Skeletons are working now.

This commit is contained in:
Juan Linietsky 2016-11-21 19:03:39 -03:00
parent a2505542ff
commit 70d095d8f2
8 changed files with 305 additions and 35 deletions

View File

@ -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();

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@ -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);

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@ -98,6 +98,7 @@ public:
int max_ubo_lights;
int max_forward_lights_per_object;
int max_ubo_reflections;
int max_skeleton_bones;

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@ -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;
@ -2573,8 +2576,6 @@ 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;
@ -2582,12 +2583,9 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
attribs[i].type=GL_UNSIGNED_BYTE;
stride+=4;
}
} else {
attribs[i].type=GL_UNSIGNED_SHORT;
stride+=8;
}
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;
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;
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 */
@ -3795,9 +3966,14 @@ void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene:
ERR_FAIL_COND(!inst);
} break;
default: {
if (skeleton_owner.owns(p_base)) {
inst=skeleton_owner.getornull(p_base);
}
if (!inst) {
ERR_FAIL();
}
}
}
inst->instance_list.add( &p_instance->dependency_item );
}
@ -3821,9 +3997,14 @@ void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerSce
ERR_FAIL_COND(!inst);
} break;
default: {
if (skeleton_owner.owns(p_base)) {
inst=skeleton_owner.getornull(p_base);
}
if (!inst) {
ERR_FAIL();
}
}
}
ERR_FAIL_COND(!inst);
@ -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

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@ -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;

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@ -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)

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@ -1007,11 +1007,25 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primi
} break;
case VS::ARRAY_BONES: {
if (p_compress_format&ARRAY_FLAG_USE_16_BIT_BONES) {
elem_size=sizeof(uint32_t);
} else {
elem_size=sizeof(uint16_t)*4;
DVector<int> bones = p_arrays[VS::ARRAY_BONES];
int max_bone=0;
{
int bc = bones.size();
DVector<int>::Read r=bones.read();
for(int j=0;j<bc;j++) {
max_bone=MAX(r[j],max_bone);
}
}
if (max_bone > 255) {
p_compress_format|=ARRAY_FLAG_USE_16_BIT_BONES;
elem_size=sizeof(uint16_t)*4;
} else {
p_compress_format&=~ARRAY_FLAG_USE_16_BIT_BONES;
elem_size=sizeof(uint32_t);
}
} break;
case VS::ARRAY_INDEX: {
@ -1043,7 +1057,7 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primi
}
uint32_t mask = (1<<ARRAY_MAX)-1;
format|=~mask&p_compress_format; //make the full format
format|=(~mask)&p_compress_format; //make the full format
int array_size = total_elem_size * array_len;

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@ -220,7 +220,7 @@ public:
ARRAY_FLAG_USE_2D_VERTICES=ARRAY_COMPRESS_INDEX<<1,
ARRAY_FLAG_USE_16_BIT_BONES=ARRAY_COMPRESS_INDEX<<2,
ARRAY_COMPRESS_DEFAULT=ARRAY_COMPRESS_VERTEX|ARRAY_COMPRESS_NORMAL|ARRAY_COMPRESS_TANGENT|ARRAY_COMPRESS_COLOR|ARRAY_COMPRESS_TEX_UV|ARRAY_COMPRESS_TEX_UV2|ARRAY_COMPRESS_BONES|ARRAY_COMPRESS_WEIGHTS|ARRAY_COMPRESS_INDEX
ARRAY_COMPRESS_DEFAULT=ARRAY_COMPRESS_VERTEX|ARRAY_COMPRESS_NORMAL|ARRAY_COMPRESS_TANGENT|ARRAY_COMPRESS_COLOR|ARRAY_COMPRESS_TEX_UV|ARRAY_COMPRESS_TEX_UV2|ARRAY_COMPRESS_WEIGHTS
};