ids.push_back(s->skin_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
}
- RID vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.blend_shapes[i].size(), p_surface.blend_shapes[i]);
- s->blend_shapes.push_back(vertex_buffer);
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (s->blend_shape_buffer.is_valid()) {
+ u.ids.push_back(s->blend_shape_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+
+ s->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SURFACE);
}
-#endif
- mesh->blend_shape_count = p_surface.blend_shape_count;
if (mesh->surface_count == 0) {
mesh->bone_aabbs = p_surface.bone_aabbs;
@@ -2535,6 +2588,12 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
mesh->surfaces[mesh->surface_count] = s;
mesh->surface_count++;
+ for (List<MeshInstance *>::Element *E = mesh->instances.front(); E; E = E->next()) {
+ //update instances
+ MeshInstance *mi = E->get();
+ _mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
+ }
+
mesh->instance_dependency.instance_notify_changed(true, true);
mesh->material_cache.clear();
@@ -2792,16 +2851,223 @@ void RendererStorageRD::mesh_clear(RID p_mesh) {
mesh->surfaces = nullptr;
mesh->surface_count = 0;
mesh->material_cache.clear();
+ //clear instance data
+ for (List<MeshInstance *>::Element *E = mesh->instances.front(); E; E = E->next()) {
+ MeshInstance *mi = E->get();
+ _mesh_instance_clear(mi);
+ }
mesh->instance_dependency.instance_notify_changed(true, true);
+ mesh->has_bone_weights = false;
+}
+
+bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
+ Mesh *mesh = mesh_owner.getornull(p_mesh);
+ ERR_FAIL_COND_V(!mesh, false);
+
+ return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
+}
+
+/* MESH INSTANCE */
+
+RID RendererStorageRD::mesh_instance_create(RID p_base) {
+ Mesh *mesh = mesh_owner.getornull(p_base);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ MeshInstance *mi = memnew(MeshInstance);
+
+ mi->mesh = mesh;
+
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ _mesh_instance_add_surface(mi, mesh, i);
+ }
+
+ mi->I = mesh->instances.push_back(mi);
+
+ mi->dirty = true;
+
+ return mesh_instance_owner.make_rid(mi);
+}
+void RendererStorageRD::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
+ MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
+ if (mi->skeleton == p_skeleton) {
+ return;
+ }
+ mi->skeleton = p_skeleton;
+ mi->skeleton_version = 0;
+ mi->dirty = true;
}
-void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask) {
- uint32_t version = s->version_count;
- s->version_count++;
- s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
+void RendererStorageRD::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
+ MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
+ mi->blend_weights[p_shape] = p_weight;
+ mi->weights_dirty = true;
+ //will be eventually updated
+}
+
+void RendererStorageRD::_mesh_instance_clear(MeshInstance *mi) {
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].vertex_buffer.is_valid()) {
+ RD::get_singleton()->free(mi->surfaces[i].vertex_buffer);
+ }
+ if (mi->surfaces[i].versions) {
+ for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
+ RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array);
+ }
+ memfree(mi->surfaces[i].versions);
+ }
+ }
+ mi->surfaces.clear();
+
+ if (mi->blend_weights_buffer.is_valid()) {
+ RD::get_singleton()->free(mi->blend_weights_buffer);
+ }
+ mi->blend_weights.clear();
+ mi->weights_dirty = false;
+ mi->skeleton_version = 0;
+}
+
+void RendererStorageRD::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
+ if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) {
+ mi->blend_weights.resize(mesh->blend_shape_count);
+ for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
+ mi->blend_weights[i] = 0;
+ }
+ mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
+ mi->weights_dirty = true;
+ }
- Mesh::Surface::Version &v = s->versions[version];
+ MeshInstance::Surface s;
+ if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
+ //surface warrants transform
+ s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(s.vertex_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (mi->blend_weights_buffer.is_valid()) {
+ u.ids.push_back(mi->blend_weights_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+ s.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE);
+ }
+
+ mi->surfaces.push_back(s);
+ mi->dirty = true;
+}
+
+void RendererStorageRD::mesh_instance_check_for_update(RID p_mesh_instance) {
+ MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
+
+ bool needs_update = mi->dirty;
+
+ if (mi->weights_dirty && !mi->weight_update_list.in_list()) {
+ dirty_mesh_instance_weights.add(&mi->weight_update_list);
+ needs_update = true;
