diff options
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 65 |
1 files changed, 62 insertions, 3 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index c33fdaa355..12da7351bd 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -160,6 +160,7 @@ void RasterizerCanvasGLES3::canvas_begin() { state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false); + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false); state.canvas_shader.set_custom_shader(0); state.canvas_shader.bind(); @@ -180,6 +181,7 @@ void RasterizerCanvasGLES3::canvas_begin() { glBindVertexArray(data.canvas_quad_array); state.using_texture_rect = true; state.using_ninepatch = false; + state.using_skeleton = false; } void RasterizerCanvasGLES3::canvas_end() { @@ -284,6 +286,9 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix); + if (state.using_skeleton) { + state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TO_OBJECT_LOCAL_MATRIX, state.skeleton_transform); + } if (storage->frame.current_rt) { state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); } else { @@ -293,7 +298,7 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat state.using_ninepatch = p_ninepatch; } -void RasterizerCanvasGLES3::_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 RasterizerCanvasGLES3::_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 int *p_bones, const float *p_weights) { glBindVertexArray(data.polygon_buffer_pointer_array); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); @@ -333,6 +338,23 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } + if (p_bones && p_weights) { + + 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, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs); + buffer_ofs += sizeof(int) * 4 * p_vertex_count; + + 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, false, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs); + buffer_ofs += sizeof(float) * 4 * p_vertex_count; + + } else if (state.using_skeleton) { + glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0); + glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0); + } + //bind the indices buffer. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); @@ -342,6 +364,12 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun storage->frame.canvas_draw_commands++; + if (p_bones && p_weights) { + //not used so often, so disable when used + glDisableVertexAttribArray(VS::ARRAY_BONES); + glDisableVertexAttribArray(VS::ARRAY_WEIGHTS); + } + glBindVertexArray(0); } @@ -735,7 +763,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::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->bones.ptr(), polygon->weights.ptr()); #ifdef GLES_OVER_GL if (polygon->antialiased) { glEnable(GL_LINE_SMOOTH); @@ -921,7 +950,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur } _bind_canvas_texture(RID(), RID()); - _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true); + _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL); //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); @@ -1068,6 +1097,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons RID canvas_last_material; bool prev_distance_field = false; + bool prev_use_skeleton = false; while (p_item_list) { @@ -1106,6 +1136,35 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons } } + RasterizerStorageGLES3::Skeleton *skeleton = NULL; + + { + //skeleton handling + if (ci->skeleton.is_valid()) { + skeleton = storage->skeleton_owner.getornull(ci->skeleton); + if (!skeleton->use_2d) { + skeleton = NULL; + } else { + state.skeleton_transform = ci->final_transform.affine_inverse() * (p_transform * skeleton->base_transform_2d); + } + } + + bool use_skeleton = skeleton != NULL; + if (prev_use_skeleton != use_skeleton) { + rebind_shader = true; + state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton); + prev_use_skeleton = use_skeleton; + } + + if (skeleton) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); + glBindTexture(GL_TEXTURE_2D, skeleton->texture); + state.using_skeleton = true; + } else { + state.using_skeleton = false; + } + } + //begin rect Item *material_owner = ci->material_owner ? ci->material_owner : ci; |