Merge pull request #39867 from clayjohn/Sprite3D-mesh

Use mesh instead of immediate for drawing Sprite3D
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Rémi Verschelde 2020-07-06 16:36:27 +02:00 committed by GitHub
commit 1f886d1f31
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4 changed files with 155 additions and 35 deletions

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@ -4431,7 +4431,7 @@
Flag used to mark that the array uses 16-bit bones instead of 8-bit.
</constant>
<constant name="ARRAY_COMPRESS_DEFAULT" value="97280" enum="ArrayFormat">
Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
</constant>
<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
Primitive to draw consists of points.

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@ -383,22 +383,73 @@ SpriteBase3D::SpriteBase3D() {
modulate = Color(1, 1, 1, 1);
pending_update = false;
opacity = 1.0;
immediate = VisualServer::get_singleton()->immediate_create();
set_base(immediate);
material = VisualServer::get_singleton()->material_create();
// Set defaults for material, names need to match up those in SpatialMaterial
VS::get_singleton()->material_set_param(material, "albedo", Color(1, 1, 1, 1));
VS::get_singleton()->material_set_param(material, "specular", 0.5);
VS::get_singleton()->material_set_param(material, "metallic", 0.0);
VS::get_singleton()->material_set_param(material, "roughness", 1.0);
VS::get_singleton()->material_set_param(material, "uv1_offset", Vector3(0, 0, 0));
VS::get_singleton()->material_set_param(material, "uv1_scale", Vector3(1, 1, 1));
VS::get_singleton()->material_set_param(material, "uv2_offset", Vector3(0, 0, 0));
VS::get_singleton()->material_set_param(material, "uv2_scale", Vector3(1, 1, 1));
mesh = VisualServer::get_singleton()->mesh_create();
PoolVector2Array mesh_vertices;
PoolVector3Array mesh_normals;
PoolRealArray mesh_tangents;
PoolColorArray mesh_colors;
PoolVector2Array mesh_uvs;
mesh_vertices.resize(4);
mesh_normals.resize(4);
mesh_tangents.resize(16);
mesh_colors.resize(4);
mesh_uvs.resize(4);
// create basic mesh and store format information
for (int i = 0; i < 4; i++) {
mesh_normals.write()[i] = Vector3(0.0, 0.0, 0.0);
mesh_tangents.write()[i * 4 + 0] = 0.0;
mesh_tangents.write()[i * 4 + 1] = 0.0;
mesh_tangents.write()[i * 4 + 2] = 0.0;
mesh_tangents.write()[i * 4 + 3] = 0.0;
mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
mesh_uvs.write()[i] = Vector2(0.0, 0.0);
mesh_vertices.write()[i] = Vector2(0.0, 0.0);
}
Array mesh_array;
mesh_array.resize(VS::ARRAY_MAX);
mesh_array[VS::ARRAY_VERTEX] = mesh_vertices;
mesh_array[VS::ARRAY_NORMAL] = mesh_normals;
mesh_array[VS::ARRAY_TANGENT] = mesh_tangents;
mesh_array[VS::ARRAY_COLOR] = mesh_colors;
mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array);
const uint32_t surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
mesh_buffer = VS::get_singleton()->mesh_surface_get_array(mesh, 0);
mesh_stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets);
}
SpriteBase3D::~SpriteBase3D() {
VisualServer::get_singleton()->free(immediate);
VisualServer::get_singleton()->free(mesh);
VisualServer::get_singleton()->free(material);
}
///////////////////////////////////////////
void Sprite3D::_draw() {
RID immediate = get_immediate();
set_base(RID());
VS::get_singleton()->immediate_clear(immediate);
if (!texture.is_valid())
return;
Vector2 tsize = texture->get_size();
@ -480,11 +531,6 @@ void Sprite3D::_draw() {
tangent = Plane(1, 0, 0, 1);
}
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->immediate_set_material(immediate, mat);
VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
@ -504,25 +550,61 @@ void Sprite3D::_draw() {
AABB aabb;
for (int i = 0; i < 4; i++) {
VS::get_singleton()->immediate_normal(immediate, normal);
VS::get_singleton()->immediate_tangent(immediate, tangent);
VS::get_singleton()->immediate_color(immediate, color);
VS::get_singleton()->immediate_uv(immediate, uvs[i]);
// Buffer is using default compression, so everything except position is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
int8_t v_normal[4] = {
(int8_t)CLAMP(normal.x * 127, -128, 127),
(int8_t)CLAMP(normal.y * 127, -128, 127),
(int8_t)CLAMP(normal.z * 127, -128, 127),
0,
};
int8_t v_tangent[4] = {
(int8_t)CLAMP(tangent.normal.x * 127, -128, 127),
(int8_t)CLAMP(tangent.normal.y * 127, -128, 127),
(int8_t)CLAMP(tangent.normal.z * 127, -128, 127),
(int8_t)CLAMP(tangent.d * 127, -128, 127)
};
uint8_t v_color[4] = {
(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
};
for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate, vtx);
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
write_buffer.release();
RID mesh = get_mesh();
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
set_base(mesh);
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}
void Sprite3D::set_texture(const Ref<Texture> &p_texture) {
@ -716,8 +798,7 @@ Sprite3D::Sprite3D() {
void AnimatedSprite3D::_draw() {
RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
set_base(RID());
if (frames.is_null()) {
return;
@ -808,12 +889,6 @@ void AnimatedSprite3D::_draw() {
tangent = Plane(1, 0, 0, -1);
}
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->immediate_set_material(immediate, mat);
VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
@ -833,25 +908,61 @@ void AnimatedSprite3D::_draw() {
AABB aabb;
for (int i = 0; i < 4; i++) {
VS::get_singleton()->immediate_normal(immediate, normal);
VS::get_singleton()->immediate_tangent(immediate, tangent);
VS::get_singleton()->immediate_color(immediate, color);
VS::get_singleton()->immediate_uv(immediate, uvs[i]);
// Buffer is using default compression, so everything except position is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
int8_t v_normal[4] = {
(int8_t)CLAMP(normal.x * 127, -128, 127),
(int8_t)CLAMP(normal.y * 127, -128, 127),
(int8_t)CLAMP(normal.z * 127, -128, 127),
0,
};
int8_t v_tangent[4] = {
(int8_t)CLAMP(tangent.normal.x * 127, -128, 127),
(int8_t)CLAMP(tangent.normal.y * 127, -128, 127),
(int8_t)CLAMP(tangent.normal.z * 127, -128, 127),
(int8_t)CLAMP(tangent.d * 127, -128, 127)
};
uint8_t v_color[4] = {
(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
};
for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate, vtx);
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
write_buffer.release();
RID mesh = get_mesh();
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
set_base(mesh);
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}
void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {

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@ -76,7 +76,8 @@ private:
float pixel_size;
AABB aabb;
RID immediate;
RID mesh;
RID material;
bool flags[FLAG_MAX];
AlphaCutMode alpha_cut;
@ -92,7 +93,13 @@ protected:
static void _bind_methods();
virtual void _draw() = 0;
_FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
_FORCE_INLINE_ RID &get_immediate() { return immediate; }
_FORCE_INLINE_ RID &get_mesh() { return mesh; }
_FORCE_INLINE_ RID &get_material() { return material; }
uint32_t mesh_surface_offsets[VS::ARRAY_MAX];
PoolByteArray mesh_buffer;
uint32_t mesh_stride;
void _queue_update();
public:

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@ -1838,6 +1838,8 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent,
}
materials_for_2d[version] = material;
// flush before using so we can access the shader right away
flush_changes();
return materials_for_2d[version]->get_rid();
}