godot/drivers/gles3/storage/mesh_storage.cpp
clayjohn f33ffd9ab4 Add Skeletons and Blend Shapes to the OpenGL renderer
This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.

Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
2022-11-29 09:45:03 -08:00

2101 lines
73 KiB
C++

/*************************************************************************/
/* mesh_storage.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "mesh_storage.h"
#include "material_storage.h"
#include "utilities.h"
using namespace GLES3;
MeshStorage *MeshStorage::singleton = nullptr;
MeshStorage *MeshStorage::get_singleton() {
return singleton;
}
MeshStorage::MeshStorage() {
singleton = this;
{
skeleton_shader.shader.initialize();
skeleton_shader.shader_version = skeleton_shader.shader.version_create();
}
}
MeshStorage::~MeshStorage() {
singleton = nullptr;
skeleton_shader.shader.version_free(skeleton_shader.shader_version);
}
/* MESH API */
RID MeshStorage::mesh_allocate() {
return mesh_owner.allocate_rid();
}
void MeshStorage::mesh_initialize(RID p_rid) {
mesh_owner.initialize_rid(p_rid, Mesh());
}
void MeshStorage::mesh_free(RID p_rid) {
mesh_clear(p_rid);
mesh_set_shadow_mesh(p_rid, RID());
Mesh *mesh = mesh_owner.get_or_null(p_rid);
ERR_FAIL_COND(!mesh);
mesh->dependency.deleted_notify(p_rid);
if (mesh->instances.size()) {
ERR_PRINT("deleting mesh with active instances");
}
if (mesh->shadow_owners.size()) {
for (Mesh *E : mesh->shadow_owners) {
Mesh *shadow_owner = E;
shadow_owner->shadow_mesh = RID();
shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
}
mesh_owner.free(p_rid);
}
void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
ERR_FAIL_COND(p_blend_shape_count < 0);
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
mesh->blend_shape_count = p_blend_shape_count;
}
bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, false);
return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
}
void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
#ifdef DEBUG_ENABLED
//do a validation, to catch errors first
{
uint32_t stride = 0;
uint32_t attrib_stride = 0;
uint32_t skin_stride = 0;
for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
if ((p_surface.format & (1 << i))) {
switch (i) {
case RS::ARRAY_VERTEX: {
if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
stride += sizeof(float) * 2;
} else {
stride += sizeof(float) * 3;
}
} break;
case RS::ARRAY_NORMAL: {
stride += sizeof(uint16_t) * 2;
} break;
case RS::ARRAY_TANGENT: {
stride += sizeof(uint16_t) * 2;
} break;
case RS::ARRAY_COLOR: {
attrib_stride += sizeof(uint32_t);
} break;
case RS::ARRAY_TEX_UV: {
attrib_stride += sizeof(float) * 2;
} break;
case RS::ARRAY_TEX_UV2: {
attrib_stride += sizeof(float) * 2;
} break;
case RS::ARRAY_CUSTOM0:
case RS::ARRAY_CUSTOM1:
case RS::ARRAY_CUSTOM2:
case RS::ARRAY_CUSTOM3: {
int idx = i - RS::ARRAY_CUSTOM0;
uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
uint32_t fmt = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
attrib_stride += fmtsize[fmt];
} break;
case RS::ARRAY_WEIGHTS:
case RS::ARRAY_BONES: {
//uses a separate array
bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8);
} break;
}
}
}
int expected_size = stride * p_surface.vertex_count;
ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
int bs_expected_size = expected_size * mesh->blend_shape_count;
ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")");
int expected_attrib_size = attrib_stride * p_surface.vertex_count;
ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")");
if ((p_surface.format & RS::ARRAY_FORMAT_WEIGHTS) && (p_surface.format & RS::ARRAY_FORMAT_BONES)) {
expected_size = skin_stride * p_surface.vertex_count;
ERR_FAIL_COND_MSG(expected_size != p_surface.skin_data.size(), "Size of skin data provided (" + itos(p_surface.skin_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
}
}
#endif
Mesh::Surface *s = memnew(Mesh::Surface);
s->format = p_surface.format;
s->primitive = p_surface.primitive;
if (p_surface.vertex_data.size()) {
glGenBuffers(1, &s->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, p_surface.vertex_data.size(), p_surface.vertex_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
s->vertex_buffer_size = p_surface.vertex_data.size();
}
if (p_surface.attribute_data.size()) {
glGenBuffers(1, &s->attribute_buffer);
glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
glBufferData(GL_ARRAY_BUFFER, p_surface.attribute_data.size(), p_surface.attribute_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
s->attribute_buffer_size = p_surface.attribute_data.size();
}
if (p_surface.skin_data.size()) {
glGenBuffers(1, &s->skin_buffer);
glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
glBufferData(GL_ARRAY_BUFFER, p_surface.skin_data.size(), p_surface.skin_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
s->skin_buffer_size = p_surface.skin_data.size();
}
s->vertex_count = p_surface.vertex_count;
if (p_surface.format & RS::ARRAY_FORMAT_BONES) {
mesh->has_bone_weights = true;
}
if (p_surface.index_count) {
bool is_index_16 = p_surface.vertex_count <= 65536 && p_surface.vertex_count > 0;
glGenBuffers(1, &s->index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.index_data.size(), p_surface.index_data.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
s->index_count = p_surface.index_count;
s->index_buffer_size = p_surface.index_data.size();
if (p_surface.lods.size()) {
s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size());
s->lod_count = p_surface.lods.size();
for (int i = 0; i < p_surface.lods.size(); i++) {
glGenBuffers(1, &s->lods[i].index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->lods[i].index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.lods[i].index_data.size(), p_surface.lods[i].index_data.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
s->lods[i].edge_length = p_surface.lods[i].edge_length;
s->lods[i].index_count = p_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4);
s->lods[i].index_buffer_size = p_surface.lods[i].index_data.size();
}
}
}
ERR_FAIL_COND_MSG(!p_surface.index_count && !p_surface.vertex_count, "Meshes must contain a vertex array, an index array, or both");
s->aabb = p_surface.aabb;
s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
if (p_surface.skin_data.size() || mesh->blend_shape_count > 0) {
// Size must match the size of the vertex array.
int size = p_surface.vertex_data.size();
int vertex_size = 0;
int stride = 0;
int normal_offset = 0;
int tangent_offset = 0;
if ((p_surface.format & (1 << RS::ARRAY_VERTEX))) {
if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
vertex_size = 2;
} else {
vertex_size = 3;
}
stride = sizeof(float) * vertex_size;
}
if ((p_surface.format & (1 << RS::ARRAY_NORMAL))) {
normal_offset = stride;
stride += sizeof(uint16_t) * 2;
}
if ((p_surface.format & (1 << RS::ARRAY_TANGENT))) {
tangent_offset = stride;
stride += sizeof(uint16_t) * 2;
}
if (mesh->blend_shape_count > 0) {
// Blend shapes are passed as one large array, for OpenGL, we need to split each of them into their own buffer
s->blend_shapes = memnew_arr(Mesh::Surface::BlendShape, mesh->blend_shape_count);
for (uint32_t i = 0; i < mesh->blend_shape_count; i++) {
glGenVertexArrays(1, &s->blend_shapes[i].vertex_array);
glBindVertexArray(s->blend_shapes[i].vertex_array);
glGenBuffers(1, &s->blend_shapes[i].vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, s->blend_shapes[i].vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, size, p_surface.blend_shape_data.ptr() + i * size, (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
if ((p_surface.format & (1 << RS::ARRAY_VERTEX))) {
glEnableVertexAttribArray(RS::ARRAY_VERTEX + 3);
glVertexAttribPointer(RS::ARRAY_VERTEX + 3, vertex_size, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
}
if ((p_surface.format & (1 << RS::ARRAY_NORMAL))) {
glEnableVertexAttribArray(RS::ARRAY_NORMAL + 3);
glVertexAttribPointer(RS::ARRAY_NORMAL + 3, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(normal_offset));
}
if ((p_surface.format & (1 << RS::ARRAY_TANGENT))) {
glEnableVertexAttribArray(RS::ARRAY_TANGENT + 3);
glVertexAttribPointer(RS::ARRAY_TANGENT + 3, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(tangent_offset));
}
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// Create a vertex array to use for skeleton/blend shapes.
