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-rw-r--r--drivers/gles3/rasterizer_gles3.cpp1
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp20
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h1
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp228
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h21
-rw-r--r--drivers/gles3/shaders/scene.glsl43
6 files changed, 285 insertions, 29 deletions
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index dabb7918a9..63090e53a7 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -124,6 +124,7 @@ void RasterizerGLES3::begin_frame(){
storage->frame.time[3]=Math::fmod(time_total,60);
storage->frame.count++;
+ storage->update_dirty_skeletons();
storage->update_dirty_shaders();
storage->update_dirty_materials();
scene->iteration();
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 3ead218226..e0a3dbd36e 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1329,6 +1329,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
int current_blend_mode=-1;
int prev_shading=-1;
+ RID prev_skeleton;
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set)
@@ -1338,6 +1339,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
RenderList::Element *e = p_elements[i];
RasterizerStorageGLES3::Material* material= e->material;
+ RID skeleton = e->instance->skeleton;
bool rebind=first;
@@ -1466,6 +1468,18 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
}
+ if (prev_skeleton!=skeleton) {
+ if (prev_skeleton.is_valid() != skeleton.is_valid()) {
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,skeleton.is_valid());
+ rebind=true;
+ }
+ if (skeleton.is_valid()) {
+ RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
+ if (sk->size) {
+ glBindBufferBase(GL_UNIFORM_BUFFER,7,sk->ubo);
+ }
+ }
+ }
if (material!=prev_material || rebind) {
@@ -1495,6 +1509,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
prev_base_type=e->instance->base_type;
prev_geometry=e->geometry;
prev_shading=shading;
+ prev_skeleton=skeleton;
first=false;
}
@@ -1504,6 +1519,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
glFrontFace(GL_CW);
glBindVertexArray(0);
+ state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
@@ -3469,6 +3485,10 @@ void RasterizerSceneGLES3::initialize() {
state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS "+itos(state.max_ubo_reflections)+"\n");
+ state.max_skeleton_bones=max_ubo_size/(12*sizeof(float));
+ state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES "+itos(state.max_skeleton_bones)+"\n");
+
+
}
GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 81c13bdc08..31253e56b6 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -98,6 +98,7 @@ public:
int max_ubo_lights;
int max_forward_lights_per_object;
int max_ubo_reflections;
+ int max_skeleton_bones;
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 669ab96036..c2598e458f 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -2416,12 +2416,15 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
if (! (p_format&(1<<i) ) ) {
attribs[i].enabled=false;
morph_attribs[i].enabled=false;
+ attribs[i].integer=false;
+ morph_attribs[i].integer=false;
continue;
}
attribs[i].enabled=true;
attribs[i].offset=stride;
attribs[i].index=i;
+ attribs[i].integer=false;
if (has_morph) {
morph_attribs[i].enabled=true;
@@ -2573,21 +2576,16 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
attribs[i].size=4;
- if (p_format&VS::ARRAY_COMPRESS_BONES) {
-
- if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) {
