Merge pull request #48402 from lawnjelly/ewok_skin_basexform
Fix 2d software skinning relative transforms
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commit
2d1aeac6fd
3 changed files with 33 additions and 12 deletions
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@ -2194,7 +2194,7 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
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_set_uniforms();
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if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
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render_joined_item_commands(p_bij, NULL, reclip, material_ptr, false);
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render_joined_item_commands(p_bij, NULL, reclip, material_ptr, false, r_ris);
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r_ris.rebind_shader = true; // hacked in for now.
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@ -2288,10 +2288,10 @@ void RasterizerCanvasGLES2::render_joined_item(const BItemJoined &p_bij, RenderI
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// this can greatly reduce fill rate ..
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// at the cost of glScissor commands, so is optional
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if (!bdata.settings_scissor_lights || r_ris.current_clip) {
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render_joined_item_commands(p_bij, NULL, reclip, material_ptr, true);
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render_joined_item_commands(p_bij, NULL, reclip, material_ptr, true, r_ris);
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} else {
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bool scissor = _light_scissor_begin(p_bij.bounding_rect, light->xform_cache, light->rect_cache);
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render_joined_item_commands(p_bij, NULL, reclip, material_ptr, true);
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render_joined_item_commands(p_bij, NULL, reclip, material_ptr, true, r_ris);
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if (scissor) {
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glDisable(GL_SCISSOR_TEST);
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}
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@ -1487,7 +1487,7 @@ void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderI
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}
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if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !p_ci->light_masked)) {
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RasterizerStorageGLES3::Material *material_ptr = nullptr;
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render_joined_item_commands(p_bij, NULL, reclip, material_ptr, false);
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render_joined_item_commands(p_bij, NULL, reclip, material_ptr, false, r_ris);
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}
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if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
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@ -1602,10 +1602,10 @@ void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderI
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// this can greatly reduce fill rate ..
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// at the cost of glScissor commands, so is optional
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if (!bdata.settings_scissor_lights || r_ris.current_clip) {
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render_joined_item_commands(p_bij, NULL, reclip, nullptr, true);
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render_joined_item_commands(p_bij, NULL, reclip, nullptr, true, r_ris);
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} else {
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bool scissor = _light_scissor_begin(p_bij.bounding_rect, light->xform_cache, light->rect_cache);
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render_joined_item_commands(p_bij, NULL, reclip, nullptr, true);
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render_joined_item_commands(p_bij, NULL, reclip, nullptr, true, r_ris);
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if (scissor) {
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glDisable(GL_SCISSOR_TEST);
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}
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@ -504,6 +504,7 @@ public:
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bool extra_matrix_sent; // whether sent on this item (in which case sofware transform can't be used untl end of item)
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int transform_extra_command_number_p1; // plus one to allow fast checking against zero
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Transform2D transform_combined; // final * extra
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Transform2D skeleton_base_inverse_xform; // used in software skinning
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};
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// used during try_join
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@ -587,7 +588,7 @@ protected:
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bool _detect_item_batch_break(RenderItemState &r_ris, RasterizerCanvas::Item *p_ci, bool &r_batch_break);
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// drives the loop filling batches and flushing
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void render_joined_item_commands(const BItemJoined &p_bij, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, bool p_lit);
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void render_joined_item_commands(const BItemJoined &p_bij, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, bool p_lit, const RenderItemState &p_ris);
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private:
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// flush once full or end of joined item
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@ -1824,9 +1825,12 @@ PREAMBLE(bool)::_software_skin_poly(RasterizerCanvas::Item::CommandPolygon *p_po
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Vector2 *pTemps = (Vector2 *)alloca(num_verts * sizeof(Vector2));
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memset((void *)pTemps, 0, num_verts * sizeof(Vector2));
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// these are used in the shader but don't appear to be needed for software transform
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// const Transform2D &skel_trans = get_this()->state.skeleton_transform;
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// const Transform2D &skel_trans_inv = get_this()->state.skeleton_transform_inverse;
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// only the inverse appears to be needed
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const Transform2D &skel_trans_inv = p_fill_state.skeleton_base_inverse_xform;
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// we can't get this from the state, because more than one skeleton item may have been joined together..
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// we need to handle the base skeleton on a per item basis as the joined item is rendered.
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// const Transform2D &skel_trans = get_this()->state.skeleton_transform;
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// const Transform2D &skel_trans_inv = get_this()->state.skeleton_transform_inverse;
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// get the bone transforms.
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// this is not ideal because we don't know in advance which bones are needed
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@ -1838,7 +1842,10 @@ PREAMBLE(bool)::_software_skin_poly(RasterizerCanvas::Item::CommandPolygon *p_po
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if (num_verts && (p_poly->bones.size() == num_verts * 4) && (p_poly->weights.size() == p_poly->bones.size())) {
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const Transform2D &item_transform = p_item->xform;
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// instead of using the p_item->xform we use the final transform,
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// because we want the poly transform RELATIVE to the base skeleton.
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Transform2D item_transform = skel_trans_inv * p_item->final_transform;
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Transform2D item_transform_inv = item_transform.affine_inverse();
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for (int n = 0; n < num_verts; n++) {
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@ -2534,7 +2541,7 @@ PREAMBLE(void)::flush_render_batches(RasterizerCanvas::Item *p_first_item, Raste
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#endif
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}
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PREAMBLE(void)::render_joined_item_commands(const BItemJoined &p_bij, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, bool p_lit) {
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PREAMBLE(void)::render_joined_item_commands(const BItemJoined &p_bij, RasterizerCanvas::Item *p_current_clip, bool &r_reclip, typename T_STORAGE::Material *p_material, bool p_lit, const RenderItemState &p_ris) {
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RasterizerCanvas::Item *item = 0;
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RasterizerCanvas::Item *first_item = bdata.item_refs[p_bij.first_item_ref].item;
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@ -2581,6 +2588,20 @@ PREAMBLE(void)::render_joined_item_commands(const BItemJoined &p_bij, Rasterizer
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// prefill_joined_item()
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fill_state.transform_combined = item->final_transform;
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// calculate skeleton base inverse transform if required for software skinning
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// put in the fill state as this is readily accessible from the software skinner
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if (item->skeleton.is_valid() && bdata.settings_use_software_skinning && get_storage()->skeleton_owner.owns(item->skeleton)) {
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typename T_STORAGE::Skeleton *skeleton = nullptr;
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skeleton = get_storage()->skeleton_owner.get(item->skeleton);
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if (skeleton->use_2d) {
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// with software skinning we still need to know the skeleton inverse transform, the other two aren't needed
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// but are left in for simplicity here
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Transform2D skeleton_transform = p_ris.item_group_base_transform * skeleton->base_transform_2d;
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fill_state.skeleton_base_inverse_xform = skeleton_transform.affine_inverse();
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}
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}
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// decide the initial transform mode, and make a backup
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// in orig_transform_mode in case we need to switch back
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if (fill_state.use_software_transform) {
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