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-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp260
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.h13
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp18
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.h2
-rw-r--r--drivers/gles2/shaders/canvas.glsl65
5 files changed, 340 insertions, 18 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 86fe45e498..6aac35a332 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -67,6 +67,12 @@ void RasterizerCanvasGLES2::_set_uniforms() {
state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
}
+
+ if (state.using_skeleton) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
+ }
}
void RasterizerCanvasGLES2::canvas_begin() {
@@ -140,6 +146,7 @@ void RasterizerCanvasGLES2::canvas_end() {
}
state.using_texture_rect = false;
+ state.using_skeleton = false;
state.using_ninepatch = false;
}
@@ -225,10 +232,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con
return tex_return;
}
-void RasterizerCanvasGLES2::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
-}
-
-void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
+void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
@@ -262,6 +266,22 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
+ if (p_weights && p_bones) {
+ glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
+ glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
+ glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
+ buffer_ofs += sizeof(float) * 4 * p_vertex_count;
+
+ glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
+ glEnableVertexAttribArray(VS::ARRAY_BONES);
+ glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
+ buffer_ofs += sizeof(int) * 4 * p_vertex_count;
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
+ glDisableVertexAttribArray(VS::ARRAY_BONES);
+ }
+
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
@@ -370,6 +390,16 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
+static const GLenum gl_primitive[] = {
+ GL_POINTS,
+ GL_LINES,
+ GL_LINE_STRIP,
+ GL_LINE_LOOP,
+ GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN
+};
+
void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
int command_count = p_item->commands.size();
@@ -794,9 +824,190 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
- _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
+ _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
+ } break;
+ case Item::Command::TYPE_MESH: {
+
+ Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
+
+ if (state.canvas_shader.bind()) {
+ _set_uniforms();
+ state.canvas_shader.use_material((void *)p_material);
+ }
+
+ RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
+
+ if (texture) {
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ }
+
+ RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
+ if (mesh_data) {
+
+ for (int j = 0; j < mesh_data->surfaces.size(); j++) {
+ RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
+ // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
+
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
+
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
+ }
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ if (s->attribs[i].enabled) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
+ } else {
+ glDisableVertexAttribArray(i);
+ switch (i) {
+ case VS::ARRAY_NORMAL: {
+ glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {}
+ }
+ }
+ }
+
+ if (s->index_array_len > 0) {
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ }
+ }
+
+ for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
+ glDisableVertexAttribArray(i);
+ }
+ }
+
} break;
+ case Item::Command::TYPE_MULTIMESH: {
+ Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
+
+ RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
+
+ if (!multi_mesh)
+ break;
+
+ RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
+
+ if (!mesh_data)
+ break;
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
+
+ if (state.canvas_shader.bind()) {
+ _set_uniforms();
+ state.canvas_shader.use_material((void *)p_material);
+ }
+ RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
+
+ if (texture) {
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ }
+
+ //reset shader and force rebind
+
+ int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
+
+ if (amount == -1) {
+ amount = multi_mesh->size;
+ }
+
+ int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
+
+ int color_ofs = multi_mesh->xform_floats;
+ int custom_data_ofs = color_ofs + multi_mesh->color_floats;
+
+ // drawing
+
+ const float *base_buffer = multi_mesh->data.ptr();
+
+ for (int j = 0; j < mesh_data->surfaces.size(); j++) {
+ RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
+ // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
+
+ //bind buffers for mesh surface
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
+
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
+ }
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ if (s->attribs[i].enabled) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
+ } else {
+ glDisableVertexAttribArray(i);
+ switch (i) {
+ case VS::ARRAY_NORMAL: {
+ glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {}
+ }
+ }
+ }
+
+ for (int i = 0; i < amount; i++) {
+ const float *buffer = base_buffer + i * stride;
+
+ {
+
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
+ if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
+ } else {
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
+ }
+ }
+
+ if (multi_mesh->color_floats) {
+ if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
+ uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
+ } else {
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
+ }
+ }
+
+ if (multi_mesh->custom_data_floats) {
+ if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+ uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
+ } else {
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
+ }
+ }
+
+ if (s->index_array_len > 0) {
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ }
+ }
+ }
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);
+
+ } break;
case Item::Command::TYPE_POLYLINE: {
Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
@@ -916,6 +1127,8 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
RasterizerStorageGLES2::Shader *shader_cache = NULL;
bool rebind_shader = true;
+ bool prev_use_skeleton = false;
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
state.current_tex = RID();
state.current_tex_ptr = NULL;
@@ -957,6 +1170,37 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
}
}
+ RasterizerStorageGLES2::Skeleton *skeleton = NULL;
+
+ {
+ //skeleton handling
+ if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
+ skeleton = storage->skeleton_owner.get(ci->skeleton);
+ if (!skeleton->use_2d) {
+ skeleton = NULL;
+ } else {
+ state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
+ state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
+ state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
+ }
+ }
+
+ bool use_skeleton = skeleton != NULL;
+ if (prev_use_skeleton != use_skeleton) {
+ rebind_shader = true;
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
+ prev_use_skeleton = use_skeleton;
+ }
+
+ if (skeleton) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
+ state.using_skeleton = true;
+ } else {
+ state.using_skeleton = false;
+ }
+ }
+
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
RID material = material_owner->material;
@@ -1172,7 +1416,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
if (has_shadow) {
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, cls->distance);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
@@ -1189,7 +1433,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
}
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -1261,6 +1505,8 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
if (current_clip) {
glDisable(GL_SCISSOR_TEST);
}
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
}
void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h
index a940a2f07e..b6c11491ff 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.h
+++ b/drivers/gles2/rasterizer_canvas_gles2.h
@@ -42,6 +42,10 @@ class RasterizerSceneGLES2;
class RasterizerCanvasGLES2 : public RasterizerCanvas {
public:
+ enum {
+ INSTANCE_ATTRIB_BASE = 8,
+ };
+
struct Uniforms {
Transform projection_matrix;
@@ -75,6 +79,11 @@ public:
bool using_texture_rect;
bool using_ninepatch;
+ bool using_skeleton;
+
+ Transform2D skeleton_transform;
+ Transform2D skeleton_transform_inverse;
+ Vector2i skeleton_texture_size;
RID current_tex;
RID current_normal;
@@ -99,10 +108,8 @@ public:
virtual void canvas_begin();
virtual void canvas_end();
- _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false);
-
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
- _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
+ _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights = NULL, const int *p_bones = NULL);
_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 5825885124..b61a6ee27b 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -2941,9 +2941,9 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
#ifdef GLES_OVER_GL
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_bones * 3, 1, 0, GL_RGBA, GL_FLOAT, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_bones * (skeleton->use_2d ? 2 : 3), 1, 0, GL_RGBA, GL_FLOAT, NULL);
