converted skeletons from uniform to texture
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b043f0e77d
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6d15e15732
@ -1528,7 +1528,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
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GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
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glBindTexture(GL_TEXTURE_3D, gipi->tex_cache);
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state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
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state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds);
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@ -1540,7 +1540,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
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GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
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glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache);
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state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform);
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state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds);
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@ -1804,23 +1804,25 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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}
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}
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if ((prev_base_type == VS::INSTANCE_MULTIMESH) != (e->instance->base_type == VS::INSTANCE_MULTIMESH)) {
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, e->instance->base_type == VS::INSTANCE_MULTIMESH);
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rebind = true;
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}
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if (prev_skeleton != skeleton) {
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if (prev_skeleton.is_valid() != skeleton.is_valid()) {
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton.is_valid());
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rebind = true;
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}
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if (skeleton.is_valid()) {
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RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
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if (sk->size) {
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glBindBufferBase(GL_UNIFORM_BUFFER, 7, sk->ubo);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
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glBindTexture(GL_TEXTURE_2D,sk->texture);
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}
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}
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}
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if ((prev_base_type == VS::INSTANCE_MULTIMESH) != (e->instance->base_type == VS::INSTANCE_MULTIMESH)) {
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, e->instance->base_type == VS::INSTANCE_MULTIMESH);
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rebind = true;
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}
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if (material != prev_material || rebind) {
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@ -1833,6 +1835,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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}
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}
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if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
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_setup_light(e, p_view_transform);
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}
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@ -3567,7 +3571,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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//bind depth for read
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
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}
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@ -3038,7 +3038,7 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
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int sbs = sk->size;
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ERR_CONTINUE(bs > sbs);
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float *skb = sk->bones.ptr();
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const float *texture = sk->skel_texture.ptr();
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bool first = true;
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if (sk->use_2d) {
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@ -3047,16 +3047,18 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
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if (!skused[j])
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continue;
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float *dataptr = &skb[8 * j];
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int base_ofs = ((j / 256) * 256) * 2 * 4 + (j % 256) * 4;
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Transform mtx;
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mtx.basis.elements[0][0] = dataptr[0];
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mtx.basis.elements[0][1] = dataptr[1];
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mtx.origin[0] = dataptr[3];
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mtx.basis.elements[1][0] = dataptr[4];
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mtx.basis.elements[1][1] = dataptr[5];
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mtx.origin[1] = dataptr[7];
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mtx.basis[0].x=texture[base_ofs+0];
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mtx.basis[0].y=texture[base_ofs+1];
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mtx.origin.x=texture[base_ofs+3];
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base_ofs+=256*4;