+ }
+
+ if (mi->array_update_list.in_list()) {
+ return;
+ }
+
+ if (!needs_update && mi->skeleton.is_valid()) {
+ Skeleton *sk = skeleton_owner.getornull(mi->skeleton);
+ if (sk && sk->version != mi->skeleton_version) {
+ needs_update = true;
+ }
+ }
+
+ if (needs_update) {
+ dirty_mesh_instance_arrays.add(&mi->array_update_list);
+ }
+}
+
+void RendererStorageRD::update_mesh_instances() {
+ while (dirty_mesh_instance_weights.first()) {
+ MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
+
+ if (mi->blend_weights_buffer.is_valid()) {
+ RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr(), true);
+ }
+ dirty_mesh_instance_weights.remove(&mi->weight_update_list);
+ mi->weights_dirty = false;
+ }
+ if (dirty_mesh_instance_arrays.first() == nullptr) {
+ return; //nothing to do
+ }
+
+ //process skeletons and blend shapes
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ while (dirty_mesh_instance_arrays.first()) {
+ MeshInstance *mi = dirty_mesh_instance_arrays.first()->self();
+
+ Skeleton *sk = skeleton_owner.getornull(mi->skeleton);
+
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].uniform_set == RID() || mi->mesh->surfaces[i]->uniform_set == RID()) {
+ continue;
+ }
+
+ bool array_is_2d = mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_2D_VERTICES;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, skeleton_shader.pipeline[array_is_2d ? SkeletonShader::SHADER_MODE_2D : SkeletonShader::SHADER_MODE_3D]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->surfaces[i].uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->mesh->surfaces[i]->uniform_set, SkeletonShader::UNIFORM_SET_SURFACE);
+ if (sk && sk->uniform_set_mi.is_valid()) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sk->uniform_set_mi, SkeletonShader::UNIFORM_SET_SKELETON);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, skeleton_shader.default_skeleton_uniform_set, SkeletonShader::UNIFORM_SET_SKELETON);
+ }
+
+ SkeletonShader::PushConstant push_constant;
+
+ push_constant.has_normal = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_NORMAL;
+ push_constant.has_tangent = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_TANGENT;
+ push_constant.has_skeleton = sk != nullptr && sk->use_2d == array_is_2d && (mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES);
+ push_constant.has_blend_shape = mi->mesh->blend_shape_count > 0;
+
+ push_constant.vertex_count = mi->mesh->surfaces[i]->vertex_count;
+ push_constant.vertex_stride = (mi->mesh->surfaces[i]->vertex_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
+ push_constant.skin_stride = (mi->mesh->surfaces[i]->skin_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
+ push_constant.skin_weight_offset = (mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 4 : 2;
+
+ push_constant.blend_shape_count = mi->mesh->blend_shape_count;
+ push_constant.normalized_blend_shapes = mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED;
+ push_constant.pad0 = 0;
+ push_constant.pad1 = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SkeletonShader::PushConstant));
+
+ //dispatch without barrier, so all is done at the same time
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.vertex_count, 1, 1, 64, 1, 1);
+ }
+
+ mi->dirty = false;
+ if (sk) {
+ mi->skeleton_version = sk->version;
+ }
+ dirty_mesh_instance_arrays.remove(&mi->array_update_list);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
Vector<RD::VertexAttribute> attributes;
Vector<RID> buffers;
@@ -2873,7 +3139,11 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf
stride += sizeof(float) * 3;
}
- buffer = s->vertex_buffer;
+ if (mis) {
+ buffer = mis->vertex_buffer;
+ } else {
+ buffer = s->vertex_buffer;
+ }
} break;
case RS::ARRAY_NORMAL: {
@@ -2882,14 +3152,22 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf
vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
stride += sizeof(uint32_t);
- buffer = s->vertex_buffer;
+ if (mis) {
+ buffer = mis->vertex_buffer;
+ } else {
+ buffer = s->vertex_buffer;
+ }
} break;
case RS::ARRAY_TANGENT: {
vd.offset = stride;
vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
stride += sizeof(uint32_t);
- buffer = s->vertex_buffer;
+ if (mis) {
+ buffer = mis->vertex_buffer;
+ } else {
+ buffer = s->vertex_buffer;
+ }
} break;
case RS::ARRAY_COLOR: {
vd.offset = attribute_stride;
@@ -4847,6 +5125,7 @@ void RendererStorageRD::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d
RD::get_singleton()->free(skeleton->buffer);
skeleton->buffer = RID();
skeleton->data.resize(0);
+ skeleton->uniform_set_mi = RID();
}
if (skeleton->size) {
@@ -4855,6 +5134,18 @@ void RendererStorageRD::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d
