Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test against the current USE_SKELETON_SOFTWARE path which causes problems with bad performance. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
This commit is contained in:
parent
4040cd350d
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15 changed files with 591 additions and 10 deletions
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@ -30,6 +30,15 @@
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This helper creates a [StaticBody] child node with a [ConcavePolygonShape] collision shape calculated from the mesh geometry. It's mainly used for testing.
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</description>
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</method>
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<method name="get_active_material" qualifiers="const">
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<return type="Material">
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</return>
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<argument index="0" name="surface" type="int">
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</argument>
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<description>
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Returns the [Material] that will be used by the [Mesh] when drawing. This can return the [member GeometryInstance.material_override], the surface override [Material] defined in this [MeshInstance], or the surface [Material] defined in the [Mesh]. For example, if [member GeometryInstance.material_override] is used, all surfaces will return the override material.
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</description>
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</method>
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<method name="get_surface_material" qualifiers="const">
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<return type="Material">
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</return>
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@ -68,6 +77,10 @@
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<member name="skin" type="Skin" setter="set_skin" getter="get_skin">
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Sets the skin to be used by this instance.
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</member>
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<member name="software_skinning_transform_normals" type="bool" setter="set_software_skinning_transform_normals" getter="is_software_skinning_transform_normals_enabled" default="true">
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If [code]true[/code], normals are transformed when software skinning is used. Set to [code]false[/code] when normals are not needed for better performance.
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See [member ProjectSettings.rendering/quality/skinning/software_skinning_fallback] for details about how software skinning is enabled.
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</member>
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</members>
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<constants>
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</constants>
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@ -1177,6 +1177,16 @@
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<member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter="" default="0">
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Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
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</member>
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<member name="rendering/quality/skinning/software_skinning_fallback" type="bool" setter="" getter="" default="true">
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Allows [MeshInstance] to perform skinning on the CPU when the hardware doesn't support the default GPU skinning process with GLES2.
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If [code]false[/code], an alternative skinning process on the GPU is used in this case (slower in most cases).
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See also [member rendering/quality/skinning/force_software_skinning].
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[b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
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</member>
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<member name="rendering/quality/skinning/force_software_skinning" type="bool" setter="" getter="" default="false">
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Forces [MeshInstance] to always perform skinning on the CPU (applies to both GLES2 and GLES3).
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See also [member rendering/quality/skinning/software_skinning_fallback].
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</member>
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<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.17">
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The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
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Larger branches can increase performance significantly in some projects.
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@ -1679,7 +1679,8 @@
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<argument index="0" name="feature" type="String">
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</argument>
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<description>
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Returns [code]true[/code] if the OS supports a certain feature. Features might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code] and [code]pvrtc[/code].
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Returns [code]true[/code] if the OS supports a certain feature. Features might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], [code]pvrtc[/code] and [code]skinning_fallback[/code].
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When rendering with GLES2, returns [code]true[/code] with [code]skinning_fallback[/code] in case the hardware doesn't support the default GPU skinning process.
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</description>
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</method>
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<method name="immediate_begin">
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@ -1473,6 +1473,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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p_shader->spatial.uses_screen_texture = false;
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p_shader->spatial.uses_depth_texture = false;
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p_shader->spatial.uses_vertex = false;
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p_shader->spatial.uses_tangent = false;
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p_shader->spatial.uses_ensure_correct_normals = false;
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p_shader->spatial.writes_modelview_or_projection = false;
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p_shader->spatial.uses_world_coordinates = false;
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@ -1497,6 +1499,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
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shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
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shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
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shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
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@ -1506,6 +1510,11 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
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shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
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// Use of any of these BUILTINS indicate the need for transformed tangents.
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// This is needed to know when to transform tangents in software skinning.