glGenVertexArrays(1, &s->skeleton_vertex_array);
glBindVertexArray(s->skeleton_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
if ((p_surface.format & (1 << RS::ARRAY_VERTEX))) {
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, vertex_size, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
}
if ((p_surface.format & (1 << RS::ARRAY_NORMAL))) {
glEnableVertexAttribArray(RS::ARRAY_NORMAL);
glVertexAttribPointer(RS::ARRAY_NORMAL, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(normal_offset));
}
if ((p_surface.format & (1 << RS::ARRAY_TANGENT))) {
glEnableVertexAttribArray(RS::ARRAY_TANGENT);
glVertexAttribPointer(RS::ARRAY_TANGENT, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(tangent_offset));
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
if (mesh->surface_count == 0) {
mesh->bone_aabbs = p_surface.bone_aabbs;
mesh->aabb = p_surface.aabb;
} else {
if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) {
// ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone
// Each surface may affect different numbers of bones.
mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
}
for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
const AABB &bone = p_surface.bone_aabbs[i];
if (bone.has_volume()) {
mesh->bone_aabbs.write[i].merge_with(bone);
}
}
mesh->aabb.merge_with(p_surface.aabb);
}
s->material = p_surface.material;
mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1));
mesh->surfaces[mesh->surface_count] = s;
mesh->surface_count++;
for (MeshInstance *mi : mesh->instances) {
_mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
}
mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
for (Mesh *E : mesh->shadow_owners) {
Mesh *shadow_owner = E;
shadow_owner->shadow_mesh = RID();
shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
mesh->material_cache.clear();
}
int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {
const Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, -1);
return mesh->blend_shape_count;
}
void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX((int)p_mode, 2);
mesh->blend_shape_mode = p_mode;
}
RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED);
return mesh->blend_shape_mode;
}
void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
ERR_FAIL_COND(p_data.size() == 0);
uint64_t data_size = p_data.size();
ERR_FAIL_COND(p_offset + data_size > mesh->surfaces[p_surface]->vertex_buffer_size);
const uint8_t *r = p_data.ptr();
glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->vertex_buffer);
glBufferSubData(GL_ARRAY_BUFFER, p_offset, data_size, r);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void MeshStorage::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
ERR_FAIL_COND(p_data.size() == 0);
uint64_t data_size = p_data.size();
ERR_FAIL_COND(p_offset + data_size > mesh->surfaces[p_surface]->attribute_buffer_size);
const uint8_t *r = p_data.ptr();
glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->attribute_buffer);
glBufferSubData(GL_ARRAY_BUFFER, p_offset, data_size, r);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
ERR_FAIL_COND(p_data.size() == 0);
uint64_t data_size = p_data.size();
ERR_FAIL_COND(p_offset + data_size > mesh->surfaces[p_surface]->skin_buffer_size);
const uint8_t *r = p_data.ptr();
glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->skin_buffer);
glBufferSubData(GL_ARRAY_BUFFER, p_offset, data_size, r);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
mesh->surfaces[p_surface]->material = p_material;
mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL);
mesh->material_cache.clear();
}
RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, RID());
ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
return mesh->surfaces[p_surface]->material;
}
RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, RS::SurfaceData());
ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData());
Mesh::Surface &s = *mesh->surfaces[p_surface];
RS::SurfaceData sd;
sd.format = s.format;
if (s.vertex_buffer != 0) {
sd.vertex_data = Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.vertex_buffer, s.vertex_buffer_size);
}
if (s.attribute_buffer != 0) {
sd.attribute_data = Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.attribute_buffer, s.attribute_buffer_size);
}
if (s.skin_buffer != 0) {
sd.skin_data = Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.skin_buffer, s.skin_buffer_size);
}
sd.vertex_count = s.vertex_count;
sd.index_count = s.index_count;
sd.primitive = s.primitive;
if (sd.index_count) {
sd.index_data = Utilities::buffer_get_data(GL_ELEMENT_ARRAY_BUFFER, s.index_buffer, s.index_buffer_size);
}
sd.aabb = s.aabb;
for (uint32_t i = 0; i < s.lod_count; i++) {
RS::SurfaceData::LOD lod;
lod.edge_length = s.lods[i].edge_length;
lod.index_data = Utilities::buffer_get_data(GL_ELEMENT_ARRAY_BUFFER, s.lods[i].index_buffer, s.lods[i].index_buffer_size);
sd.lods.push_back(lod);
}
sd.bone_aabbs = s.bone_aabbs;
if (mesh->blend_shape_count) {
sd.blend_shape_data = Vector<uint8_t>();
for (uint32_t i = 0; i < mesh->blend_shape_count; i++) {
sd.blend_shape_data.append_array(Utilities::buffer_get_data(GL_ARRAY_BUFFER, s.blend_shapes[i].vertex_buffer, s.vertex_buffer_size));
}
}
return sd;
}
int MeshStorage::mesh_get_surface_count(RID p_mesh) const {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
return mesh->surface_count;
}
void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
mesh->custom_aabb = p_aabb;
}
AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
return mesh->custom_aabb;
}
AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
if (mesh->custom_aabb != AABB()) {
return mesh->custom_aabb;
}
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
if (!skeleton || skeleton->size == 0) {
return mesh->aabb;
}
// Calculate AABB based on Skeleton
AABB aabb;
for (uint32_t i = 0; i < mesh->surface_count; i++) {
AABB laabb;
if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
int bs = mesh->surfaces[i]->bone_aabbs.size();
const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
int sbs = skeleton->size;
ERR_CONTINUE(bs > sbs);
const float *baseptr = skeleton->data.ptr();
bool first = true;
if (skeleton->use_2d) {
for (int j = 0; j < bs; j++) {
if (skbones[0].size == Vector3()) {
continue; //bone is unused
}
const float *dataptr = baseptr + j * 8;
Transform3D mtx;
mtx.basis.rows[0].x = dataptr[0];
mtx.basis.rows[1].x = dataptr[1];
mtx.origin.x = dataptr[3];
mtx.basis.rows[0].y = dataptr[4];
mtx.basis.rows[1].y = dataptr[5];
mtx.origin.y = dataptr[7];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
laabb = baabb;
first = false;
} else {
laabb.merge_with(baabb);
}
}
} else {
for (int j = 0; j < bs; j++) {
if (skbones[0].size == Vector3()) {
continue; //bone is unused
}
const float *dataptr = baseptr + j * 12;
Transform3D mtx;
mtx.basis.rows[0][0] = dataptr[0];
mtx.basis.rows[0][1] = dataptr[1];
mtx.basis.rows[0][2] = dataptr[2];
mtx.origin.x = dataptr[3];
mtx.basis.rows[1][0] = dataptr[4];
mtx.basis.rows[1][1] = dataptr[5];
mtx.basis.rows[1][2] = dataptr[6];
mtx.origin.y = dataptr[7];
mtx.basis.rows[2][0] = dataptr[8];
mtx.basis.rows[2][1] = dataptr[9];
mtx.basis.rows[2][2] = dataptr[10];
mtx.origin.z = dataptr[11];
AABB baabb = mtx.xform(skbones[j]);
if (first) {
laabb = baabb;
first = false;
} else {
laabb.merge_with(baabb);
}
}
}
if (laabb.size == Vector3()) {
laabb = mesh->surfaces[i]->aabb;
}
} else {
laabb = mesh->surfaces[i]->aabb;
}
if (i == 0) {
aabb = laabb;
} else {
aabb.merge_with(laabb);
}
}
return aabb;
}
void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
Mesh *shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
if (shadow_mesh) {
shadow_mesh->shadow_owners.erase(mesh);
}
mesh->shadow_mesh = p_shadow_mesh;
shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
if (shadow_mesh) {
shadow_mesh->shadow_owners.insert(mesh);
}
mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
void MeshStorage::mesh_clear(RID p_mesh) {
Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
for (uint32_t i = 0; i < mesh->surface_count; i++) {
Mesh::Surface &s = *mesh->surfaces[i];
if (s.vertex_buffer != 0) {
glDeleteBuffers(1, &s.vertex_buffer);
s.vertex_buffer = 0;
}
if (s.version_count != 0) {
for (uint32_t j = 0; j < s.version_count; j++) {
glDeleteVertexArrays(1, &s.versions[j].vertex_array);
s.versions[j].vertex_array = 0;
}
}
if (s.attribute_buffer != 0) {
glDeleteBuffers(1, &s.attribute_buffer);
s.attribute_buffer = 0;
}
if (s.skin_buffer != 0) {
glDeleteBuffers(1, &s.skin_buffer);
s.skin_buffer = 0;
}
if (s.index_buffer != 0) {
glDeleteBuffers(1, &s.index_buffer);
s.index_buffer = 0;
}
if (s.versions) {
memfree(s.versions); //reallocs, so free with memfree.
