diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 81acdf04997..6642152749e 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -4431,7 +4431,7 @@
Flag used to mark that the array uses 16-bit bones instead of 8-bit.
- Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
+ Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
Primitive to draw consists of points.
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index a4c81b864df..d1edcd2496d 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -383,22 +383,73 @@ SpriteBase3D::SpriteBase3D() {
modulate = Color(1, 1, 1, 1);
pending_update = false;
opacity = 1.0;
- immediate = VisualServer::get_singleton()->immediate_create();
- set_base(immediate);
+
+ material = VisualServer::get_singleton()->material_create();
+ // Set defaults for material, names need to match up those in SpatialMaterial
+ VS::get_singleton()->material_set_param(material, "albedo", Color(1, 1, 1, 1));
+ VS::get_singleton()->material_set_param(material, "specular", 0.5);
+ VS::get_singleton()->material_set_param(material, "metallic", 0.0);
+ VS::get_singleton()->material_set_param(material, "roughness", 1.0);
+ VS::get_singleton()->material_set_param(material, "uv1_offset", Vector3(0, 0, 0));
+ VS::get_singleton()->material_set_param(material, "uv1_scale", Vector3(1, 1, 1));
+ VS::get_singleton()->material_set_param(material, "uv2_offset", Vector3(0, 0, 0));
+ VS::get_singleton()->material_set_param(material, "uv2_scale", Vector3(1, 1, 1));
+
+ mesh = VisualServer::get_singleton()->mesh_create();
+
+ PoolVector2Array mesh_vertices;
+ PoolVector3Array mesh_normals;
+ PoolRealArray mesh_tangents;
+ PoolColorArray mesh_colors;
+ PoolVector2Array mesh_uvs;
+
+ mesh_vertices.resize(4);
+ mesh_normals.resize(4);
+ mesh_tangents.resize(16);
+ mesh_colors.resize(4);
+ mesh_uvs.resize(4);
+
+ // create basic mesh and store format information
+ for (int i = 0; i < 4; i++) {
+ mesh_normals.write()[i] = Vector3(0.0, 0.0, 0.0);
+ mesh_tangents.write()[i * 4 + 0] = 0.0;
+ mesh_tangents.write()[i * 4 + 1] = 0.0;
+ mesh_tangents.write()[i * 4 + 2] = 0.0;
+ mesh_tangents.write()[i * 4 + 3] = 0.0;
+ mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
+ mesh_uvs.write()[i] = Vector2(0.0, 0.0);
+ mesh_vertices.write()[i] = Vector2(0.0, 0.0);
+ }
+
+ Array mesh_array;
+ mesh_array.resize(VS::ARRAY_MAX);
+ mesh_array[VS::ARRAY_VERTEX] = mesh_vertices;
+ mesh_array[VS::ARRAY_NORMAL] = mesh_normals;
+ mesh_array[VS::ARRAY_TANGENT] = mesh_tangents;
+ mesh_array[VS::ARRAY_COLOR] = mesh_colors;
+ mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;
+
+ VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array);
+ const uint32_t surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
+ const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
+ const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
+
+ mesh_buffer = VS::get_singleton()->mesh_surface_get_array(mesh, 0);
+ mesh_stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets);
}
SpriteBase3D::~SpriteBase3D() {
- VisualServer::get_singleton()->free(immediate);
+ VisualServer::get_singleton()->free(mesh);
+ VisualServer::get_singleton()->free(material);
}
///////////////////////////////////////////
void Sprite3D::_draw() {
- RID immediate = get_immediate();
+ set_base(RID());
- VS::get_singleton()->immediate_clear(immediate);
if (!texture.is_valid())
return;
Vector2 tsize = texture->get_size();
@@ -480,11 +531,6 @@ void Sprite3D::_draw() {
tangent = Plane(1, 0, 0, 1);
}
- RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
- VS::get_singleton()->immediate_set_material(immediate, mat);
-
- VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid());
-
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
@@ -504,25 +550,61 @@ void Sprite3D::_draw() {
AABB aabb;
- for (int i = 0; i < 4; i++) {
- VS::get_singleton()->immediate_normal(immediate, normal);
- VS::get_singleton()->immediate_tangent(immediate, tangent);
- VS::get_singleton()->immediate_color(immediate, color);
- VS::get_singleton()->immediate_uv(immediate, uvs[i]);
+ // Buffer is using default compression, so everything except position is compressed
+ PoolVector::Write write_buffer = mesh_buffer.write();
+ int8_t v_normal[4] = {
+ (int8_t)CLAMP(normal.x * 127, -128, 127),
+ (int8_t)CLAMP(normal.y * 127, -128, 127),
+ (int8_t)CLAMP(normal.z * 127, -128, 127),
+ 0,
+ };
+
+ int8_t v_tangent[4] = {
+ (int8_t)CLAMP(tangent.normal.x * 127, -128, 127),
+ (int8_t)CLAMP(tangent.normal.y * 127, -128, 127),
+ (int8_t)CLAMP(tangent.normal.z * 127, -128, 127),