- attribs[i].type=GL_UNSIGNED_SHORT;
- stride+=8;
- } else {
- attribs[i].type=GL_UNSIGNED_BYTE;
- stride+=4;
- }
- } else {
+ if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) {
attribs[i].type=GL_UNSIGNED_SHORT;
stride+=8;
+ } else {
+ attribs[i].type=GL_UNSIGNED_BYTE;
+ stride+=4;
}
attribs[i].normalized=GL_FALSE;
+ attribs[i].integer=true;
if (has_morph) {
morph_attribs[i].normalized=GL_FALSE;
@@ -2727,7 +2725,11 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
if (!attribs[i].enabled)
continue;
- glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+ if (attribs[i].integer) {
+ glVertexAttribIPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+ } else {
+ glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+ }
glEnableVertexAttribArray(attribs[i].index);
}
@@ -2765,7 +2767,11 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
if (!attribs[i].enabled)
continue;
- glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+ if (attribs[i].integer) {
+ glVertexAttribIPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+ } else {
+ glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+ }
glEnableVertexAttribArray(attribs[i].index);
}
@@ -3270,31 +3276,196 @@ RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const{
RID RasterizerStorageGLES3::skeleton_create(){
- return RID();
+ Skeleton *skeleton = memnew( Skeleton );
+ return skeleton_owner.make_rid(skeleton);
}
+
void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton){
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_COND(p_bones<0);
+
+ if (skeleton->size==p_bones && skeleton->use_2d==p_2d_skeleton)
+ return;
+
+ if (skeleton->ubo) {
+ glDeleteBuffers(1,&skeleton->ubo);
+ skeleton->ubo=0;
+ }
+
+ skeleton->size=p_bones;
+ if (p_2d_skeleton) {
+ skeleton->bones.resize(p_bones*8);
+ for(int i=0;i<skeleton->bones.size();i+=8) {
+ skeleton->bones[i+0]=1;
+ skeleton->bones[i+1]=0;
+ skeleton->bones[i+2]=0;
+ skeleton->bones[i+3]=0;
+ skeleton->bones[i+4]=0;
+ skeleton->bones[i+5]=1;
+ skeleton->bones[i+6]=0;
+ skeleton->bones[i+7]=0;
+ }
+
+ } else {
+ skeleton->bones.resize(p_bones*12);
+ for(int i=0;i<skeleton->bones.size();i+=12) {
+ skeleton->bones[i+0]=1;
+ skeleton->bones[i+1]=0;
+ skeleton->bones[i+2]=0;
+ skeleton->bones[i+3]=0;
+ skeleton->bones[i+4]=0;
+ skeleton->bones[i+5]=1;
+ skeleton->bones[i+6]=0;
+ skeleton->bones[i+7]=0;
+ skeleton->bones[i+8]=0;
+ skeleton->bones[i+9]=0;
+ skeleton->bones[i+10]=1;
+ skeleton->bones[i+11]=0;
+ }
+
+ }
+
+
+
+ if (p_bones) {
+ glGenBuffers(1, &skeleton->ubo);
+ glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
+ glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size()*sizeof(float), NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
+
+ skeleton->instance_change_notify();
+
}
int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const{
- return 0;
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ ERR_FAIL_COND_V(!skeleton,0);
+
+ return skeleton->size;
}
+
void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform){
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX(p_bone,skeleton->size);
+ ERR_FAIL_COND(skeleton->use_2d);
+
+ float * bones = skeleton->bones.ptr();
+ bones[p_bone*12+ 0]=p_transform.basis.elements[0][0];
+ bones[p_bone*12+ 1]=p_transform.basis.elements[0][1];
+ bones[p_bone*12+ 2]=p_transform.basis.elements[0][2];
+ bones[p_bone*12+ 3]=p_transform.origin.x;
+ bones[p_bone*12+ 4]=p_transform.basis.elements[1][0];