}
if (s.lod_count) {
for (uint32_t j = 0; j < s.lod_count; j++) {
if (s.lods[j].index_buffer != 0) {
glDeleteBuffers(1, &s.lods[j].index_buffer);
s.lods[j].index_buffer = 0;
}
}
memdelete_arr(s.lods);
}
if (mesh->blend_shape_count) {
for (uint32_t j = 0; j < mesh->blend_shape_count; j++) {
if (s.blend_shapes[j].vertex_buffer != 0) {
glDeleteBuffers(1, &s.blend_shapes[j].vertex_buffer);
s.blend_shapes[j].vertex_buffer = 0;
}
if (s.blend_shapes[j].vertex_array != 0) {
glDeleteVertexArrays(1, &s.blend_shapes[j].vertex_array);
s.blend_shapes[j].vertex_array = 0;
}
}
memdelete_arr(s.blend_shapes);
}
if (s.skeleton_vertex_array != 0) {
glDeleteVertexArrays(1, &s.skeleton_vertex_array);
s.skeleton_vertex_array = 0;
}
memdelete(mesh->surfaces[i]);
}
if (mesh->surfaces) {
memfree(mesh->surfaces);
}
mesh->surfaces = nullptr;
mesh->surface_count = 0;
mesh->material_cache.clear();
//clear instance data
for (MeshInstance *mi : mesh->instances) {
_mesh_instance_clear(mi);
}
mesh->has_bone_weights = false;
mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
for (Mesh *E : mesh->shadow_owners) {
Mesh *shadow_owner = E;
shadow_owner->shadow_mesh = RID();
shadow_owner->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
}
void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
Mesh::Surface::Attrib attribs[RS::ARRAY_MAX];
int attributes_stride = 0;
int vertex_stride = 0;
int skin_stride = 0;
for (int i = 0; i < RS::ARRAY_INDEX; i++) {
if (!(s->format & (1 << i))) {
attribs[i].enabled = false;
attribs[i].integer = false;
continue;
}
attribs[i].enabled = true;
attribs[i].integer = false;
switch (i) {
case RS::ARRAY_VERTEX: {
attribs[i].offset = vertex_stride;
if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
attribs[i].size = 2;
} else {
attribs[i].size = 3;
}
attribs[i].type = GL_FLOAT;
vertex_stride += attribs[i].size * sizeof(float);
attribs[i].normalized = GL_FALSE;
} break;
case RS::ARRAY_NORMAL: {
attribs[i].offset = vertex_stride;
attribs[i].size = 2;
attribs[i].type = (mis ? GL_FLOAT : GL_UNSIGNED_SHORT);
vertex_stride += sizeof(uint16_t) * 2 * (mis ? 2 : 1);
attribs[i].normalized = GL_TRUE;
} break;
case RS::ARRAY_TANGENT: {
attribs[i].offset = vertex_stride;
attribs[i].size = 2;
attribs[i].type = (mis ? GL_FLOAT : GL_UNSIGNED_SHORT);
vertex_stride += sizeof(uint16_t) * 2 * (mis ? 2 : 1);
attribs[i].normalized = GL_TRUE;
} break;
case RS::ARRAY_COLOR: {
attribs[i].offset = attributes_stride;
attribs[i].size = 4;
attribs[i].type = GL_UNSIGNED_BYTE;
attributes_stride += 4;
attribs[i].normalized = GL_TRUE;
} break;
case RS::ARRAY_TEX_UV: {
attribs[i].offset = attributes_stride;
attribs[i].size = 2;
attribs[i].type = GL_FLOAT;
attributes_stride += 2 * sizeof(float);
attribs[i].normalized = GL_FALSE;
} break;
case RS::ARRAY_TEX_UV2: {
attribs[i].offset = attributes_stride;
attribs[i].size = 2;
attribs[i].type = GL_FLOAT;
attributes_stride += 2 * sizeof(float);
attribs[i].normalized = GL_FALSE;
} break;
case RS::ARRAY_CUSTOM0:
case RS::ARRAY_CUSTOM1:
case RS::ARRAY_CUSTOM2:
case RS::ARRAY_CUSTOM3: {
attribs[i].offset = attributes_stride;
int idx = i - RS::ARRAY_CUSTOM0;
uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
GLenum gl_type[RS::ARRAY_CUSTOM_MAX] = { GL_UNSIGNED_BYTE, GL_BYTE, GL_HALF_FLOAT, GL_HALF_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT };
GLboolean norm[RS::ARRAY_CUSTOM_MAX] = { GL_TRUE, GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
attribs[i].type = gl_type[fmt];
attributes_stride += fmtsize[fmt];
attribs[i].size = fmtsize[fmt] / sizeof(float);
attribs[i].normalized = norm[fmt];
} break;
case RS::ARRAY_BONES: {
attribs[i].offset = skin_stride;
attribs[i].size = 4;
attribs[i].type = GL_UNSIGNED_SHORT;
skin_stride += 4 * sizeof(uint16_t);
attribs[i].normalized = GL_FALSE;
attribs[i].integer = true;
} break;
case RS::ARRAY_WEIGHTS: {
attribs[i].offset = skin_stride;
attribs[i].size = 4;
attribs[i].type = GL_UNSIGNED_SHORT;
skin_stride += 4 * sizeof(uint16_t);
attribs[i].normalized = GL_TRUE;
} break;
}
}
glGenVertexArrays(1, &v.vertex_array);
glBindVertexArray(v.vertex_array);
for (int i = 0; i < RS::ARRAY_INDEX; i++) {
if (!attribs[i].enabled) {
glDisableVertexAttribArray(i);
continue;
}
if (i <= RS::ARRAY_TANGENT) {
attribs[i].stride = vertex_stride;
if (mis) {
glBindBuffer(GL_ARRAY_BUFFER, mis->vertex_buffer);
} else {
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
}
} else if (i <= RS::ARRAY_CUSTOM3) {
attribs[i].stride = attributes_stride;
glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
} else {
attribs[i].stride = skin_stride;
glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
}
if (attribs[i].integer) {
glVertexAttribIPointer(i, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
} else {
glVertexAttribPointer(i, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
}
glEnableVertexAttribArray(i);
}
// Do not bind index here as we want to switch between index buffers for LOD
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
v.input_mask = p_input_mask;
}
/* MESH INSTANCE API */
RID MeshStorage::mesh_instance_create(RID p_base) {
Mesh *mesh = mesh_owner.get_or_null(p_base);
ERR_FAIL_COND_V(!mesh, RID());
RID rid = mesh_instance_owner.make_rid();
MeshInstance *mi = mesh_instance_owner.get_or_null(rid);
mi->mesh = mesh;
for (uint32_t i = 0; i < mesh->surface_count; i++) {
_mesh_instance_add_surface(mi, mesh, i);
}
mi->I = mesh->instances.push_back(mi);
mi->dirty = true;
return rid;
}
void MeshStorage::mesh_instance_free(RID p_rid) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_rid);
_mesh_instance_clear(mi);
mi->mesh->instances.erase(mi->I);
mi->I = nullptr;
mesh_instance_owner.free(p_rid);
}
void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
if (mi->skeleton == p_skeleton) {
return;
}
mi->skeleton = p_skeleton;
mi->skeleton_version = 0;
mi->dirty = true;
}
void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
ERR_FAIL_COND(!mi);
ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
mi->blend_weights[p_shape] = p_weight;
mi->dirty = true;
}