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mtx.basis[1].x=texture[base_ofs+0];
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mtx.basis[1].y=texture[base_ofs+1];
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mtx.origin.y=texture[base_ofs+3];
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Rect3 baabb = mtx.xform(skbones[j]);
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if (first) {
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@ -3072,21 +3074,24 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const {
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if (!skused[j])
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continue;
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float *dataptr = &skb[12 * j];
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int base_ofs = ((j / 256) * 256) * 3 * 4 + (j % 256) * 4;
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Transform mtx;
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mtx.basis.elements[0][0] = dataptr[0];
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mtx.basis.elements[0][1] = dataptr[1];
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mtx.basis.elements[0][2] = dataptr[2];
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mtx.origin.x = dataptr[3];
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mtx.basis.elements[1][0] = dataptr[4];
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mtx.basis.elements[1][1] = dataptr[5];
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mtx.basis.elements[1][2] = dataptr[6];
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mtx.origin.y = dataptr[7];
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mtx.basis.elements[2][0] = dataptr[8];
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mtx.basis.elements[2][1] = dataptr[9];
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mtx.basis.elements[2][2] = dataptr[10];
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mtx.origin.z = dataptr[11];
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mtx.basis[0].x=texture[base_ofs+0];
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mtx.basis[0].y=texture[base_ofs+1];
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mtx.basis[0].z=texture[base_ofs+2];
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mtx.origin.x=texture[base_ofs+3];
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base_ofs+=256*4;
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mtx.basis[1].x=texture[base_ofs+0];
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mtx.basis[1].y=texture[base_ofs+1];
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mtx.basis[1].z=texture[base_ofs+2];
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mtx.origin.y=texture[base_ofs+3];
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base_ofs+=256*4;
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mtx.basis[2].x=texture[base_ofs+0];
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mtx.basis[2].y=texture[base_ofs+1];
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mtx.basis[2].z=texture[base_ofs+2];
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mtx.origin.z=texture[base_ofs+3];
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Rect3 baabb = mtx.xform(skbones[j]);
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if (first) {
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@ -3921,6 +3926,9 @@ RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const {
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RID RasterizerStorageGLES3::skeleton_create() {
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Skeleton *skeleton = memnew(Skeleton);
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glGenTextures(1,&skeleton->texture);
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return skeleton_owner.make_rid(skeleton);
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}
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@ -3933,49 +3941,28 @@ void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton, int p_bones, bool
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if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton)
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return;
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if (skeleton->ubo) {
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glDeleteBuffers(1, &skeleton->ubo);
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skeleton->ubo = 0;
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}
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skeleton->size=p_bones;
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skeleton->use_2d=p_2d_skeleton;
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skeleton->size = p_bones;
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if (p_2d_skeleton) {
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skeleton->bones.resize(p_bones * 8);
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for (int i = 0; i < skeleton->bones.size(); i += 8) {
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skeleton->bones[i + 0] = 1;
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skeleton->bones[i + 1] = 0;
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skeleton->bones[i + 2] = 0;
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skeleton->bones[i + 3] = 0;
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skeleton->bones[i + 4] = 0;
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skeleton->bones[i + 5] = 1;
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skeleton->bones[i + 6] = 0;
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skeleton->bones[i + 7] = 0;
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}
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int height = p_bones/256;
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if (p_bones%256)
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height++;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,skeleton->texture);
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if (skeleton->use_2d) {