+ bones[p_bone*12+ 5]=p_transform.basis.elements[1][1];
+ bones[p_bone*12+ 6]=p_transform.basis.elements[1][2];
+ bones[p_bone*12+ 7]=p_transform.origin.y;
+ bones[p_bone*12+ 8]=p_transform.basis.elements[2][0];
+ bones[p_bone*12+ 9]=p_transform.basis.elements[2][1];
+ bones[p_bone*12+10]=p_transform.basis.elements[2][2];
+ bones[p_bone*12+11]=p_transform.origin.z;
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
}
+
+
Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone) const{
- return Transform();
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND_V(!skeleton,Transform());
+ ERR_FAIL_INDEX_V(p_bone,skeleton->size,Transform());
+ ERR_FAIL_COND_V(skeleton->use_2d,Transform());
+
+ float * bones = skeleton->bones.ptr();
+ Transform mtx;
+ mtx.basis.elements[0][0]=bones[p_bone*12+ 0];
+ mtx.basis.elements[0][1]=bones[p_bone*12+ 1];
+ mtx.basis.elements[0][2]=bones[p_bone*12+ 2];
+ mtx.origin.x=bones[p_bone*12+ 3];
+ mtx.basis.elements[1][0]=bones[p_bone*12+ 4];
+ mtx.basis.elements[1][1]=bones[p_bone*12+ 5];
+ mtx.basis.elements[1][2]=bones[p_bone*12+ 6];
+ mtx.origin.y=bones[p_bone*12+ 7];
+ mtx.basis.elements[2][0]=bones[p_bone*12+ 8];
+ mtx.basis.elements[2][1]=bones[p_bone*12+ 9];
+ mtx.basis.elements[2][2]=bones[p_bone*12+10];
+ mtx.origin.z=bones[p_bone*12+11];
+
+ return mtx;
}
void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform){
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX(p_bone,skeleton->size);
+ ERR_FAIL_COND(!skeleton->use_2d);
+
+ float * bones = skeleton->bones.ptr();
+ bones[p_bone*12+ 0]=p_transform.elements[0][0];
+ bones[p_bone*12+ 1]=p_transform.elements[1][0];
+ bones[p_bone*12+ 2]=0;
+ bones[p_bone*12+ 3]=p_transform.elements[2][0];
+ bones[p_bone*12+ 4]=p_transform.elements[0][1];
+ bones[p_bone*12+ 5]=p_transform.elements[1][1];
+ bones[p_bone*12+ 6]=0;
+ bones[p_bone*12+ 7]=p_transform.elements[2][1];
+
+ if (!skeleton->update_list.in_list()) {
+ skeleton_update_list.add(&skeleton->update_list);
+ }
}
Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const{
- return Matrix32();
+ Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+
+ ERR_FAIL_COND_V(!skeleton,Matrix32());
+ ERR_FAIL_INDEX_V(p_bone,skeleton->size,Matrix32());
+ ERR_FAIL_COND_V(!skeleton->use_2d,Matrix32());
+
+ Matrix32 mtx;
+
+ float * bones = skeleton->bones.ptr();
+ mtx.elements[0][0]=bones[p_bone*12+ 0];
+ mtx.elements[1][0]=bones[p_bone*12+ 1];
+ mtx.elements[2][0]=bones[p_bone*12+ 3];
+ mtx.elements[0][1]=bones[p_bone*12+ 4];
+ mtx.elements[1][1]=bones[p_bone*12+ 5];
+ mtx.elements[2][1]=bones[p_bone*12+ 7];
+
+ return mtx;
+}
+
+void RasterizerStorageGLES3::update_dirty_skeletons() {
+
+ while(skeleton_update_list.first()) {
+
+ Skeleton *skeleton = skeleton_update_list.first()->self();
+ if (skeleton->size) {
+ glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
+ glBufferSubData(GL_UNIFORM_BUFFER,0,skeleton->bones.size()*sizeof(float),skeleton->bones.ptr());
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
+ skeleton->instance_change_notify();
+
+ skeleton_update_list.remove(skeleton_update_list.first());
+ }
+
}
/* Light API */
@@ -3795,7 +3966,12 @@ void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene:
ERR_FAIL_COND(!inst);
} break;
default: {
- ERR_FAIL();
+ if (skeleton_owner.owns(p_base)) {
+ inst=skeleton_owner.getornull(p_base);
+ }
+ if (!inst) {
+ ERR_FAIL();
+ }
}
}
@@ -3821,7 +3997,12 @@ void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerSce
ERR_FAIL_COND(!inst);