zeromem(skeleton->data.ptrw(), skeleton->data.size() * sizeof(float));
_skeleton_make_dirty(skeleton);
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(skeleton->buffer);
+ uniforms.push_back(u);
+ }
+ skeleton->uniform_set_mi = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
+ }
}
}
@@ -4977,6 +5268,7 @@ void RendererStorageRD::_update_dirty_skeletons() {
skeleton_dirty_list = skeleton->dirty_list;
skeleton->instance_dependency.instance_notify_changed(true, false);
+ skeleton->version++;
skeleton->dirty = false;
skeleton->dirty_list = nullptr;
@@ -7810,7 +8102,18 @@ bool RendererStorageRD::free(RID p_rid) {
mesh_clear(p_rid);
Mesh *mesh = mesh_owner.getornull(p_rid);
mesh->instance_dependency.instance_notify_deleted(p_rid);
+ if (mesh->instances.size()) {
+ ERR_PRINT("deleting mesh with active instances");
+ }
mesh_owner.free(p_rid);
+ } else if (mesh_instance_owner.owns(p_rid)) {
+ MeshInstance *mi = mesh_instance_owner.getornull(p_rid);
+ _mesh_instance_clear(mi);
+ mi->mesh->instances.erase(mi->I);
+ mi->I = nullptr;
+ mesh_instance_owner.free(p_rid);
+ memdelete(mi);
+
} else if (multimesh_owner.owns(p_rid)) {
_update_dirty_multimeshes();
multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
@@ -8517,6 +8820,30 @@ RendererStorageRD::RendererStorageRD() {
rt_sdf.pipelines[i] = RD::get_singleton()->compute_pipeline_create(rt_sdf.shader.version_get_shader(rt_sdf.shader_version, i));
}
}
+ {
+ Vector<String> skeleton_modes;
+ skeleton_modes.push_back("\n#define MODE_2D\n");
+ skeleton_modes.push_back("");
+
+ skeleton_shader.shader.initialize(skeleton_modes);
+ skeleton_shader.version = skeleton_shader.shader.version_create();
+ for (int i = 0; i < SkeletonShader::SHADER_MODE_MAX; i++) {
+ skeleton_shader.version_shader[i] = skeleton_shader.shader.version_get_shader(skeleton_shader.version, i);
+ skeleton_shader.pipeline[i] = RD::get_singleton()->compute_pipeline_create(skeleton_shader.version_shader[i]);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(default_rd_storage_buffer);
+ uniforms.push_back(u);
+ }
+ skeleton_shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
+ }
+ }
}
RendererStorageRD::~RendererStorageRD() {
@@ -8546,6 +8873,8 @@ RendererStorageRD::~RendererStorageRD() {
particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
rt_sdf.shader.version_free(rt_sdf.shader_version);
+ skeleton_shader.shader.version_free(skeleton_shader.version);
+
RenderingServer::get_singleton()->free(particles_shader.default_material);
RenderingServer::get_singleton()->free(particles_shader.default_shader);
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index b6a26fc9d0..ee4cf6da1a 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -31,6 +31,8 @@
#ifndef RENDERING_SERVER_STORAGE_RD_H
#define RENDERING_SERVER_STORAGE_RD_H
+#include "core/templates/list.h"
+#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/effects_rd.h"
@@ -39,9 +41,9 @@
#include "servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
-
class RendererStorageRD : public RendererStorage {
public:
static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
@@ -377,6 +379,8 @@ private:
/* Mesh */
+ struct MeshInstance;
+
struct Mesh {
struct Surface {
RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
@@ -386,6 +390,8 @@ private:
RID attribute_buffer;
RID skin_buffer;
uint32_t vertex_count = 0;
+ uint32_t vertex_buffer_size = 0;
+ uint32_t skin_buffer_size = 0;
// A different pipeline needs to be allocated
// depending on the inputs available in the
@@ -433,6 +439,8 @@ private:
uint32_t particles_render_index = 0;
uint64_t particles_render_pass = 0;
+
+ RID uniform_set;
};
uint32_t blend_shape_count = 0;
@@ -443,17 +451,90 @@ private:
Vector<AABB> bone_aabbs;
+ bool has_bone_weights = false;
+
AABB aabb;
AABB custom_aabb;
Vector<RID> material_cache;
+ List<MeshInstance *> instances;
+
RendererStorage::InstanceDependency instance_dependency;
};
mutable RID_Owner<Mesh> mesh_owner;
- void _mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask);
+ struct MeshInstance {
+ Mesh *mesh;
+ RID skeleton;
+ struct Surface {
+ RID vertex_buffer;
+ RID uniform_set;
+
+ Mesh::Surface::Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+ };
+ LocalVector<Surface> surfaces;
+ LocalVector<float> blend_weights;
+
+ RID blend_weights_buffer;
+ List<MeshInstance *>::Element *I = nullptr; //used to erase itself
+ uint64_t skeleton_version = 0;
+ bool dirty = false;
+ bool weights_dirty = false;
+ SelfList<MeshInstance> weight_update_list;
+ SelfList<MeshInstance> array_update_list;
+ MeshInstance() :
+ weight_update_list(this), array_update_list(this) {}
+ };
+
+ void _mesh_instance_clear(MeshInstance *mi);