void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
if (mi->surfaces[i].version_count != 0) {
for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
glDeleteVertexArrays(1, &mi->surfaces[i].versions[j].vertex_array);
mi->surfaces[i].versions[j].vertex_array = 0;
}
memfree(mi->surfaces[i].versions);
}
if (mi->surfaces[i].vertex_buffers[0] != 0) {
glDeleteBuffers(2, mi->surfaces[i].vertex_buffers);
mi->surfaces[i].vertex_buffers[0] = 0;
mi->surfaces[i].vertex_buffers[1] = 0;
}
if (mi->surfaces[i].vertex_buffer != 0) {
glDeleteBuffers(1, &mi->surfaces[i].vertex_buffer);
mi->surfaces[i].vertex_buffer = 0;
}
}
mi->surfaces.clear();
mi->blend_weights.clear();
mi->skeleton_version = 0;
}
void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
if (mesh->blend_shape_count > 0) {
mi->blend_weights.resize(mesh->blend_shape_count);
for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
mi->blend_weights[i] = 0.0;
}
}
MeshInstance::Surface s;
if ((mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) && mesh->surfaces[p_surface]->vertex_buffer_size > 0) {
// Cache surface properties
s.format_cache = mesh->surfaces[p_surface]->format;
if ((s.format_cache & (1 << RS::ARRAY_VERTEX))) {
if (s.format_cache & RS::ARRAY_FLAG_USE_2D_VERTICES) {
s.vertex_size_cache = 2;
} else {
s.vertex_size_cache = 3;
}
s.vertex_stride_cache = sizeof(float) * s.vertex_size_cache;
}
if ((s.format_cache & (1 << RS::ARRAY_NORMAL))) {
s.vertex_normal_offset_cache = s.vertex_stride_cache;
s.vertex_stride_cache += sizeof(uint32_t) * 2;
}
if ((s.format_cache & (1 << RS::ARRAY_TANGENT))) {
s.vertex_tangent_offset_cache = s.vertex_stride_cache;
s.vertex_stride_cache += sizeof(uint32_t) * 2;
}
// Buffer to be used for rendering. Final output of skeleton and blend shapes.
glGenBuffers(1, &s.vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, s.vertex_stride_cache * mesh->surfaces[p_surface]->vertex_count, nullptr, GL_DYNAMIC_DRAW);
if (mesh->blend_shape_count > 0) {
// Ping-Pong buffers for processing blendshapes.
glGenBuffers(2, s.vertex_buffers);
for (uint32_t i = 0; i < 2; i++) {
glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffers[i]);
glBufferData(GL_ARRAY_BUFFER, s.vertex_stride_cache * mesh->surfaces[p_surface]->vertex_count, nullptr, GL_DYNAMIC_DRAW);
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
mi->surfaces.push_back(s);
mi->dirty = true;
}
void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
bool needs_update = mi->dirty;
if (mi->array_update_list.in_list()) {
return;
}
if (!needs_update && mi->skeleton.is_valid()) {
Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
if (sk && sk->version != mi->skeleton_version) {
needs_update = true;
}
}
if (needs_update) {
dirty_mesh_instance_arrays.add(&mi->array_update_list);
}
}
void MeshStorage::_blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface) {
glBindBuffer(GL_ARRAY_BUFFER, p_mi->surfaces[p_surface].vertex_buffers[0]);
if ((p_mi->surfaces[p_surface].format_cache & (1 << RS::ARRAY_VERTEX))) {
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, p_mi->surfaces[p_surface].vertex_size_cache, GL_FLOAT, GL_FALSE, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(0));
} else {
glDisableVertexAttribArray(RS::ARRAY_VERTEX);
}
if ((p_mi->surfaces[p_surface].format_cache & (1 << RS::ARRAY_NORMAL))) {
glEnableVertexAttribArray(RS::ARRAY_NORMAL);
glVertexAttribIPointer(RS::ARRAY_NORMAL, 2, GL_UNSIGNED_INT, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(p_mi->surfaces[p_surface].vertex_normal_offset_cache));
} else {
glDisableVertexAttribArray(RS::ARRAY_NORMAL);
}
if ((p_mi->surfaces[p_surface].format_cache & (1 << RS::ARRAY_TANGENT))) {
glEnableVertexAttribArray(RS::ARRAY_TANGENT);
glVertexAttribIPointer(RS::ARRAY_TANGENT, 2, GL_UNSIGNED_INT, p_mi->surfaces[p_surface].vertex_stride_cache, CAST_INT_TO_UCHAR_PTR(p_mi->surfaces[p_surface].vertex_tangent_offset_cache));
} else {
glDisableVertexAttribArray(RS::ARRAY_TANGENT);
}
}
void MeshStorage::_compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Add in the bones and weights.
glBindBuffer(GL_ARRAY_BUFFER, p_mi->mesh->surfaces[p_surface]->skin_buffer);
bool use_8_weights = p_mi->surfaces[p_surface].format_cache & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
int skin_stride = sizeof(int16_t) * (use_8_weights ? 16 : 8);
glEnableVertexAttribArray(RS::ARRAY_BONES);
glVertexAttribIPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_SHORT, skin_stride, CAST_INT_TO_UCHAR_PTR(0));
if (use_8_weights) {
glEnableVertexAttribArray(11);
glVertexAttribIPointer(11, 4, GL_UNSIGNED_SHORT, skin_stride, CAST_INT_TO_UCHAR_PTR(4 * sizeof(uint16_t)));
glEnableVertexAttribArray(12);
glVertexAttribPointer(12, 4, GL_UNSIGNED_SHORT, GL_TRUE, skin_stride, CAST_INT_TO_UCHAR_PTR(8 * sizeof(uint16_t)));
glEnableVertexAttribArray(13);
glVertexAttribPointer(13, 4, GL_UNSIGNED_SHORT, GL_TRUE, skin_stride, CAST_INT_TO_UCHAR_PTR(12 * sizeof(uint16_t)));
} else {
glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_UNSIGNED_SHORT, GL_TRUE, skin_stride, CAST_INT_TO_UCHAR_PTR(4 * sizeof(uint16_t)));
}
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_mi->surfaces[p_surface].vertex_buffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, p_sk->transforms_texture);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, p_mi->mesh->surfaces[p_surface]->vertex_count);
glEndTransformFeedback();
glDisableVertexAttribArray(RS::ARRAY_BONES);
glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
glDisableVertexAttribArray(RS::ARRAY_BONES + 2);
glDisableVertexAttribArray(RS::ARRAY_WEIGHTS + 2);
glBindVertexArray(0);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
}
void MeshStorage::update_mesh_instances() {
if (dirty_mesh_instance_arrays.first() == nullptr) {
return; //nothing to do
}
glEnable(GL_RASTERIZER_DISCARD);
// Process skeletons and blend shapes using transform feedback
while (dirty_mesh_instance_arrays.first()) {
MeshInstance *mi = dirty_mesh_instance_arrays.first()->self();
Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
// Precompute base weight if using blend shapes.
