Fix to CPU skinning path when using GPU skinning (meshes with morphs) causing modifications to root bone to have doubled offset and wasted performance.

This commit is contained in:
Saracen 2016-03-06 18:47:52 +00:00
parent a283d367a7
commit 23a4683879

View file

@ -6368,6 +6368,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
uint8_t prev_sort_flags=0xFF;
const BakedLightData *prev_baked_light=NULL;
RID prev_baked_light_texture;
const float *prev_morph_values=NULL;
Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
@ -6406,6 +6407,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
const Skeleton *skeleton = e->skeleton;
const Geometry *geometry_cmp = e->geometry_cmp;
const BakedLightData *baked_light = e->instance->baked_light;
const float *morph_values = e->instance->morph_values.ptr();
bool rebind=false;
bool bind_baked_light_octree=false;
@ -6428,6 +6430,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
prev_overrides=NULL; // make it diferent than NULL
prev_skeleton =NULL;
prev_sort_flags=0xFF;
prev_morph_values=NULL;
prev_geometry_type=Geometry::GEOMETRY_INVALID;
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
@ -6640,10 +6643,14 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
rebind=true;
}
if (use_hw_skeleton_xform && skeleton!=prev_skeleton) {
if (use_hw_skeleton_xform && (skeleton!=prev_skeleton||morph_values!=prev_morph_values)) {
if (!prev_skeleton || !skeleton)
rebind=true; //went from skeleton <-> no skeleton, needs rebind
_setup_skeleton(skeleton);
if (morph_values==NULL)
_setup_skeleton(skeleton);
else
_setup_skeleton(NULL);
}
if (material!=prev_material || rebind) {
@ -6731,7 +6738,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
if (skeleton != prev_skeleton || rebind) {
if (skeleton) {
if (skeleton && morph_values == NULL) {
material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
}
@ -6788,6 +6795,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
prev_light_type=e->light_type;
prev_sort_flags=sort_flags;
prev_baked_light=baked_light;
prev_morph_values=morph_values;
// prev_geometry_type=geometry->type;
}