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shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
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shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
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shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
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shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
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shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
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@ -1897,6 +1906,36 @@ bool RasterizerStorageGLES2::material_casts_shadows(RID p_material) {
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return casts_shadows;
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}
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bool RasterizerStorageGLES2::material_uses_tangents(RID p_material) {
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Material *material = material_owner.get(p_material);
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ERR_FAIL_COND_V(!material, false);
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if (!material->shader) {
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return false;
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}
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if (material->shader->dirty_list.in_list()) {
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_update_shader(material->shader);
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}
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return material->shader->spatial.uses_tangent;
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}
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bool RasterizerStorageGLES2::material_uses_ensure_correct_normals(RID p_material) {
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Material *material = material_owner.get(p_material);
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ERR_FAIL_COND_V(!material, false);
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if (!material->shader) {
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return false;
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}
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if (material->shader->dirty_list.in_list()) {
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_update_shader(material->shader);
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}
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return material->shader->spatial.uses_ensure_correct_normals;
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}
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void RasterizerStorageGLES2::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
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Material *material = material_owner.getornull(p_material);
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@ -5769,6 +5808,9 @@ bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const {
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if (p_feature == "etc")
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return config.etc1_supported;
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if (p_feature == "skinning_fallback")
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return config.use_skeleton_software;
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return false;
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}
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@ -503,6 +503,8 @@ public:
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bool uses_screen_texture;
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bool uses_depth_texture;
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bool uses_time;
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bool uses_tangent;
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bool uses_ensure_correct_normals;
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bool writes_modelview_or_projection;
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bool uses_vertex_lighting;
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bool uses_world_coordinates;
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@ -607,6 +609,8 @@ public:
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virtual bool material_is_animated(RID p_material);
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virtual bool material_casts_shadows(RID p_material);
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virtual bool material_uses_tangents(RID p_material);
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virtual bool material_uses_ensure_correct_normals(RID p_material);
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virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
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virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
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@ -2342,6 +2342,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
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p_shader->spatial.uses_screen_texture = false;
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p_shader->spatial.uses_depth_texture = false;
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p_shader->spatial.uses_vertex = false;
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p_shader->spatial.uses_tangent = false;
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p_shader->spatial.uses_ensure_correct_normals = false;
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p_shader->spatial.writes_modelview_or_projection = false;
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p_shader->spatial.uses_world_coordinates = false;
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@ -2366,6 +2368,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
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shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
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shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
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shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
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shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
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@ -2375,6 +2379,11 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
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shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
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shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
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// Use of any of these BUILTINS indicate the need for transformed tangents.
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// This is needed to know when to transform tangents in software skinning.
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shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
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shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
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shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
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shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
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shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
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@ -2726,6 +2735,36 @@ bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
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return casts_shadows;
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}
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bool RasterizerStorageGLES3::material_uses_tangents(RID p_material) {
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Material *material = material_owner.get(p_material);
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ERR_FAIL_COND_V(!material, false);
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if (!material->shader) {
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return false;
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}
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if (material->shader->dirty_list.in_list()) {
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_update_shader(material->shader);
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}
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return material->shader->spatial.uses_tangent;
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}
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bool RasterizerStorageGLES3::material_uses_ensure_correct_normals(RID p_material) {
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Material *material = material_owner.get(p_material);
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ERR_FAIL_COND_V(!material, false);
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if (!material->shader) {
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return false;
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}
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if (material->shader->dirty_list.in_list()) {
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_update_shader(material->shader);
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}
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return material->shader->spatial.uses_ensure_correct_normals;
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}
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void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
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Material *material = material_owner.get(p_material);
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@ -499,6 +499,8 @@ public:
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bool uses_screen_texture;
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bool uses_depth_texture;
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bool uses_time;
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bool uses_tangent;
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bool uses_ensure_correct_normals;
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bool writes_modelview_or_projection;
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bool uses_vertex_lighting;
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bool uses_world_coordinates;
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virtual bool material_is_animated(RID p_material);
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virtual bool material_casts_shadows(RID p_material);
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virtual bool material_uses_tangents(RID p_material);
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virtual bool material_uses_ensure_correct_normals(RID p_material);
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virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
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virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
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@ -32,9 +32,11 @@
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#include "collision_shape.h"
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#include "core/core_string_names.h"
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#include "core/project_settings.h"
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#include "physics_body.h"
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#include "scene/resources/material.h"
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#include "scene/scene_string_names.h"
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#include "servers/visual/visual_server_globals.h"
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#include "skeleton.h"
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bool MeshInstance::_set(const StringName &p_name, const Variant &p_value) {
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@ -116,6 +118,16 @@ void MeshInstance::set_mesh(const Ref<Mesh> &p_mesh) {
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materials.clear();
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}
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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}
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if (software_skinning) {
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memdelete(software_skinning);
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software_skinning = nullptr;
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}
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mesh = p_mesh;
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blend_shape_tracks.clear();
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mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
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materials.resize(mesh->get_surface_count());
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set_base(mesh->get_rid());
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_initialize_skinning();
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} else {
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set_base(RID());
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@ -163,13 +175,326 @@ void MeshInstance::_resolve_skeleton_path() {
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}
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}
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
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}
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skin_ref = new_skin_reference;
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if (skin_ref.is_valid()) {
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VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
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} else {
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VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
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software_skinning_flags &= ~SoftwareSkinning::FLAG_BONES_READY;
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_initialize_skinning();
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}
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bool MeshInstance::_is_global_software_skinning_enabled() {
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// Check if forced in project settings.