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skeleton->skel_texture.resize(256*height*2*4);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height*2, 0, GL_RGBA, GL_FLOAT, NULL);
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} else {
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skeleton->bones.resize(p_bones * 12);
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for (int i = 0; i < skeleton->bones.size(); i += 12) {
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skeleton->bones[i + 0] = 1;
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skeleton->bones[i + 1] = 0;
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skeleton->bones[i + 2] = 0;
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skeleton->bones[i + 3] = 0;
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skeleton->bones[i + 4] = 0;
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skeleton->bones[i + 5] = 1;
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skeleton->bones[i + 6] = 0;
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skeleton->bones[i + 7] = 0;
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skeleton->bones[i + 8] = 0;
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skeleton->bones[i + 9] = 0;
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skeleton->bones[i + 10] = 1;
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skeleton->bones[i + 11] = 0;
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}
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skeleton->skel_texture.resize(256*height*3*4);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height*3, 0, GL_RGBA, GL_FLOAT, NULL);
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}
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if (p_bones) {
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glGenBuffers(1, &skeleton->ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
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glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size() * sizeof(float), NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (!skeleton->update_list.in_list()) {
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skeleton_update_list.add(&skeleton->update_list);
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@ -3997,19 +3984,25 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton, int p_b
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ERR_FAIL_INDEX(p_bone, skeleton->size);
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ERR_FAIL_COND(skeleton->use_2d);
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float *bones = skeleton->bones.ptr();
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bones[p_bone * 12 + 0] = p_transform.basis.elements[0][0];
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bones[p_bone * 12 + 1] = p_transform.basis.elements[0][1];
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bones[p_bone * 12 + 2] = p_transform.basis.elements[0][2];
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bones[p_bone * 12 + 3] = p_transform.origin.x;
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bones[p_bone * 12 + 4] = p_transform.basis.elements[1][0];
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bones[p_bone * 12 + 5] = p_transform.basis.elements[1][1];
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bones[p_bone * 12 + 6] = p_transform.basis.elements[1][2];
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bones[p_bone * 12 + 7] = p_transform.origin.y;
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bones[p_bone * 12 + 8] = p_transform.basis.elements[2][0];
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bones[p_bone * 12 + 9] = p_transform.basis.elements[2][1];
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bones[p_bone * 12 + 10] = p_transform.basis.elements[2][2];
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bones[p_bone * 12 + 11] = p_transform.origin.z;
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float *texture = skeleton->skel_texture.ptr();
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int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
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texture[base_ofs+0]=p_transform.basis[0].x;
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texture[base_ofs+1]=p_transform.basis[0].y;
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texture[base_ofs+2]=p_transform.basis[0].z;
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texture[base_ofs+3]=p_transform.origin.x;
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base_ofs+=256*4;
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texture[base_ofs+0]=p_transform.basis[1].x;
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texture[base_ofs+1]=p_transform.basis[1].y;
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texture[base_ofs+2]=p_transform.basis[1].z;
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texture[base_ofs+3]=p_transform.origin.y;
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base_ofs+=256*4;
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texture[base_ofs+0]=p_transform.basis[2].x;
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texture[base_ofs+1]=p_transform.basis[2].y;
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texture[base_ofs+2]=p_transform.basis[2].z;
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texture[base_ofs+3]=p_transform.origin.z;
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if (!skeleton->update_list.in_list()) {
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skeleton_update_list.add(&skeleton->update_list);
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@ -4024,22 +4017,30 @@ Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton, in
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ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform());
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ERR_FAIL_COND_V(skeleton->use_2d, Transform());
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float *bones = skeleton->bones.ptr();
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Transform mtx;