+ void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
+
+ mutable RID_PtrOwner<MeshInstance> mesh_instance_owner;
+
+ SelfList<MeshInstance>::List dirty_mesh_instance_weights;
+ SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
+
+ struct SkeletonShader {
+ struct PushConstant {
+ uint32_t has_normal;
+ uint32_t has_tangent;
+ uint32_t has_skeleton;
+ uint32_t has_blend_shape;
+
+ uint32_t vertex_count;
+ uint32_t vertex_stride;
+ uint32_t skin_stride;
+ uint32_t skin_weight_offset;
+
+ uint32_t blend_shape_count;
+ uint32_t normalized_blend_shapes;
+ uint32_t pad0;
+ uint32_t pad1;
+ };
+
+ enum {
+ UNIFORM_SET_INSTANCE = 0,
+ UNIFORM_SET_SURFACE = 1,
+ UNIFORM_SET_SKELETON = 2,
+ };
+ enum {
+ SHADER_MODE_2D,
+ SHADER_MODE_3D,
+ SHADER_MODE_MAX
+ };
+
+ SkeletonShaderRD shader;
+ RID version;
+ RID version_shader[SHADER_MODE_MAX];
+ RID pipeline[SHADER_MODE_MAX];
+
+ RID default_skeleton_uniform_set;
+ } skeleton_shader;
+
+ void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
@@ -826,6 +907,9 @@ private:
Transform2D base_transform_2d;
RID uniform_set_3d;
+ RID uniform_set_mi;
+
+ uint64_t version = 1;
RendererStorage::InstanceDependency instance_dependency;
};
@@ -1280,6 +1364,8 @@ public:
virtual RID mesh_create();
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count);
+
/// Return stride
virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface);
@@ -1304,6 +1390,16 @@ public:
virtual void mesh_clear(RID p_mesh);
+ virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton);
+
+ /* MESH INSTANCE */
+
+ virtual RID mesh_instance_create(RID p_base);
+ virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton);
+ virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight);
+ virtual void mesh_instance_check_for_update(RID p_mesh_instance);
+ virtual void update_mesh_instances();
+
_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!mesh, nullptr);
@@ -1353,9 +1449,11 @@ public:
return;
}
- uint32_t version = s->version_count; //gets added at the end
+ uint32_t version = s->version_count;
+ s->version_count++;
+ s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
- _mesh_surface_generate_version_for_input_mask(s, p_input_mask);
+ _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
r_vertex_format = s->versions[version].vertex_format;
r_vertex_array_rd = s->versions[version].vertex_array;
@@ -1363,6 +1461,44 @@ public:
s->version_lock.unlock();
}
+ _FORCE_INLINE_ void mesh_instance_surface_get_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
+ MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ Mesh *mesh = mi->mesh;
+ ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
+
+ MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ r_index_array_rd = s->index_array;
+
+ s->version_lock.lock();
+
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
+
+ for (uint32_t i = 0; i < mis->version_count; i++) {
+ if (mis->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_format = mis->versions[i].vertex_format;
+ r_vertex_array_rd = mis->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
+
+ uint32_t version = mis->version_count;
+ mis->version_count++;
+ mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
+
+ _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
+
+ r_vertex_format = mis->versions[version].vertex_format;
+ r_vertex_array_rd = mis->versions[version].vertex_array;
+
+ s->version_lock.unlock();
+ }
+
_FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
return mesh_default_rd_buffers[p_buffer];
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index 1fe43b25f6..cb62882deb 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -41,3 +41,4 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("particles.glsl")
env.RD_GLSL("particles_copy.glsl")
env.RD_GLSL("sort.glsl")
+ env.RD_GLSL("skeleton.glsl")
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
new file mode 100644
index 0000000000..b19f5a9ad3
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -0,0 +1,199 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+layout(set = 0, binding = 1, std430) buffer restrict writeonly DstVertexData {
+ uint data[];
+}
+dst_vertices;
+
+layout(set = 0, binding = 2, std430) buffer restrict readonly BlendShapeWeights {
+ float data[];
+}
+blend_shape_weights;
+
+layout(set = 1, binding = 0, std430) buffer restrict readonly SrcVertexData {
+ uint data[];
+}
+src_vertices;
+
+layout(set = 1, binding = 1, std430) buffer restrict readonly BoneWeightData {
+ uint data[];
+}
+src_bone_weights;
+
+layout(set = 1, binding = 2, std430) buffer restrict readonly BlendShapeData {
+ uint data[];
+}
+src_blend_shapes;
+
+layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
+ vec4 data[];