+ (int8_t)CLAMP(tangent.d * 127, -128, 127)
+ };
+
+ uint8_t v_color[4] = {
+ (uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
+ (uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
+ (uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
+ (uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
+ };
+
+ for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
- VS::get_singleton()->immediate_vertex(immediate, vtx);
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
+
+ uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
}
set_aabb(aabb);
- VS::get_singleton()->immediate_end(immediate);
+
+ write_buffer.release();
+
+ RID mesh = get_mesh();
+ VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
+
+ set_base(mesh);
+
+ RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
+ VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
+ VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
+ VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}
void Sprite3D::set_texture(const Ref &p_texture) {
@@ -716,8 +798,7 @@ Sprite3D::Sprite3D() {
void AnimatedSprite3D::_draw() {
- RID immediate = get_immediate();
- VS::get_singleton()->immediate_clear(immediate);
+ set_base(RID());
if (frames.is_null()) {
return;
@@ -808,12 +889,6 @@ void AnimatedSprite3D::_draw() {
tangent = Plane(1, 0, 0, -1);
}
- RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
-
- VS::get_singleton()->immediate_set_material(immediate, mat);
-
- VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid());
-
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
@@ -833,25 +908,61 @@ void AnimatedSprite3D::_draw() {
AABB aabb;
- for (int i = 0; i < 4; i++) {
- VS::get_singleton()->immediate_normal(immediate, normal);
- VS::get_singleton()->immediate_tangent(immediate, tangent);
- VS::get_singleton()->immediate_color(immediate, color);
- VS::get_singleton()->immediate_uv(immediate, uvs[i]);
+ // Buffer is using default compression, so everything except position is compressed
+ PoolVector::Write write_buffer = mesh_buffer.write();
+ int8_t v_normal[4] = {
+ (int8_t)CLAMP(normal.x * 127, -128, 127),
+ (int8_t)CLAMP(normal.y * 127, -128, 127),
+ (int8_t)CLAMP(normal.z * 127, -128, 127),
+ 0,
+ };
+
+ int8_t v_tangent[4] = {
+ (int8_t)CLAMP(tangent.normal.x * 127, -128, 127),
+ (int8_t)CLAMP(tangent.normal.y * 127, -128, 127),
+ (int8_t)CLAMP(tangent.normal.z * 127, -128, 127),
+ (int8_t)CLAMP(tangent.d * 127, -128, 127)
+ };
+
+ uint8_t v_color[4] = {
+ (uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
+ (uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
+ (uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
+ (uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
+ };
+
+ for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
- VS::get_singleton()->immediate_vertex(immediate, vtx);
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
+
+ uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
+ copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
}
set_aabb(aabb);
- VS::get_singleton()->immediate_end(immediate);
+
+ write_buffer.release();
+
+ RID mesh = get_mesh();
+ VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
+
+ set_base(mesh);
+
+ RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
+ VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
+ VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
+ VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}
void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h
index ddbade147c8..72416e89224 100644
--- a/scene/3d/sprite_3d.h
+++ b/scene/3d/sprite_3d.h
@@ -76,7 +76,8 @@ private:
float pixel_size;
AABB aabb;
- RID immediate;
+ RID mesh;
+ RID material;
bool flags[FLAG_MAX];
AlphaCutMode alpha_cut;
@@ -92,7 +93,13 @@ protected:
static void _bind_methods();
virtual void _draw() = 0;
_FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
- _FORCE_INLINE_ RID &get_immediate() { return immediate; }
+ _FORCE_INLINE_ RID &get_mesh() { return mesh; }
+ _FORCE_INLINE_ RID &get_material() { return material; }
+
+ uint32_t mesh_surface_offsets[VS::ARRAY_MAX];
+ PoolByteArray mesh_buffer;
+ uint32_t mesh_stride;
+
void _queue_update();
public:
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index ab4dbb758ac..bb9c3697d4f 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1838,6 +1838,8 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent,
}
materials_for_2d[version] = material;
+ // flush before using so we can access the shader right away
+ flush_changes();
return materials_for_2d[version]->get_rid();
}