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if (GLOBAL_GET("rendering/quality/skinning/force_software_skinning")) {
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return true;
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}
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// Check if enabled in project settings.
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if (!GLOBAL_GET("rendering/quality/skinning/software_skinning_fallback")) {
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return false;
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}
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// Check if requested by renderer settings.
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return VSG::storage->has_os_feature("skinning_fallback");
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}
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bool MeshInstance::_is_software_skinning_enabled() const {
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// Using static local variable which will be initialized only once,
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// so _is_global_software_skinning_enabled can be only called once on first use.
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static bool global_software_skinning = _is_global_software_skinning_enabled();
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return global_software_skinning;
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}
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void MeshInstance::_initialize_skinning(bool p_force_reset) {
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if (mesh.is_null()) {
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return;
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}
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VisualServer *visual_server = VisualServer::get_singleton();
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bool update_mesh = false;
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if (skin_ref.is_valid()) {
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if (_is_software_skinning_enabled()) {
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if (is_visible_in_tree()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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if (!skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
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skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
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}
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}
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if (p_force_reset && software_skinning) {
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memdelete(software_skinning);
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software_skinning = nullptr;
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}
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if (!software_skinning) {
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software_skinning = memnew(SoftwareSkinning);
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if (mesh->get_blend_shape_count() > 0) {
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ERR_PRINT("Blend shapes are not supported for software skinning.");
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}
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Ref<ArrayMesh> software_mesh;
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software_mesh.instance();
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RID mesh_rid = software_mesh->get_rid();
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// Initialize mesh for dynamic update.
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int surface_count = mesh->get_surface_count();
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software_skinning->surface_data.resize(surface_count);
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for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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ERR_CONTINUE(Mesh::PRIMITIVE_TRIANGLES != mesh->surface_get_primitive_type(surface_index));
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SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
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surface_data.transform_tangents = false;
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surface_data.ensure_correct_normals = false;
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uint32_t format = mesh->surface_get_format(surface_index);
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ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_VERTEX));
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ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_BONES));
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ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_WEIGHTS));
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format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
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format &= ~Mesh::ARRAY_COMPRESS_VERTEX;
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format &= ~Mesh::ARRAY_COMPRESS_WEIGHTS;
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format &= ~Mesh::ARRAY_FLAG_USE_16_BIT_BONES;
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Array write_arrays = mesh->surface_get_arrays(surface_index);
|
||||
Array read_arrays;
|
||||
read_arrays.resize(Mesh::ARRAY_MAX);
|
||||
|
||||
read_arrays[Mesh::ARRAY_VERTEX] = write_arrays[Mesh::ARRAY_VERTEX];
|
||||
read_arrays[Mesh::ARRAY_BONES] = write_arrays[Mesh::ARRAY_BONES];
|
||||
read_arrays[Mesh::ARRAY_WEIGHTS] = write_arrays[Mesh::ARRAY_WEIGHTS];
|
||||
|
||||
write_arrays[Mesh::ARRAY_BONES] = Variant();
|
||||
write_arrays[Mesh::ARRAY_WEIGHTS] = Variant();
|
||||
|
||||
if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) {
|
||||
ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_NORMAL));
|
||||
format &= ~Mesh::ARRAY_COMPRESS_NORMAL;
|
||||
|
||||
read_arrays[Mesh::ARRAY_NORMAL] = write_arrays[Mesh::ARRAY_NORMAL];
|
||||
|
||||
Ref<Material> mat = get_active_material(surface_index);
|
||||
if (mat.is_valid()) {
|
||||
Ref<SpatialMaterial> spatial_mat = mat;
|
||||
if (spatial_mat.is_valid()) {
|
||||
// Spatial material, check from material settings.