+}
+bone_transforms;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ bool has_normal;
+ bool has_tangent;
+ bool has_skeleton;
+ bool has_blend_shape;
+
+ uint vertex_count;
+ uint vertex_stride;
+ uint skin_stride;
+ uint skin_weight_offset;
+
+ uint blend_shape_count;
+ bool normalized_blend_shapes;
+ uint pad0;
+ uint pad1;
+}
+params;
+
+vec4 decode_abgr_2_10_10_10(uint base) {
+ uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3);
+ return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0;
+}
+
+uint encode_abgr_2_10_10_10(vec4 base) {
+ uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30);
+ return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w;
+}
+
+void main() {
+ uint index = gl_GlobalInvocationID.x;
+ if (index >= params.vertex_count) {
+ return;
+ }
+
+ uint src_offset = index * params.vertex_stride;
+
+#ifdef MODE_2D
+ vec2 vertex = uintBitsToFloat(uvec2(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1]));
+#else
+ vec3 vertex;
+ vec3 normal;
+ vec4 tangent;
+
+ vertex = uintBitsToFloat(uvec3(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1], src_vertices.data[src_offset + 2]));
+
+ src_offset += 3;
+
+ if (params.has_normal) {
+ normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb;
+ src_offset++;
+ }
+
+ if (params.has_tangent) {
+ tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]);
+ }
+
+ if (params.has_blend_shape) {
+ float blend_total = 0.0;
+ vec3 blend_vertex = vec3(0.0);
+ vec3 blend_normal = vec3(0.0);
+ vec3 blend_tangent = vec3(0.0);
+
+ for (uint i = 0; i < params.blend_shape_count; i++) {
+ float w = blend_shape_weights.data[i];
+ if (w > 0.0001) {
+ uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
+
+ blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;
+
+ base_offset += 3;
+
+ if (params.has_normal) {
+ blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ base_offset++;
+ }
+
+ if (params.has_tangent) {
+ blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb;
+ }
+
+ blend_total += w;
+ }
+ }
+
+ if (params.normalized_blend_shapes) {
+ vertex = (1.0 - blend_total) * vertex;
+ normal = (1.0 - blend_total) * normal;
+ tangent.rgb = (1.0 - blend_total) * tangent.rgb;
+ }
+
+ vertex += blend_vertex;
+ normal += normalize(normal + blend_normal);
+ tangent.rgb += normalize(tangent.rgb + blend_tangent);
+ }
+
+ if (params.has_skeleton) {
+ 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;
+
+ skin_offset += params.skin_weight_offset;
+
+ uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+
+ vec2 weights_01 = unpackUnorm2x16(weights.x);
+ vec2 weights_23 = unpackUnorm2x16(weights.y);
+
+ mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
+ m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
+ m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
+ m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
+
+ if (params.skin_weight_offset == 4) {
+ //using 8 bones/weights
+ skin_offset = params.skin_stride * index + 2;
+
+ bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+ bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
+ bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+
+ skin_offset += params.skin_weight_offset;
+
+ weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+
+ weights_01 = unpackUnorm2x16(weights.x);
+ weights_23 = unpackUnorm2x16(weights.y);
+
+ m += mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
+ m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
+ m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
+ m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
+ }
+
+ //reverse order because its transposed
+ vertex = (vec4(vertex, 1.0) * m).xyz;
+ normal = normalize((vec4(normal, 0.0) * m).xyz);
+ tangent.xyz = normalize((vec4(tangent.xyz, 0.0) * m).xyz);
+ }
+
+ uint dst_offset = index * params.vertex_stride;
+
+ uvec3 uvertex = floatBitsToUint(vertex);
+ dst_vertices.data[dst_offset + 0] = uvertex.x;
+ dst_vertices.data[dst_offset + 1] = uvertex.y;
+ dst_vertices.data[dst_offset + 2] = uvertex.z;
+
+ dst_offset += 3;
+
+ if (params.has_normal) {
+ dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0));
+ dst_offset++;
+ }
+
+ if (params.has_tangent) {
+ dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent);
+ }
+
+#endif
+}
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 26c50d25ca..c63152c11e 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -370,6 +370,22 @@ RID RendererSceneCull::instance_create() {
return instance_rid;
}
+void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
+ bool needs_instance = RSG::storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
+ if (needs_instance != p_instance->mesh_instance.is_valid()) {
+ if (needs_instance) {