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mtx.basis.elements[0][0] = bones[p_bone * 12 + 0];
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mtx.basis.elements[0][1] = bones[p_bone * 12 + 1];
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mtx.basis.elements[0][2] = bones[p_bone * 12 + 2];
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mtx.origin.x = bones[p_bone * 12 + 3];
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mtx.basis.elements[1][0] = bones[p_bone * 12 + 4];
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mtx.basis.elements[1][1] = bones[p_bone * 12 + 5];
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mtx.basis.elements[1][2] = bones[p_bone * 12 + 6];
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mtx.origin.y = bones[p_bone * 12 + 7];
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mtx.basis.elements[2][0] = bones[p_bone * 12 + 8];
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mtx.basis.elements[2][1] = bones[p_bone * 12 + 9];
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mtx.basis.elements[2][2] = bones[p_bone * 12 + 10];
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mtx.origin.z = bones[p_bone * 12 + 11];
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const float *texture = skeleton->skel_texture.ptr();
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Transform ret;
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int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4;
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ret.basis[0].x=texture[base_ofs+0];
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ret.basis[0].y=texture[base_ofs+1];
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ret.basis[0].z=texture[base_ofs+2];
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ret.origin.x=texture[base_ofs+3];
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base_ofs+=256*4;
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ret.basis[1].x=texture[base_ofs+0];
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ret.basis[1].y=texture[base_ofs+1];
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ret.basis[1].z=texture[base_ofs+2];
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ret.origin.y=texture[base_ofs+3];
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base_ofs+=256*4;
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ret.basis[2].x=texture[base_ofs+0];
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ret.basis[2].y=texture[base_ofs+1];
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ret.basis[2].z=texture[base_ofs+2];
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ret.origin.z=texture[base_ofs+3];
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return ret;
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return mtx;
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}
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void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
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@ -4049,15 +4050,20 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int
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ERR_FAIL_INDEX(p_bone, skeleton->size);
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ERR_FAIL_COND(!skeleton->use_2d);
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float *bones = skeleton->bones.ptr();
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bones[p_bone * 12 + 0] = p_transform.elements[0][0];
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bones[p_bone * 12 + 1] = p_transform.elements[1][0];
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bones[p_bone * 12 + 2] = 0;
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bones[p_bone * 12 + 3] = p_transform.elements[2][0];
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bones[p_bone * 12 + 4] = p_transform.elements[0][1];
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bones[p_bone * 12 + 5] = p_transform.elements[1][1];
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bones[p_bone * 12 + 6] = 0;
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bones[p_bone * 12 + 7] = p_transform.elements[2][1];
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float *texture = skeleton->skel_texture.ptr();
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int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
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texture[base_ofs+0]=p_transform[0][0];
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texture[base_ofs+1]=p_transform[1][0];
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texture[base_ofs+2]=0;
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texture[base_ofs+3]=p_transform[2][0];
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base_ofs+=256*4;
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texture[base_ofs+0]=p_transform[0][1];
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texture[base_ofs+1]=p_transform[1][1];
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texture[base_ofs+2]=0;
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texture[base_ofs+3]=p_transform[2][1];
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if (!skeleton->update_list.in_list()) {
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skeleton_update_list.add(&skeleton->update_list);
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@ -4071,28 +4077,41 @@ Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleto
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ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
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ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
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Transform2D mtx;
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const float *texture = skeleton->skel_texture.ptr();
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float *bones = skeleton->bones.ptr();
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mtx.elements[0][0] = bones[p_bone * 12 + 0];
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mtx.elements[1][0] = bones[p_bone * 12 + 1];