float base_weight = 1.0;
if (mi->mesh->blend_shape_count && mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED) {
for (uint32_t i = 0; i < mi->mesh->blend_shape_count; i++) {
base_weight -= mi->blend_weights[i];
}
}
for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
if (mi->surfaces[i].vertex_buffer == 0 || mi->mesh->surfaces[i]->skeleton_vertex_array == 0) {
continue;
}
bool array_is_2d = mi->surfaces[i].format_cache & RS::ARRAY_FLAG_USE_2D_VERTICES;
bool can_use_skeleton = sk != nullptr && sk->use_2d == array_is_2d && (mi->surfaces[i].format_cache & RS::ARRAY_FORMAT_BONES);
bool use_8_weights = mi->surfaces[i].format_cache & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
// Always process blend shapes first.
if (mi->mesh->blend_shape_count) {
SkeletonShaderGLES3::ShaderVariant variant = SkeletonShaderGLES3::MODE_BASE_PASS;
uint64_t specialization = 0;
specialization |= array_is_2d ? SkeletonShaderGLES3::MODE_2D : 0;
specialization |= SkeletonShaderGLES3::USE_BLEND_SHAPES;
if (!array_is_2d) {
if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_NORMAL))) {
specialization |= SkeletonShaderGLES3::USE_NORMAL;
}
if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_TANGENT))) {
specialization |= SkeletonShaderGLES3::USE_TANGENT;
}
}
bool success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
if (!success) {
continue;
}
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, base_weight, skeleton_shader.shader_version, variant, specialization);
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(mi->mesh->surfaces[i]->skeleton_vertex_array);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[0]);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
glEndTransformFeedback();
variant = SkeletonShaderGLES3::MODE_BLEND_PASS;
success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
if (!success) {
continue;
}
//Do the last blend shape separately, as it can be combined with the skeleton pass.
for (uint32_t bs = 0; bs < mi->mesh->blend_shape_count - 1; bs++) {
float weight = mi->blend_weights[bs];
if (Math::is_zero_approx(weight)) {
//not bother with this one
continue;
}
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, weight, skeleton_shader.shader_version, variant, specialization);
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
glBindVertexArray(mi->mesh->surfaces[i]->blend_shapes[bs].vertex_array);
_blend_shape_bind_mesh_instance_buffer(mi, i);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffers[1]);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
glEndTransformFeedback();
SWAP(mi->surfaces[i].vertex_buffers[0], mi->surfaces[i].vertex_buffers[1]);
}
uint32_t bs = mi->mesh->blend_shape_count - 1;
float weight = mi->blend_weights[bs];
glBindVertexArray(mi->mesh->surfaces[i]->blend_shapes[bs].vertex_array);
_blend_shape_bind_mesh_instance_buffer(mi, i);
specialization |= can_use_skeleton ? SkeletonShaderGLES3::USE_SKELETON : 0;
specialization |= (can_use_skeleton && use_8_weights) ? SkeletonShaderGLES3::USE_EIGHT_WEIGHTS : 0;
specialization |= SkeletonShaderGLES3::FINAL_PASS;
success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
if (!success) {
continue;
}
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_WEIGHT, weight, skeleton_shader.shader_version, variant, specialization);
skeleton_shader.shader.version_set_uniform(SkeletonShaderGLES3::BLEND_SHAPE_COUNT, float(mi->mesh->blend_shape_count), skeleton_shader.shader_version, variant, specialization);
if (can_use_skeleton) {
// Do last blendshape in the same pass as the Skeleton.
_compute_skeleton(mi, sk, i);
can_use_skeleton = false;
} else {
// Do last blendshape by itself and prepare vertex data for use by the renderer.
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, mi->surfaces[i].vertex_buffer);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, mi->mesh->surfaces[i]->vertex_count);
glEndTransformFeedback();
}
glBindVertexArray(0);
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
}
// This branch should only execute when Skeleton is run by itself.
if (can_use_skeleton) {
SkeletonShaderGLES3::ShaderVariant variant = SkeletonShaderGLES3::MODE_BASE_PASS;
uint64_t specialization = 0;
specialization |= array_is_2d ? SkeletonShaderGLES3::MODE_2D : 0;
specialization |= SkeletonShaderGLES3::USE_SKELETON;
specialization |= SkeletonShaderGLES3::FINAL_PASS;
specialization |= use_8_weights ? SkeletonShaderGLES3::USE_EIGHT_WEIGHTS : 0;
if (!array_is_2d) {
if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_NORMAL))) {
specialization |= SkeletonShaderGLES3::USE_NORMAL;
}
if ((mi->surfaces[i].format_cache & (1 << RS::ARRAY_TANGENT))) {
specialization |= SkeletonShaderGLES3::USE_TANGENT;
}
}
bool success = skeleton_shader.shader.version_bind_shader(skeleton_shader.shader_version, variant, specialization);
if (!success) {
continue;
}
glBindVertexArray(mi->mesh->surfaces[i]->skeleton_vertex_array);
_compute_skeleton(mi, sk, i);
}
}
mi->dirty = false;
if (sk) {
mi->skeleton_version = sk->version;
}
dirty_mesh_instance_arrays.remove(&mi->array_update_list);
}
glDisable(GL_RASTERIZER_DISCARD);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
}
/* MULTIMESH API */
RID MeshStorage::multimesh_allocate() {
return multimesh_owner.allocate_rid();
}
void MeshStorage::multimesh_initialize(RID p_rid) {
multimesh_owner.initialize_rid(p_rid, MultiMesh());
}
void MeshStorage::multimesh_free(RID p_rid) {
_update_dirty_multimeshes();
multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
MultiMesh *multimesh = multimesh_owner.get_or_null(p_rid);
multimesh->dependency.deleted_notify(p_rid);
multimesh_owner.free(p_rid);
}
void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->instances == p_instances && multimesh->xform_format == p_transform_format && multimesh->uses_colors == p_use_colors && multimesh->uses_custom_data == p_use_custom_data) {
return;
}
if (multimesh->buffer) {
glDeleteBuffers(1, &multimesh->buffer);
multimesh->buffer = 0;
}
if (multimesh->data_cache_dirty_regions) {
memdelete_arr(multimesh->data_cache_dirty_regions);
multimesh->data_cache_dirty_regions = nullptr;
multimesh->data_cache_used_dirty_regions = 0;
}
multimesh->instances = p_instances;
multimesh->xform_format = p_transform_format;
multimesh->uses_colors = p_use_colors;
multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
multimesh->uses_custom_data = p_use_custom_data;
multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 2 : 0);
multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 2 : 0);
multimesh->buffer_set = false;
multimesh->data_cache = Vector<float>();
multimesh->aabb = AABB();
multimesh->aabb_dirty = false;
multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances);
if (multimesh->instances) {
glGenBuffers(1, &multimesh->buffer);
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
glBufferData(GL_ARRAY_BUFFER, multimesh->instances * multimesh->stride_cache * sizeof(float), nullptr, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH);
}
int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, 0);
return multimesh->instances;
}
void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->mesh == p_mesh || p_mesh.is_null()) {
return;
}
multimesh->mesh = p_mesh;
if (multimesh->instances == 0) {
return;
}
if (multimesh->data_cache.size()) {
//we have a data cache, just mark it dirty
_multimesh_mark_all_dirty(multimesh, false, true);
} else if (multimesh->instances) {
// Need to re-create AABB. Unfortunately, calling this has a penalty.
