Merge pull request #3693 from SaracenOne/hardware_skinning_fix

Fixed hardware-accelerated skinning support.
This commit is contained in:
Rémi Verschelde 2016-02-28 23:01:56 +01:00
commit f740d0ced3
1 changed files with 14 additions and 8 deletions

View File

@ -6639,6 +6639,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
} }
rebind=true; rebind=true;
} }
if (use_hw_skeleton_xform && skeleton!=prev_skeleton) { if (use_hw_skeleton_xform && skeleton!=prev_skeleton) {
if (!prev_skeleton || !skeleton) if (!prev_skeleton || !skeleton)
rebind=true; //went from skeleton <-> no skeleton, needs rebind rebind=true; //went from skeleton <-> no skeleton, needs rebind
@ -6715,10 +6716,6 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
if (i==0 || rebind) { if (i==0 || rebind) {
material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse); material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection); material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
if (skeleton && use_hw_skeleton_xform) {
material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,GL_TEXTURE0+max_texture_units-2);
material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
}
if (!shadow) { if (!shadow) {
if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) { if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
@ -6733,6 +6730,13 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
_rinfo.shader_change_count++; _rinfo.shader_change_count++;
} }
if (skeleton != prev_skeleton || rebind) {
if (skeleton) {
material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
}
}
if (e->instance->billboard || e->instance->depth_scale) { if (e->instance->billboard || e->instance->depth_scale) {
Transform xf=e->instance->transform; Transform xf=e->instance->transform;
@ -10819,7 +10823,6 @@ void RasterizerGLES2::init() {
use_depth24 =true; use_depth24 =true;
s3tc_supported = true; s3tc_supported = true;
atitc_supported = false; atitc_supported = false;
use_hw_skeleton_xform = false;
// use_texture_instancing=false; // use_texture_instancing=false;
// use_attribute_instancing=true; // use_attribute_instancing=true;
use_texture_instancing=false; use_texture_instancing=false;
@ -10830,7 +10833,11 @@ void RasterizerGLES2::init() {
s3tc_srgb_supported=true; s3tc_srgb_supported=true;
use_anisotropic_filter=true; use_anisotropic_filter=true;
float_linear_supported=true; float_linear_supported=true;
float_supported=true;
GLint vtf;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
use_hw_skeleton_xform=vtf>0 && float_supported;
read_depth_supported=_test_depth_shadow_buffer(); read_depth_supported=_test_depth_shadow_buffer();
use_rgba_shadowmaps=!read_depth_supported; use_rgba_shadowmaps=!read_depth_supported;
@ -10880,7 +10887,7 @@ void RasterizerGLES2::init() {
GLint vtf; GLint vtf;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf); glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
float_supported = extensions.has("GL_OES_texture_float"); float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
use_hw_skeleton_xform=vtf>0 && float_supported; use_hw_skeleton_xform=vtf>0 && float_supported;
float_linear_supported = extensions.has("GL_OES_texture_float_linear"); float_linear_supported = extensions.has("GL_OES_texture_float_linear");
@ -10913,7 +10920,6 @@ void RasterizerGLES2::init() {
//etc_supported=false; //etc_supported=false;
use_hw_skeleton_xform=false;
#endif #endif