|
||||
surface_data.transform_tangents = spatial_mat->get_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING);
|
||||
surface_data.ensure_correct_normals = spatial_mat->get_flag(SpatialMaterial::FLAG_ENSURE_CORRECT_NORMALS);
|
||||
} else {
|
||||
// Custom shader, must check for compiled flags.
|
||||
surface_data.transform_tangents = VSG::storage->material_uses_tangents(mat->get_rid());
|
||||
surface_data.ensure_correct_normals = VSG::storage->material_uses_ensure_correct_normals(mat->get_rid());
|
||||
}
|
||||
}
|
||||
|
||||
if (surface_data.transform_tangents) {
|
||||
ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_TANGENT));
|
||||
format &= ~Mesh::ARRAY_COMPRESS_TANGENT;
|
||||
|
||||
read_arrays[Mesh::ARRAY_TANGENT] = write_arrays[Mesh::ARRAY_TANGENT];
|
||||
}
|
||||
}
|
||||
|
||||
// 1. Temporarily add surface with bone data to create the read buffer.
|
||||
software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, read_arrays, Array(), format);
|
||||
|
||||
PoolByteArray buffer_read = visual_server->mesh_surface_get_array(mesh_rid, surface_index);
|
||||
surface_data.source_buffer.append_array(buffer_read);
|
||||
surface_data.source_format = software_mesh->surface_get_format(surface_index);
|
||||
|
||||
software_mesh->surface_remove(surface_index);
|
||||
|
||||
// 2. Create the surface again without the bone data for the write buffer.
|
||||
software_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, write_arrays, Array(), format);
|
||||
|
||||
Ref<Material> material = mesh->surface_get_material(surface_index);
|
||||
software_mesh->surface_set_material(surface_index, material);
|
||||
|
||||
surface_data.buffer = visual_server->mesh_surface_get_array(mesh_rid, surface_index);
|
||||
surface_data.buffer_write = surface_data.buffer.write();
|
||||
}
|
||||
|
||||
software_skinning->mesh_instance = software_mesh;
|
||||
update_mesh = true;
|
||||
}
|
||||
|
||||
visual_server->instance_attach_skeleton(get_instance(), RID());
|
||||
|
||||
if (is_visible_in_tree() && (software_skinning_flags & SoftwareSkinning::FLAG_BONES_READY)) {
|
||||
// Intialize from current skeleton pose.
|
||||
_update_skinning();
|
||||
}
|
||||
} else {
|
||||
ERR_FAIL_COND(!skin_ref->get_skeleton_node());
|
||||
if (skin_ref->get_skeleton_node()->is_connected("skeleton_updated", this, "_update_skinning")) {
|
||||
skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
|
||||
}
|
||||
|
||||
visual_server->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
|
||||
|
||||
if (software_skinning) {
|
||||
memdelete(software_skinning);
|
||||
software_skinning = nullptr;
|
||||
update_mesh = true;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
visual_server->instance_attach_skeleton(get_instance(), RID());
|
||||
if (software_skinning) {
|
||||
memdelete(software_skinning);
|
||||
software_skinning = nullptr;
|
||||
update_mesh = true;
|
||||
}
|
||||
}
|
||||
|
||||
RID render_mesh = software_skinning ? software_skinning->mesh_instance->get_rid() : mesh->get_rid();
|
||||
set_base(render_mesh);
|
||||
|
||||
if (update_mesh) {
|
||||
// Update instance materials after switching mesh.