if (multimesh->buffer_set) {
Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, multimesh->buffer, multimesh->instances * multimesh->stride_cache * sizeof(float));
const uint8_t *r = buffer.ptr();
const float *data = (const float *)r;
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
}
}
multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MESH);
}
#define MULTIMESH_DIRTY_REGION_SIZE 512
void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
if (multimesh->data_cache.size() > 0 || multimesh->instances == 0) {
return; //already local
}
ERR_FAIL_COND(multimesh->data_cache.size() > 0);
// this means that the user wants to load/save individual elements,
// for this, the data must reside on CPU, so just copy it there.
multimesh->data_cache.resize(multimesh->instances * multimesh->stride_cache);
{
float *w = multimesh->data_cache.ptrw();
if (multimesh->buffer_set) {
Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, multimesh->buffer, multimesh->instances * multimesh->stride_cache * sizeof(float));
{
const uint8_t *r = buffer.ptr();
memcpy(w, r, buffer.size());
}
} else {
memset(w, 0, (size_t)multimesh->instances * multimesh->stride_cache * sizeof(float));
}
}
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
multimesh->data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count);
for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
multimesh->data_cache_dirty_regions[i] = false;
}
multimesh->data_cache_used_dirty_regions = 0;
}
void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {
uint32_t region_index = p_index / MULTIMESH_DIRTY_REGION_SIZE;
#ifdef DEBUG_ENABLED
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
ERR_FAIL_UNSIGNED_INDEX(region_index, data_cache_dirty_region_count); //bug
#endif
if (!multimesh->data_cache_dirty_regions[region_index]) {
multimesh->data_cache_dirty_regions[region_index] = true;
multimesh->data_cache_used_dirty_regions++;
}
if (p_aabb) {
multimesh->aabb_dirty = true;
}
if (!multimesh->dirty) {
multimesh->dirty_list = multimesh_dirty_list;
multimesh_dirty_list = multimesh;
multimesh->dirty = true;
}
}
void MeshStorage::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) {
if (p_data) {
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
if (!multimesh->data_cache_dirty_regions[i]) {
multimesh->data_cache_dirty_regions[i] = true;
multimesh->data_cache_used_dirty_regions++;
}
}
}
if (p_aabb) {
multimesh->aabb_dirty = true;
}
if (!multimesh->dirty) {
multimesh->dirty_list = multimesh_dirty_list;
multimesh_dirty_list = multimesh;
multimesh->dirty = true;
}
}
void MeshStorage::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {
ERR_FAIL_COND(multimesh->mesh.is_null());
AABB aabb;
AABB mesh_aabb = mesh_get_aabb(multimesh->mesh);
for (int i = 0; i < p_instances; i++) {
const float *data = p_data + multimesh->stride_cache * i;
Transform3D t;
if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
t.basis.rows[0][0] = data[0];
t.basis.rows[0][1] = data[1];
t.basis.rows[0][2] = data[2];
t.origin.x = data[3];
t.basis.rows[1][0] = data[4];
t.basis.rows[1][1] = data[5];
t.basis.rows[1][2] = data[6];
t.origin.y = data[7];
t.basis.rows[2][0] = data[8];
t.basis.rows[2][1] = data[9];
t.basis.rows[2][2] = data[10];
t.origin.z = data[11];
} else {
t.basis.rows[0].x = data[0];
t.basis.rows[1].x = data[1];
t.origin.x = data[3];
t.basis.rows[0].y = data[4];
t.basis.rows[1].y = data[5];
t.origin.y = data[7];
}
if (i == 0) {
aabb = t.xform(mesh_aabb);
} else {
aabb.merge_with(t.xform(mesh_aabb));
}
}
multimesh->aabb = aabb;
}
void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D);
_multimesh_make_local(multimesh);
{
float *w = multimesh->data_cache.ptrw();
float *dataptr = w + p_index * multimesh->stride_cache;
dataptr[0] = p_transform.basis.rows[0][0];
dataptr[1] = p_transform.basis.rows[0][1];
dataptr[2] = p_transform.basis.rows[0][2];
dataptr[3] = p_transform.origin.x;
dataptr[4] = p_transform.basis.rows[1][0];
dataptr[5] = p_transform.basis.rows[1][1];
dataptr[6] = p_transform.basis.rows[1][2];
dataptr[7] = p_transform.origin.y;
dataptr[8] = p_transform.basis.rows[2][0];
dataptr[9] = p_transform.basis.rows[2][1];
dataptr[10] = p_transform.basis.rows[2][2];
dataptr[11] = p_transform.origin.z;
}
_multimesh_mark_dirty(multimesh, p_index, true);
}
void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D);
_multimesh_make_local(multimesh);
{
float *w = multimesh->data_cache.ptrw();
float *dataptr = w + p_index * multimesh->stride_cache;
dataptr[0] = p_transform.columns[0][0];
dataptr[1] = p_transform.columns[1][0];
dataptr[2] = 0;
dataptr[3] = p_transform.columns[2][0];
dataptr[4] = p_transform.columns[0][1];
dataptr[5] = p_transform.columns[1][1];
dataptr[6] = 0;
dataptr[7] = p_transform.columns[2][1];
}
_multimesh_mark_dirty(multimesh, p_index, true);
}
void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
ERR_FAIL_COND(!multimesh->uses_colors);
_multimesh_make_local(multimesh);
{
// Colors are packed into 2 floats.
