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-rw-r--r--servers/rendering/renderer_canvas_render.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp12
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h9
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl42
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl13
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp3
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.h1
9 files changed, 17 insertions, 71 deletions
diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp
index 623f0c647b..07394b49a3 100644
--- a/servers/rendering/renderer_canvas_render.cpp
+++ b/servers/rendering/renderer_canvas_render.cpp
@@ -32,7 +32,7 @@
#include "servers/rendering/rendering_server_globals.h"
const Rect2 &RendererCanvasRender::Item::get_rect() const {
- if (custom_rect || (!rect_dirty && !update_when_visible)) {
+ if (custom_rect || (!rect_dirty && !update_when_visible && skeleton == RID())) {
return rect;
}
@@ -80,7 +80,7 @@ const Rect2 &RendererCanvasRender::Item::get_rect() const {
} break;
case Item::Command::TYPE_MESH: {
const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
- AABB aabb = RSG::mesh_storage->mesh_get_aabb(mesh->mesh, RID());
+ AABB aabb = RSG::mesh_storage->mesh_get_aabb(mesh->mesh, skeleton);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 7e0070f8b7..7590f76a0c 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2681,16 +2681,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
}
- { //default skeleton buffer
-
- shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
- SkeletonUniform su;
- _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
- _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
- RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
-
- shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
- }
{
//default shadow texture to keep uniform set happy
RD::TextureFormat tf;
@@ -2834,8 +2824,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
memdelete_arr(state.light_uniforms);
RD::get_singleton()->free(state.lights_uniform_buffer);
- RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
- RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
}
//shadow rendering
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index d1f3c9ec6a..3fff574098 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -144,10 +144,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
RID quad_index_array;
PipelineVariants pipeline_variants;
- // default_skeleton uniform set
- RID default_skeleton_uniform_buffer;
- RID default_skeleton_texture_buffer;
-
ShaderCompiler compiler;
} shader;
@@ -409,11 +405,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
uint32_t lights[4];
};
- struct SkeletonUniform {
- float skeleton_transform[16];
- float skeleton_inverse[16];
- };
-
Item *items[MAX_RENDER_ITEMS];
bool using_directional_lights = false;
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 8593e6b265..eb5f68849e 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -191,48 +191,6 @@ void main() {
uv += 1e-5;
}
-#ifdef USE_ATTRIBUTES
-#if 0
- if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
- //skeleton transform
- ivec4 bone_indicesi = ivec4(bone_indices);
-
- uvec2 tex_ofs = bone_indicesi.x * 2;
-
- mat2x4 m;
- m = mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.x;
-
- tex_ofs = bone_indicesi.y * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.y;
-
- tex_ofs = bone_indicesi.z * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.z;
-
- tex_ofs = bone_indicesi.w * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.w;
-
- mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
-
- //outvec = bone_matrix * outvec;
- }
-#endif
-#endif
-
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
vertex_interp = vertex;
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 7440c5748b..896f51ca01 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -62,7 +62,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
/* Varyings */
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index cc44cff799..d50749306e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 e) {
vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
/* Varyings */
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 75bea9300b..f5b233cca0 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -63,7 +63,7 @@ vec3 oct_to_vec3(vec2 oct) {
vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
float t = max(-v.z, 0.0);
v.xy += t * -sign(v.xy);
- return v;
+ return normalize(v);
}
vec3 decode_uint_oct_to_norm(uint base) {
@@ -143,8 +143,8 @@ void main() {
uint skin_offset = params.skin_stride * index;
uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
- uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
- uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+ uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 2; //pre-add xform offset
+ uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 2;
skin_offset += params.skin_weight_offset;
@@ -161,6 +161,13 @@ void main() {
//reverse order because its transposed
vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
}
+
+ uint dst_offset = index * params.vertex_stride;
+
+ uvec2 uvertex = floatBitsToUint(vertex);
+ dst_vertices.data[dst_offset + 0] = uvertex.x;
+ dst_vertices.data[dst_offset + 1] = uvertex.y;
+
#else
vec3 vertex;
vec3 normal;
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 1e74d31383..adb882986f 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -616,7 +616,7 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
- if (!skeleton || skeleton->size == 0) {
+ if (!skeleton || skeleton->size == 0 || mesh->skeleton_aabb_version == skeleton->version) {
return mesh->aabb;
}
@@ -708,6 +708,7 @@ AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
}
}
+ mesh->skeleton_aabb_version = skeleton->version;
return aabb;
}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
index 6a7400631d..4765475804 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h
@@ -144,6 +144,7 @@ private:
AABB aabb;
AABB custom_aabb;
+ uint64_t skeleton_aabb_version = 0;
Vector<RID> material_cache;