|
||||
int surface_count = mesh->get_surface_count();
|
||||
for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
|
||||
if (materials[surface_index].is_valid()) {
|
||||
visual_server->instance_set_surface_material(get_instance(), surface_index, materials[surface_index]->get_rid());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MeshInstance::_update_skinning() {
|
||||
ERR_FAIL_COND(!_is_software_skinning_enabled());
|
||||
ERR_FAIL_COND(!is_visible_in_tree());
|
||||
|
||||
ERR_FAIL_COND(!software_skinning);
|
||||
Ref<Mesh> software_skinning_mesh = software_skinning->mesh_instance;
|
||||
ERR_FAIL_COND(!software_skinning_mesh.is_valid());
|
||||
RID mesh_rid = software_skinning_mesh->get_rid();
|
||||
ERR_FAIL_COND(!mesh_rid.is_valid());
|
||||
|
||||
ERR_FAIL_COND(!mesh.is_valid());
|
||||
RID source_mesh_rid = mesh->get_rid();
|
||||
ERR_FAIL_COND(!source_mesh_rid.is_valid());
|
||||
|
||||
ERR_FAIL_COND(skin_ref.is_null());
|
||||
RID skeleton = skin_ref->get_skeleton();
|
||||
ERR_FAIL_COND(!skeleton.is_valid());
|
||||
|
||||
VisualServer *visual_server = VisualServer::get_singleton();
|
||||
|
||||
// Prepare bone transforms.
|
||||
const int num_bones = visual_server->skeleton_get_bone_count(skeleton);
|
||||
ERR_FAIL_COND(num_bones <= 0);
|
||||
Transform *bone_transforms = (Transform *)alloca(sizeof(Transform) * num_bones);
|
||||
for (int bone_index = 0; bone_index < num_bones; ++bone_index) {
|
||||
bone_transforms[bone_index] = visual_server->skeleton_bone_get_transform(skeleton, bone_index);
|
||||
}
|
||||
|
||||
// Apply skinning.
|
||||
int surface_count = software_skinning_mesh->get_surface_count();
|
||||
for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
|
||||
ERR_CONTINUE((uint32_t)surface_index >= software_skinning->surface_data.size());
|
||||
const SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
|
||||
const bool transform_tangents = surface_data.transform_tangents;
|
||||
const bool ensure_correct_normals = surface_data.ensure_correct_normals;
|
||||
|
||||
const uint32_t format_write = software_skinning_mesh->surface_get_format(surface_index);
|
||||
|
||||
const int vertex_count_write = software_skinning_mesh->surface_get_array_len(surface_index);
|
||||
const int index_count_write = software_skinning_mesh->surface_get_array_index_len(surface_index);
|
||||
|
||||
uint32_t array_offsets_write[Mesh::ARRAY_MAX];
|
||||
const uint32_t stride_write = visual_server->mesh_surface_make_offsets_from_format(format_write, vertex_count_write, index_count_write, array_offsets_write);
|
||||
const uint32_t offset_vertices_write = array_offsets_write[Mesh::ARRAY_VERTEX];
|
||||
const uint32_t offset_normals_write = array_offsets_write[Mesh::ARRAY_NORMAL];
|
||||
const uint32_t offset_tangents_write = array_offsets_write[Mesh::ARRAY_TANGENT];
|
||||
|
||||
PoolByteArray buffer_source = surface_data.source_buffer;
|
||||
PoolByteArray::Read buffer_read = buffer_source.read();
|
||||
|
||||
const uint32_t format_read = surface_data.source_format;
|
||||
|
||||
ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_BONES));
|
||||
ERR_CONTINUE(0 == (format_read & Mesh::ARRAY_FORMAT_WEIGHTS));
|
||||
|
||||
const int vertex_count = mesh->surface_get_array_len(surface_index);
|
||||
const int index_count = mesh->surface_get_array_index_len(surface_index);
|
||||
|
||||
ERR_CONTINUE(vertex_count != vertex_count_write);
|
||||
|
||||
uint32_t array_offsets[Mesh::ARRAY_MAX];
|
||||
const uint32_t stride = visual_server->mesh_surface_make_offsets_from_format(format_read, vertex_count, index_count, array_offsets);
|
||||
const uint32_t offset_vertices = array_offsets[Mesh::ARRAY_VERTEX];
|
||||
const uint32_t offset_normals = array_offsets[Mesh::ARRAY_NORMAL];
|
||||
const uint32_t offset_tangents = array_offsets[Mesh::ARRAY_TANGENT];