float *w = multimesh->data_cache.ptrw();
float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
uint16_t val[4] = { Math::make_half_float(p_color.r), Math::make_half_float(p_color.g), Math::make_half_float(p_color.b), Math::make_half_float(p_color.a) };
memcpy(dataptr, val, 2 * 4);
}
_multimesh_mark_dirty(multimesh, p_index, false);
}
void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
ERR_FAIL_COND(!multimesh->uses_custom_data);
_multimesh_make_local(multimesh);
{
float *w = multimesh->data_cache.ptrw();
float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
uint16_t val[4] = { Math::make_half_float(p_color.r), Math::make_half_float(p_color.g), Math::make_half_float(p_color.b), Math::make_half_float(p_color.a) };
memcpy(dataptr, val, 2 * 4);
}
_multimesh_mark_dirty(multimesh, p_index, false);
}
RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, RID());
return multimesh->mesh;
}
AABB MeshStorage::multimesh_get_aabb(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, AABB());
if (multimesh->aabb_dirty) {
const_cast<MeshStorage *>(this)->_update_dirty_multimeshes();
}
return multimesh->aabb;
}
Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Transform3D());
ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D());
ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D());
_multimesh_make_local(multimesh);
Transform3D t;
{
const float *r = multimesh->data_cache.ptr();
const float *dataptr = r + p_index * multimesh->stride_cache;
t.basis.rows[0][0] = dataptr[0];
t.basis.rows[0][1] = dataptr[1];
t.basis.rows[0][2] = dataptr[2];
t.origin.x = dataptr[3];
t.basis.rows[1][0] = dataptr[4];
t.basis.rows[1][1] = dataptr[5];
t.basis.rows[1][2] = dataptr[6];
t.origin.y = dataptr[7];
t.basis.rows[2][0] = dataptr[8];
t.basis.rows[2][1] = dataptr[9];
t.basis.rows[2][2] = dataptr[10];
t.origin.z = dataptr[11];
}
return t;
}
Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Transform2D());
ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform2D());
ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D, Transform2D());
_multimesh_make_local(multimesh);
Transform2D t;
{
const float *r = multimesh->data_cache.ptr();
const float *dataptr = r + p_index * multimesh->stride_cache;
t.columns[0][0] = dataptr[0];
t.columns[1][0] = dataptr[1];
t.columns[2][0] = dataptr[3];
t.columns[0][1] = dataptr[4];
t.columns[1][1] = dataptr[5];
t.columns[2][1] = dataptr[7];
}
return t;
}
Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Color());
ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
ERR_FAIL_COND_V(!multimesh->uses_colors, Color());
_multimesh_make_local(multimesh);
Color c;
{
const float *r = multimesh->data_cache.ptr();
const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
uint16_t raw_data[4];
memcpy(raw_data, dataptr, 2 * 4);
c.r = Math::half_to_float(raw_data[0]);
c.g = Math::half_to_float(raw_data[1]);
c.b = Math::half_to_float(raw_data[2]);
c.a = Math::half_to_float(raw_data[3]);
}
return c;
}
Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Color());
ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
ERR_FAIL_COND_V(!multimesh->uses_custom_data, Color());
_multimesh_make_local(multimesh);
Color c;
{
const float *r = multimesh->data_cache.ptr();
const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
uint16_t raw_data[4];
memcpy(raw_data, dataptr, 2 * 4);
c.r = Math::half_to_float(raw_data[0]);
c.g = Math::half_to_float(raw_data[1]);
c.b = Math::half_to_float(raw_data[2]);
c.a = Math::half_to_float(raw_data[3]);
}
return c;
}
void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->uses_colors || multimesh->uses_custom_data) {
// Color and custom need to be packed so copy buffer to data_cache and pack.
_multimesh_make_local(multimesh);
multimesh->data_cache = p_buffer;
float *w = multimesh->data_cache.ptrw();
uint32_t old_stride = multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
old_stride += multimesh->uses_colors ? 4 : 0;
old_stride += multimesh->uses_custom_data ? 4 : 0;
for (int i = 0; i < multimesh->instances; i++) {
{
float *dataptr = w + i * old_stride;
float *newptr = w + i * multimesh->stride_cache;
float vals[8] = { dataptr[0], dataptr[1], dataptr[2], dataptr[3], dataptr[4], dataptr[5], dataptr[6], dataptr[7] };
memcpy(newptr, vals, 8 * 4);
}
if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
float *dataptr = w + i * old_stride + 8;
float *newptr = w + i * multimesh->stride_cache + 8;
float vals[8] = { dataptr[0], dataptr[1], dataptr[2], dataptr[3] };
memcpy(newptr, vals, 4 * 4);
}
if (multimesh->uses_colors) {
float *dataptr = w + i * old_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12);
float *newptr = w + i * multimesh->stride_cache + multimesh->color_offset_cache;
uint16_t val[4] = { Math::make_half_float(dataptr[0]), Math::make_half_float(dataptr[1]), Math::make_half_float(dataptr[2]), Math::make_half_float(dataptr[3]) };
memcpy(newptr, val, 2 * 4);
}
if (multimesh->uses_custom_data) {
float *dataptr = w + i * old_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12) + (multimesh->uses_colors ? 4 : 0);
float *newptr = w + i * multimesh->stride_cache + multimesh->custom_data_offset_cache;
uint16_t val[4] = { Math::make_half_float(dataptr[0]), Math::make_half_float(dataptr[1]), Math::make_half_float(dataptr[2]), Math::make_half_float(dataptr[3]) };
memcpy(newptr, val, 2 * 4);
}
}
multimesh->data_cache.resize(multimesh->instances * (int)multimesh->stride_cache);
const float *r = multimesh->data_cache.ptr();
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
glBufferData(GL_ARRAY_BUFFER, multimesh->data_cache.size() * sizeof(float), r, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
} else {
// Only Transform is being used, so we can upload directly.
ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
const float *r = p_buffer.ptr();
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
glBufferData(GL_ARRAY_BUFFER, p_buffer.size() * sizeof(float), r, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
multimesh->buffer_set = true;
if (multimesh->data_cache.size() || multimesh->uses_colors || multimesh->uses_custom_data) {
//if we have a data cache, just update it
multimesh->data_cache = multimesh->data_cache;
{
//clear dirty since nothing will be dirty anymore
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
multimesh->data_cache_dirty_regions[i] = false;
}
multimesh->data_cache_used_dirty_regions = 0;
}
_multimesh_mark_all_dirty(multimesh, false, true); //update AABB
} else if (multimesh->mesh.is_valid()) {
//if we have a mesh set, we need to re-generate the AABB from the new data
const float *data = p_buffer.ptr();
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
}
Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Vector<float>());
Vector<float> ret;
if (multimesh->buffer == 0 || multimesh->instances == 0) {
return Vector<float>();
} else if (multimesh->data_cache.size()) {
ret = multimesh->data_cache;
} else {
// Buffer not cached, so fetch from GPU memory. This can be a stalling operation, avoid whenever possible.
Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, multimesh->buffer, multimesh->instances * multimesh->stride_cache * sizeof(float));
ret.resize(multimesh->instances * multimesh->stride_cache);
{
float *w = ret.ptrw();
const uint8_t *r = buffer.ptr();
memcpy(w, r, buffer.size());
}
}
if (multimesh->uses_colors || multimesh->uses_custom_data) {
// Need to decompress buffer.
uint32_t new_stride = multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
new_stride += multimesh->uses_colors ? 4 : 0;
new_stride += multimesh->uses_custom_data ? 4 : 0;
Vector<float> decompressed;
decompressed.resize(multimesh->instances * (int)new_stride);
float *w = decompressed.ptrw();
const float *r = ret.ptr();
for (int i = 0; i < multimesh->instances; i++) {
{
float *newptr = w + i * new_stride;
const float *oldptr = r + i * multimesh->stride_cache;
float vals[8] = { oldptr[0], oldptr[1], oldptr[2], oldptr[3], oldptr[4], oldptr[5], oldptr[6], oldptr[7] };
memcpy(newptr, vals, 8 * 4);
}
if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
float *newptr = w + i * new_stride + 8;
const float *oldptr = r + i * multimesh->stride_cache + 8;
float vals[8] = { oldptr[0], oldptr[1], oldptr[2], oldptr[3] };
memcpy(newptr, vals, 4 * 4);
}
if (multimesh->uses_colors) {
float *newptr = w + i * new_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12);
const float *oldptr = r + i * multimesh->stride_cache + multimesh->color_offset_cache;
uint16_t raw_data[4];
memcpy(raw_data, oldptr, 2 * 4);
newptr[0] = Math::half_to_float(raw_data[0]);
newptr[1] = Math::half_to_float(raw_data[1]);
newptr[2] = Math::half_to_float(raw_data[2]);
newptr[3] = Math::half_to_float(raw_data[3]);
}
if (multimesh->uses_custom_data) {
float *newptr = w + i * new_stride + (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12) + (multimesh->uses_colors ? 4 : 0);
const float *oldptr = r + i * multimesh->stride_cache + multimesh->custom_data_offset_cache;
uint16_t raw_data[4];
memcpy(raw_data, oldptr, 2 * 4);
newptr[0] = Math::half_to_float(raw_data[0]);
newptr[1] = Math::half_to_float(raw_data[1]);
newptr[2] = Math::half_to_float(raw_data[2]);
newptr[3] = Math::half_to_float(raw_data[3]);
}
}
return decompressed;
} else {
return ret;
}
}
void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances);
if (multimesh->visible_instances == p_visible) {
return;
}
if (multimesh->data_cache.size()) {
//there is a data cache..