#else
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * 3, 1, 0, GL_RGBA, GL_FLOAT, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * (skeleton->use_2d ? 2 : 3), 1, 0, GL_RGBA, GL_FLOAT, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
@@ -3077,6 +3077,11 @@ Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleto
}
void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+
+ skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size) {
@@ -3109,7 +3114,7 @@ void RasterizerStorageGLES2::update_dirty_skeletons() {
if (skeleton->size) {
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, skeleton->size * 3, 1, GL_RGBA, GL_FLOAT, skeleton->bone_data.ptr());
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, skeleton->size * (skeleton->use_2d ? 2 : 3), 1, GL_RGBA, GL_FLOAT, skeleton->bone_data.ptr());
}
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
@@ -4637,10 +4642,15 @@ void RasterizerStorageGLES2::initialize() {
config.keep_original_textures = false;
config.shrink_textures_x2 = false;
+#ifdef GLES_OVER_GL
+ config.float_texture_supported = true;
+ config.s3tc_supported = true;
+ config.etc1_supported = false;
+#else
config.float_texture_supported = config.extensions.has("GL_ARB_texture_float") || config.extensions.has("GL_OES_texture_float");
config.s3tc_supported = config.extensions.has("GL_EXT_texture_compression_s3tc");
config.etc1_supported = config.extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
-
+#endif
#ifdef GLES_OVER_GL
config.use_rgba_2d_shadows = false;
#else
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index 7f9bcb4854..0981308b15 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -838,6 +838,8 @@ public:
SelfList<Skeleton> update_list;
Set<RasterizerScene::InstanceBase *> instances;
+ Transform2D base_transform_2d;
+
Skeleton() :
use_2d(false),
size(0),
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 614124e6d9..2292e3e068 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -12,12 +12,40 @@ precision mediump int;
uniform highp mat4 projection_matrix;
/* clang-format on */
+
+#include "stdlib.glsl"
+
uniform highp mat4 modelview_matrix;
uniform highp mat4 extra_matrix;
attribute highp vec2 vertex; // attrib:0
attribute vec4 color_attrib; // attrib:3
attribute vec2 uv_attrib; // attrib:4
+#ifdef USE_SKELETON
+attribute highp vec4 bone_indices; // attrib:6
+attribute highp vec4 bone_weights; // attrib:7
+#endif
+
+#ifdef USE_INSTANCING
+
+attribute highp vec4 instance_xform0; //attrib:8
+attribute highp vec4 instance_xform1; //attrib:9
+attribute highp vec4 instance_xform2; //attrib:10
+attribute highp vec4 instance_color; //attrib:11
+
+#ifdef USE_INSTANCE_CUSTOM
+attribute highp vec4 instance_custom_data; //attrib:12
+#endif
+
+#endif
+
+#ifdef USE_SKELETON
+uniform highp sampler2D skeleton_texture; // texunit:-3
+uniform highp ivec2 skeleton_texture_size;
+uniform highp mat4 skeleton_transform;
+uniform highp mat4 skeleton_transform_inverse;
+#endif
+
varying vec2 uv_interp;
varying vec4 color_interp;
@@ -125,7 +153,7 @@ VERTEX_SHADER_CODE
}
#if !defined(SKIP_TRANSFORM_USED)
- outvec = extra_matrix * outvec;
+ outvec = extra_matrix_instance * outvec;
outvec = modelview_matrix * outvec;
#endif
@@ -135,6 +163,35 @@ VERTEX_SHADER_CODE
outvec.xy = floor(outvec + 0.5).xy;
#endif
+#ifdef USE_SKELETON
+
+ // look up transform from the "pose texture"
+ if (bone_weights != vec4(0.0)) {
+
+ highp mat4 bone_transform = mat4(0.0);
+
+ for (int i = 0; i < 4; i++) {
+ ivec2 tex_ofs = ivec2(int(bone_indices[i]) * 2, 0);
+
+ highp mat4 b = mat4(
+ texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(0, 0)),
+ texel2DFetch(skeleton_texture, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+
+ bone_transform += b * bone_weights[i];
+ }
+
+ mat4 bone_matrix = skeleton_transform * transpose(bone_transform) * skeleton_transform_inverse;
+
+ outvec = bone_matrix * outvec;
+
+ }
+
+
+#endif
+
+
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING
@@ -184,7 +241,7 @@ uniform vec4 final_modulate;
#ifdef SCREEN_TEXTURE_USED
-uniform sampler2D screen_texture; // texunit:-3
+uniform sampler2D screen_texture; // texunit:-4
#endif
@@ -208,7 +265,7 @@ uniform highp float light_height;
uniform highp float light_outside_alpha;
uniform highp float shadow_distance_mult;
-uniform lowp sampler2D light_texture; // texunit:-3
+uniform lowp sampler2D light_texture; // texunit:-4
varying vec4 light_uv_interp;
varying vec2 transformed_light_uv;
@@ -216,7 +273,7 @@ varying vec4 local_rot;
#ifdef USE_SHADOWS
-uniform highp sampler2D shadow_texture; // texunit:-4
+uniform highp sampler2D shadow_texture; // texunit:-5
varying highp vec2 pos;
#endif