|
||||
const uint32_t offset_bones = array_offsets[Mesh::ARRAY_BONES];
|
||||
const uint32_t offset_weights = array_offsets[Mesh::ARRAY_WEIGHTS];
|
||||
|
||||
PoolByteArray buffer = surface_data.buffer;
|
||||
PoolByteArray::Write buffer_write = surface_data.buffer_write;
|
||||
|
||||
for (int vertex_index = 0; vertex_index < vertex_count; ++vertex_index) {
|
||||
const uint32_t vertex_offset = vertex_index * stride;
|
||||
const uint32_t vertex_offset_write = vertex_index * stride_write;
|
||||
|
||||
float bone_weights[4];
|
||||
const float *weight_ptr = (const float *)(buffer_read.ptr() + offset_weights + vertex_offset);
|
||||
bone_weights[0] = weight_ptr[0];
|
||||
bone_weights[1] = weight_ptr[1];
|
||||
bone_weights[2] = weight_ptr[2];
|
||||
bone_weights[3] = weight_ptr[3];
|
||||
|
||||
const uint8_t *bones_ptr = buffer_read.ptr() + offset_bones + vertex_offset;
|
||||
const int b0 = bones_ptr[0];
|
||||
const int b1 = bones_ptr[1];
|
||||
const int b2 = bones_ptr[2];
|
||||
const int b3 = bones_ptr[3];
|
||||
|
||||
Transform transform;
|
||||
transform.origin =
|
||||
bone_weights[0] * bone_transforms[b0].origin +
|
||||
bone_weights[1] * bone_transforms[b1].origin +
|
||||
bone_weights[2] * bone_transforms[b2].origin +
|
||||
bone_weights[3] * bone_transforms[b3].origin;
|
||||
|
||||
transform.basis =
|
||||
bone_transforms[b0].basis * bone_weights[0] +
|
||||
bone_transforms[b1].basis * bone_weights[1] +
|
||||
bone_transforms[b2].basis * bone_weights[2] +
|
||||
bone_transforms[b3].basis * bone_weights[3];
|
||||
|
||||
const Vector3 &vertex_read = (const Vector3 &)buffer_read[vertex_offset + offset_vertices];
|
||||
Vector3 &vertex = (Vector3 &)buffer_write[vertex_offset_write + offset_vertices_write];
|
||||
vertex = transform.xform(vertex_read);
|
||||
|
||||
if (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS) {
|
||||
if (ensure_correct_normals) {
|
||||
transform.basis.invert();
|
||||
transform.basis.transpose();
|
||||
}
|
||||
|
||||
const Vector3 &normal_read = (const Vector3 &)buffer_read[vertex_offset + offset_normals];
|
||||
Vector3 &normal = (Vector3 &)buffer_write[vertex_offset_write + offset_normals_write];
|
||||
normal = transform.basis.xform(normal_read);
|
||||
|
||||
if (transform_tangents) {
|
||||
const Vector3 &tangent_read = (const Vector3 &)buffer_read[vertex_offset + offset_tangents];
|
||||
Vector3 &tangent = (Vector3 &)buffer_write[vertex_offset_write + offset_tangents_write];
|
||||
tangent = transform.basis.xform(tangent_read);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
visual_server->mesh_surface_update_region(mesh_rid, surface_index, 0, buffer);
|
||||
}
|
||||
|
||||
software_skinning_flags |= SoftwareSkinning::FLAG_BONES_READY;
|
||||
}
|
||||
|
||||
void MeshInstance::set_skin(const Ref<Skin> &p_skin) {
|
||||
|
@ -280,6 +605,17 @@ void MeshInstance::_notification(int p_what) {
|
|||
if (p_what == NOTIFICATION_ENTER_TREE) {
|
||||
_resolve_skeleton_path();
|
||||
}
|
||||
|
||||
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
|
||||
if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled()) {
|
||||
ERR_FAIL_COND(!skin_ref->get_skeleton_node());
|
||||
if (is_visible_in_tree()) {
|
||||
skin_ref->get_skeleton_node()->connect("skeleton_updated", this, "_update_skinning");
|
||||
} else {
|
||||
skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int MeshInstance::get_surface_material_count() const {
|
||||
|
@ -297,6 +633,10 @@ void MeshInstance::set_surface_material(int p_surface, const Ref<Material> &p_ma
|
|||
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, materials[p_surface]->get_rid());
|
||||
else
|
||||
VS::get_singleton()->instance_set_surface_material(get_instance(), p_surface, RID());
|
||||
|
||||
if (software_skinning) {
|
||||