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mtx.elements[2][0] = bones[p_bone * 12 + 3];
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mtx.elements[0][1] = bones[p_bone * 12 + 4];
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mtx.elements[1][1] = bones[p_bone * 12 + 5];
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mtx.elements[2][1] = bones[p_bone * 12 + 7];
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Transform2D ret;
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return mtx;
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int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4;
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ret[0][0]=texture[base_ofs+0];
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ret[1][0]=texture[base_ofs+1];
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ret[2][0]=texture[base_ofs+3];
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base_ofs+=256*4;
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ret[0][1]=texture[base_ofs+0];
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ret[1][1]=texture[base_ofs+1];
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ret[2][1]=texture[base_ofs+3];
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return ret;
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}
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|
||||
void RasterizerStorageGLES3::update_dirty_skeletons() {
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
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);
|
||||
|
||||
|
||||
|
||||
int height = skeleton->size/256;
|
||||
if (skeleton->size%256)
|
||||
height++;
|
||||
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D,skeleton->texture);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256,height*(skeleton->use_2d?2:3), GL_RGBA, GL_FLOAT, skeleton->skel_texture.ptr());
|
||||
}
|
||||
|
||||
for (Set<RasterizerScene::InstanceBase *>::Element *E = skeleton->instances.front(); E; E = E->next()) {
|
||||
@ -5957,6 +5976,8 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
|
||||
}
|
||||
|
||||
skeleton_allocate(p_rid, 0, false);
|
||||
|
||||
glDeleteTextures(1,&skeleton->texture);
|
||||
skeleton_owner.free(p_rid);
|
||||
memdelete(skeleton);
|
||||
|
||||
|
@ -769,18 +769,19 @@ public:
|
||||
/* SKELETON API */
|
||||
|
||||
struct Skeleton : RID_Data {
|
||||
int size;
|
||||
bool use_2d;
|
||||
Vector<float> bones; //4x3 or 4x2 depending on what is needed
|
||||
GLuint ubo;
|
||||
int size;
|
||||
Vector<float> skel_texture;
|
||||
GLuint texture;
|
||||
SelfList<Skeleton> update_list;
|
||||
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
|
||||
|
||||
Skeleton()
|
||||
: update_list(this) {
|
||||
size = 0;
|
||||
size=0;
|
||||
|
||||
use_2d = false;
|
||||
ubo = 0;
|
||||
texture = 0;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -146,13 +146,10 @@ out highp float dp_clip;
|
||||
|
||||
#endif
|
||||
|
||||
#define SKELETON_TEXTURE_WIDTH 256
|
||||
|
||||
#ifdef USE_SKELETON
|
||||
|
||||
layout(std140) uniform SkeletonData { //ubo:7
|
||||
|
||||
mat3x4 skeleton[MAX_SKELETON_BONES];
|
||||
};
|
||||
|
||||
uniform highp sampler2D skeleton_texture; //texunit:-6
|
||||
#endif
|
||||
|
||||
out highp vec4 position_interp;
|
||||
@ -173,15 +170,41 @@ void main() {
|
||||
color_interp = color_attrib;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef USE_SKELETON
|
||||
|
||||
{
|
||||
//skeleton transform
|
||||
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;
|
||||
ivec2 tex_ofs = ivec2( bone_indices.x%256, (bone_indices.x/256)*3 );
|
||||
highp mat3x4 m = mat3x4(
|
||||
texelFetch(skeleton_texture,tex_ofs,0),
|
||||
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
|
||||
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
|
||||
) * bone_weights.x;
|
||||
|
||||
tex_ofs = ivec2( bone_indices.y%256, (bone_indices.y/256)*3 );
|
||||
|
||||
m+= mat3x4(
|
||||
texelFetch(skeleton_texture,tex_ofs,0),
|
||||
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
|
||||
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
|
||||
) * bone_weights.y;
|
||||
|
||||
tex_ofs = ivec2( bone_indices.z%256, (bone_indices.z/256)*3 );
|
||||
|
||||
m+= mat3x4(
|
||||
texelFetch(skeleton_texture,tex_ofs,0),
|
||||
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
|
||||
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
|
||||
) * bone_weights.z;
|
||||
|
||||
|
||||
tex_ofs = ivec2( bone_indices.w%256, (bone_indices.w/256)*3 );
|
||||
|
||||
m+= mat3x4(
|
||||
texelFetch(skeleton_texture,tex_ofs,0),
|
||||
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0),
|
||||
texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0)
|
||||
) * bone_weights.w;
|
||||
|
||||
|
||||
vertex.xyz = vertex * m;
|
||||
|
||||
@ -190,8 +213,7 @@ void main() {
|
||||
tangent.xyz = vec4(tangent.xyz,0.0) * mn;
|
||||
#endif
|
||||
}
|
||||
#endif // USE_SKELETON1
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_INSTANCING
|
||||
|
||||
@ -493,7 +515,7 @@ layout(location=0) out vec4 frag_color;
|
||||
#endif
|
||||
|
||||
in highp vec4 position_interp;
|
||||
uniform highp sampler2D depth_buffer; //texunit:-8
|
||||
uniform highp sampler2D depth_buffer; //texunit:-9
|
||||
|
||||
float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
|
||||
|
||||
@ -926,7 +948,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
|
||||
|
||||
#ifdef USE_GI_PROBES
|
||||
|
||||
uniform mediump sampler3D gi_probe1; //texunit:-6
|
||||
uniform mediump sampler3D gi_probe1; //texunit:-11
|
||||
uniform highp mat4 gi_probe_xform1;
|
||||
uniform highp vec3 gi_probe_bounds1;
|
||||
uniform highp vec3 gi_probe_cell_size1;
|
||||
@ -934,7 +956,7 @@ uniform highp float gi_probe_multiplier1;
|
||||
uniform highp float gi_probe_bias1;
|
||||
uniform bool gi_probe_blend_ambient1;
|
||||
|
||||
uniform mediump sampler3D gi_probe2; //texunit:-7
|
||||
uniform mediump sampler3D gi_probe2; //texunit:-10
|
||||
uniform highp mat4 gi_probe_xform2;
|
||||
uniform highp vec3 gi_probe_bounds2;
|
||||
uniform highp vec3 gi_probe_cell_size2;
|
||||
|
Loading…
Reference in New Issue
Block a user