+ p_instance->mesh_instance = RSG::storage->mesh_instance_create(p_instance->base);
+ } else {
+ RSG::storage->free(p_instance->mesh_instance);
+ p_instance->mesh_instance = RID();
+ }
+ }
+
+ if (p_instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
+ }
+}
+
void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
@@ -384,6 +400,11 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
instance->octree_id = 0;
}
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->free(instance->mesh_instance);
+ instance->mesh_instance = RID();
+ }
+
switch (instance->base_type) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
@@ -450,7 +471,6 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
instance->base_data = nullptr;
}
- instance->blend_values.clear();
instance->materials.clear();
}
@@ -479,9 +499,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
case RS::INSTANCE_PARTICLES: {
InstanceGeometryData *geom = memnew(InstanceGeometryData);
instance->base_data = geom;
- if (instance->base_type == RS::INSTANCE_MESH) {
- instance->blend_values.resize(RSG::storage->mesh_get_blend_shape_count(p_base));
- }
+
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
@@ -520,6 +538,10 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
instance->base = p_base;
+ if (instance->base_type == RS::INSTANCE_MESH) {
+ _instance_update_mesh_instance(instance);
+ }
+
//forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
RSG::storage->base_update_dependency(p_base, instance);
}
@@ -662,8 +684,9 @@ void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_sh
_update_dirty_instance(instance);
}
- ERR_FAIL_INDEX(p_shape, instance->blend_values.size());
- instance->blend_values.write[p_shape] = p_weight;
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
+ }
}
void RendererSceneCull::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) {
@@ -777,6 +800,9 @@ void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton)
//update the dependency now, so if cleared, we remove it
RSG::storage->skeleton_update_dependency(p_skeleton, instance);
}
+
+ _instance_update_mesh_instance(instance);
+
_instance_queue_update(instance, true, true);
}
@@ -1571,6 +1597,10 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
if (j == 0 || max > cull_max) {
cull_max = max;
}
+
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ }
}
if (cull_max > z_max) {
@@ -1671,6 +1701,8 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale, z_max, uv_scale);
}
+ RSG::storage->update_mesh_instances();
+
scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RendererSceneRender::InstanceBase **)instance_shadow_cull_result, cull_count);
}
@@ -1711,9 +1743,15 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
+
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ }
}
}
+ RSG::storage->update_mesh_instances();
+
scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RendererSceneRender::InstanceBase **)instance_shadow_cull_result, cull_count);
}
@@ -1763,9 +1801,13 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ }
}
}
+ RSG::storage->update_mesh_instances();
scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RendererSceneRender::InstanceBase **)instance_shadow_cull_result, cull_count);
}
@@ -1800,9 +1842,15 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
+
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ }
}
}
+ RSG::storage->update_mesh_instances();
+
scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RendererSceneRender::InstanceBase **)instance_shadow_cull_result, cull_count);
@@ -2143,6 +2191,10 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
}
}
+ if (ins->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(ins->mesh_instance);
+ }
+
ins->depth = near_plane.distance_to(ins->transform.origin);
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
}
@@ -2159,6 +2211,8 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
ins->last_frame_pass = frame_number;
}
+ RSG::storage->update_mesh_instances();
+
/* STEP 5 - PROCESS LIGHTS */
RID *directional_light_ptr = &light_instance_cull_result[light_cull_count];
@@ -2344,6 +2398,9 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
} else if ((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
if (ins->baked_light) {
keep = true;
+ if (ins->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(ins->mesh_instance);
+ }
}
}
@@ -2355,6 +2412,8 @@ void RendererSceneCull::_prepare_scene(const Transform p_cam_transform, const Ca
}
}
+ RSG::storage->update_mesh_instances();
+
scene_render->render_sdfgi(p_render_buffers, i, (RendererSceneRender::InstanceBase **)instance_shadow_cull_result, sdfgi_cull_count);
//have to save updated cascades, then update static lights.