} break;
default: {
- ERR_FAIL();
+ if (skeleton_owner.owns(p_base)) {
+ inst=skeleton_owner.getornull(p_base);
+ }
+ if (!inst) {
+ ERR_FAIL();
+ }
}
}
@@ -4378,6 +4559,17 @@ bool RasterizerStorageGLES3::free(RID p_rid){
material_owner.free(p_rid);
memdelete(material);
+ } else if (skeleton_owner.owns(p_rid)) {
+
+ // delete the texture
+ Skeleton *skeleton = skeleton_owner.get(p_rid);
+ if (skeleton->update_list.in_list()) {
+ skeleton_update_list.remove(&skeleton->update_list);
+ }
+ skeleton_allocate(p_rid,0,false);
+ skeleton_owner.free(p_rid);
+ memdelete(skeleton);
+
} else if (mesh_owner.owns(p_rid)) {
// delete the texture
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index b433bcd517..b5eacacb4e 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -465,6 +465,7 @@ public:
struct Attrib {
bool enabled;
+ bool integer;
GLuint index;
GLint size;
GLenum type;
@@ -632,6 +633,26 @@ public:
/* SKELETON API */
+ struct Skeleton : Instantiable {
+ int size;
+ bool use_2d;
+ Vector<float> bones; //4x3 or 4x2 depending on what is needed
+ GLuint ubo;
+ SelfList<Skeleton> update_list;
+
+ Skeleton() : update_list(this) {
+ size=0;
+ use_2d=false;
+ ubo=0;
+ }
+ };
+
+ mutable RID_Owner<Skeleton> skeleton_owner;
+
+ SelfList<Skeleton>::List skeleton_update_list;
+
+ void update_dirty_skeletons();
+
virtual RID skeleton_create();
virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index aa8b3cacdc..f3dade9e50 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -22,17 +22,27 @@ ARRAY_INDEX=8,
layout(location=0) in highp vec4 vertex_attrib;
layout(location=1) in vec3 normal_attrib;
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
layout(location=2) in vec4 tangent_attrib;
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
layout(location=3) in vec4 color_attrib;
+#endif
+
+#if defined(ENABLE_UV_INTERP)
layout(location=4) in vec2 uv_attrib;
+#endif
+
+#if defined(ENABLE_UV2_INTERP)
layout(location=5) in vec2 uv2_attrib;
+#endif
uniform float normal_mult;
#ifdef USE_SKELETON
-layout(location=6) mediump ivec4 bone_indices; // attrib:6
-layout(location=7) mediump vec4 bone_weights; // attrib:7
-uniform highp sampler2D skeleton_matrices;
+layout(location=6) in ivec4 bone_indices; // attrib:6
+layout(location=7) in vec4 bone_weights; // attrib:7
#endif
#ifdef USE_ATTRIBUTE_INSTANCING
@@ -140,6 +150,15 @@ out highp float dp_clip;
#endif
+#ifdef USE_SKELETON
+
+layout(std140) uniform SkeletonData { //ubo:7
+
+ mat3x4 skeleton[MAX_SKELETON_BONES];
+};
+
+#endif
+
void main() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
@@ -152,23 +171,25 @@ void main() {
float binormalf = tangent_attrib.a;
#endif
+
#ifdef USE_SKELETON
{
//skeleton transform
- highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x;
- m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y;
- m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
- m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
+ highp mat3x4 m=skeleton[bone_indices.x]*bone_weights.x;
+ m+=skeleton[bone_indices.y]*bone_weights.y;
+ m+=skeleton[bone_indices.z]*bone_weights.z;
+ m+=skeleton[bone_indices.w]*bone_weights.w;
- vertex = vertex_in * m;
- normal = (vec4(normal,0.0) * m).xyz;
+ vertex.xyz = vertex * m;
+
+ normal = vec4(normal,0.0) * m;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
- tangent = (vec4(tangent,0.0) * m).xyz;
+ tangent.xyz = vec4(tangent.xyz,0.0) * mn;
#endif
}
+#endif // USE_SKELETON1
-#endif
#if !defined(SKIP_TRANSFORM_USED)