_multimesh_mark_all_dirty(multimesh, false, true);
}
multimesh->visible_instances = p_visible;
multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
}
int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, 0);
return multimesh->visible_instances;
}
void MeshStorage::_update_dirty_multimeshes() {
while (multimesh_dirty_list) {
MultiMesh *multimesh = multimesh_dirty_list;
if (multimesh->data_cache.size()) { //may have been cleared, so only process if it exists
const float *data = multimesh->data_cache.ptr();
uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
if (multimesh->data_cache_used_dirty_regions) {
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
GLint region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float);
if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) {
// If there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
glBufferData(GL_ARRAY_BUFFER, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
} else {
// Not that many regions? update them all
// TODO: profile the performance cost on low end
glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
for (uint32_t i = 0; i < visible_region_count; i++) {
if (multimesh->data_cache_dirty_regions[i]) {
GLint offset = i * region_size;
GLint size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float);
uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i;
glBufferSubData(GL_ARRAY_BUFFER, offset, MIN(region_size, size - offset), &data[region_start_index]);
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
multimesh->data_cache_dirty_regions[i] = false;
}
multimesh->data_cache_used_dirty_regions = 0;
}
if (multimesh->aabb_dirty && multimesh->mesh.is_valid()) {
_multimesh_re_create_aabb(multimesh, data, visible_instances);
multimesh->aabb_dirty = false;
multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
}
multimesh_dirty_list = multimesh->dirty_list;
multimesh->dirty_list = nullptr;
multimesh->dirty = false;
}
multimesh_dirty_list = nullptr;
}
/* SKELETON API */
RID MeshStorage::skeleton_allocate() {
return skeleton_owner.allocate_rid();
}
void MeshStorage::skeleton_initialize(RID p_rid) {
skeleton_owner.initialize_rid(p_rid, Skeleton());
}
void MeshStorage::skeleton_free(RID p_rid) {
_update_dirty_skeletons();
skeleton_allocate_data(p_rid, 0);
Skeleton *skeleton = skeleton_owner.get_or_null(p_rid);
skeleton->dependency.deleted_notify(p_rid);
skeleton_owner.free(p_rid);
}
void MeshStorage::_skeleton_make_dirty(Skeleton *skeleton) {
if (!skeleton->dirty) {
skeleton->dirty = true;
skeleton->dirty_list = skeleton_dirty_list;
skeleton_dirty_list = skeleton;
}
}
void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_COND(p_bones < 0);
if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
return;
}
skeleton->size = p_bones;
skeleton->use_2d = p_2d_skeleton;
skeleton->height = (p_bones * (p_2d_skeleton ? 2 : 3)) / 256;
if ((p_bones * (p_2d_skeleton ? 2 : 3)) % 256) {
skeleton->height++;
}
if (skeleton->transforms_texture != 0) {
glDeleteTextures(1, &skeleton->transforms_texture);
skeleton->transforms_texture = 0;
skeleton->data.clear();
}
if (skeleton->size) {
skeleton->data.resize(256 * skeleton->height * 4);
glGenTextures(1, &skeleton->transforms_texture);
glBindTexture(GL_TEXTURE_2D, skeleton->transforms_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, skeleton->height, 0, GL_RGBA, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float));
_skeleton_make_dirty(skeleton);
}
skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_DATA);
}
void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_NULL(skeleton);
ERR_FAIL_COND(!skeleton->use_2d);
skeleton->base_transform_2d = p_base_transform;
}
int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
return skeleton->size;
}
void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(skeleton->use_2d);
float *dataptr = skeleton->data.ptrw() + p_bone * 12;
dataptr[0] = p_transform.basis.rows[0][0];
dataptr[1] = p_transform.basis.rows[0][1];
dataptr[2] = p_transform.basis.rows[0][2];
dataptr[3] = p_transform.origin.x;
dataptr[4] = p_transform.basis.rows[1][0];
dataptr[5] = p_transform.basis.rows[1][1];
dataptr[6] = p_transform.basis.rows[1][2];
dataptr[7] = p_transform.origin.y;
dataptr[8] = p_transform.basis.rows[2][0];
dataptr[9] = p_transform.basis.rows[2][1];
dataptr[10] = p_transform.basis.rows[2][2];
dataptr[11] = p_transform.origin.z;
_skeleton_make_dirty(skeleton);
}
Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND_V(!skeleton, Transform3D());
ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform3D());
ERR_FAIL_COND_V(skeleton->use_2d, Transform3D());
const float *dataptr = skeleton->data.ptr() + p_bone * 12;
Transform3D t;
t.basis.rows[0][0] = dataptr[0];
t.basis.rows[0][1] = dataptr[1];
t.basis.rows[0][2] = dataptr[2];
t.origin.x = dataptr[3];
t.basis.rows[1][0] = dataptr[4];
t.basis.rows[1][1] = dataptr[5];
t.basis.rows[1][2] = dataptr[6];
t.origin.y = dataptr[7];
t.basis.rows[2][0] = dataptr[8];
t.basis.rows[2][1] = dataptr[9];
t.basis.rows[2][2] = dataptr[10];
t.origin.z = dataptr[11];
return t;
}
void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
ERR_FAIL_COND(!skeleton->use_2d);
float *dataptr = skeleton->data.ptrw() + p_bone * 8;
dataptr[0] = p_transform.columns[0][0];
dataptr[1] = p_transform.columns[1][0];
dataptr[2] = 0;
dataptr[3] = p_transform.columns[2][0];
dataptr[4] = p_transform.columns[0][1];
dataptr[5] = p_transform.columns[1][1];
dataptr[6] = 0;
dataptr[7] = p_transform.columns[2][1];
_skeleton_make_dirty(skeleton);
}
Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND_V(!skeleton, Transform2D());
ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D());
const float *dataptr = skeleton->data.ptr() + p_bone * 8;
Transform2D t;
t.columns[0][0] = dataptr[0];
t.columns[1][0] = dataptr[1];
t.columns[2][0] = dataptr[3];
t.columns[0][1] = dataptr[4];
t.columns[1][1] = dataptr[5];
t.columns[2][1] = dataptr[7];
return t;
}
void MeshStorage::_update_dirty_skeletons() {
while (skeleton_dirty_list) {
Skeleton *skeleton = skeleton_dirty_list;
if (skeleton->size) {
glBindTexture(GL_TEXTURE_2D, skeleton->transforms_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, skeleton->height, 0, GL_RGBA, GL_FLOAT, skeleton->data.ptr());
glBindTexture(GL_TEXTURE_2D, 0);
}
skeleton_dirty_list = skeleton->dirty_list;
skeleton->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_SKELETON_BONES);
skeleton->version++;
skeleton->dirty = false;
skeleton->dirty_list = nullptr;
}
skeleton_dirty_list = nullptr;
}
void MeshStorage::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
p_instance->update_dependency(&skeleton->dependency);
}
#endif // GLES3_ENABLED