}
@@ -2795,13 +2854,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
p_instance->materials.resize(new_mat_count);
- int new_blend_shape_count = RSG::storage->mesh_get_blend_shape_count(p_instance->base);
- if (new_blend_shape_count != p_instance->blend_values.size()) {
- p_instance->blend_values.resize(new_blend_shape_count);
- for (int i = 0; i < new_blend_shape_count; i++) {
- p_instance->blend_values.write[i] = 0;
- }
- }
+ _instance_update_mesh_instance(p_instance);
}
if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index 46ca983986..c4379e4560 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -138,6 +138,8 @@ public:
static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
+ static void _instance_update_mesh_instance(Instance *p_instance);
+
virtual RID scenario_create();
virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
index 0aae67fd34..5690988297 100644
--- a/servers/rendering/renderer_scene_render.h
+++ b/servers/rendering/renderer_scene_render.h
@@ -135,7 +135,7 @@ public:
RID skeleton;
RID material_override;
- RID instance_data;
+ RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
Transform transform;
@@ -149,8 +149,6 @@ public:
Vector<RID> reflection_probe_instances;
Vector<RID> gi_probe_instances;
- Vector<float> blend_values;
-
RS::ShadowCastingSetting cast_shadows;
//fit in 32 bits
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
index 03d4397d77..2dbef2fcc6 100644
--- a/servers/rendering/renderer_storage.h
+++ b/servers/rendering/renderer_storage.h
@@ -187,6 +187,8 @@ public:
virtual RID mesh_create() = 0;
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0;
+
/// Returns stride
virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) = 0;
@@ -211,6 +213,16 @@ public:
virtual void mesh_clear(RID p_mesh) = 0;
+ virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) = 0;
+
+ /* MESH INSTANCE */
+
+ virtual RID mesh_instance_create(RID p_base) = 0;
+ virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) = 0;
+ virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) = 0;
+ virtual void mesh_instance_check_for_update(RID p_mesh_instance) = 0;
+ virtual void update_mesh_instances() = 0;
+
/* MULTIMESH API */
virtual RID multimesh_create() = 0;
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 1259b161bd..ba30670082 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -270,7 +270,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("sampler_create", "state"), &RenderingDevice::_sampler_create);
- ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()));
+ ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create);
ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 5fa37c2ce4..524d7749c9 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -564,7 +564,7 @@ public:
frequency = VERTEX_FREQUENCY_VERTEX;
}
};
- virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>()) = 0;
+ virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_as_storage = false) = 0;
typedef int64_t VertexFormatID;
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index e75fd0ee53..97c3aeaf45 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -231,14 +231,17 @@ public:
/* MESH API */
- virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) {
+ virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) {
RID mesh = mesh_create();
+ mesh_set_blend_shape_count(mesh, p_blend_shape_count);
for (int i = 0; i < p_surfaces.size(); i++) {
mesh_add_surface(mesh, p_surfaces[i]);
}
return mesh;
}
+ BIND2(mesh_set_blend_shape_count, RID, int)
+
BIND0R(RID, mesh_create)
BIND2(mesh_add_surface, RID, const SurfaceData &)
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index 2c230aaee4..62a866955d 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -143,10 +143,12 @@ public:
/* MESH API */
- virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) {
- return rendering_server->mesh_create_from_surfaces(p_surfaces);
+ virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) {
+ return rendering_server->mesh_create_from_surfaces(p_surfaces, p_blend_shape_count);
}
+ FUNC2(mesh_set_blend_shape_count, RID, int)
+
FUNCRID(mesh)
FUNC2(mesh_add_surface, RID, const SurfaceData &)