_initialize_skinning(true);
|
||||
}
|
||||
}
|
||||
|
||||
Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
|
||||
|
@ -306,9 +646,63 @@ Ref<Material> MeshInstance::get_surface_material(int p_surface) const {
|
|||
return materials[p_surface];
|
||||
}
|
||||
|
||||
void MeshInstance::_mesh_changed() {
|
||||
Ref<Material> MeshInstance::get_active_material(int p_surface) const {
|
||||
Ref<Material> material_override = get_material_override();
|
||||
if (material_override.is_valid()) {
|
||||
return material_override;
|
||||
}
|
||||
|
||||
Ref<Material> surface_material = get_surface_material(p_surface);
|
||||
if (surface_material.is_valid()) {
|
||||
return surface_material;
|
||||
}
|
||||
|
||||
Ref<Mesh> mesh = get_mesh();
|
||||
if (mesh.is_valid()) {
|
||||
return mesh->surface_get_material(p_surface);
|
||||
}
|
||||
|
||||
return Ref<Material>();
|
||||
}
|
||||
|
||||
void MeshInstance::set_material_override(const Ref<Material> &p_material) {
|
||||
if (p_material == get_material_override()) {
|
||||
return;
|
||||
}
|
||||
|
||||
GeometryInstance::set_material_override(p_material);
|
||||
|
||||
if (software_skinning) {
|
||||
_initialize_skinning(true);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshInstance::set_software_skinning_transform_normals(bool p_enabled) {
|
||||
if (p_enabled == is_software_skinning_transform_normals_enabled()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (p_enabled) {
|
||||
software_skinning_flags |= SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
|
||||
} else {
|
||||
software_skinning_flags &= ~SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
|
||||
}
|
||||
|
||||
if (software_skinning) {
|
||||
_initialize_skinning(true);
|
||||
}
|
||||
}
|
||||
|
||||
bool MeshInstance::is_software_skinning_transform_normals_enabled() const {
|
||||
return 0 != (software_skinning_flags & SoftwareSkinning::FLAG_TRANSFORM_NORMALS);
|
||||
}
|
||||
|
||||
void MeshInstance::_mesh_changed() {
|
||||
materials.resize(mesh->get_surface_count());
|
||||
|
||||
if (software_skinning) {
|
||||
_initialize_skinning(true);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshInstance::create_debug_tangents() {
|
||||
|
@ -398,12 +792,17 @@ void MeshInstance::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("get_surface_material_count"), &MeshInstance::get_surface_material_count);
|
||||
ClassDB::bind_method(D_METHOD("set_surface_material", "surface", "material"), &MeshInstance::set_surface_material);
|
||||
ClassDB::bind_method(D_METHOD("get_surface_material", "surface"), &MeshInstance::get_surface_material);
|
||||
ClassDB::bind_method(D_METHOD("get_active_material", "surface"), &MeshInstance::get_active_material);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_software_skinning_transform_normals", "enabled"), &MeshInstance::set_software_skinning_transform_normals);
|
||||
ClassDB::bind_method(D_METHOD("is_software_skinning_transform_normals_enabled"), &MeshInstance::is_software_skinning_transform_normals_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("create_trimesh_collision"), &MeshInstance::create_trimesh_collision);
|
||||
ClassDB::set_method_flags("MeshInstance", "create_trimesh_collision", METHOD_FLAGS_DEFAULT);
|
||||
ClassDB::bind_method(D_METHOD("create_convex_collision"), &MeshInstance::create_convex_collision);
|
||||
ClassDB::set_method_flags("MeshInstance", "create_convex_collision", METHOD_FLAGS_DEFAULT);
|
||||
ClassDB::bind_method(D_METHOD("_mesh_changed"), &MeshInstance::_mesh_changed);
|
||||
ClassDB::bind_method(D_METHOD("_update_skinning"), &MeshInstance::_update_skinning);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance::create_debug_tangents);
|
||||
ClassDB::set_method_flags("MeshInstance", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
|
||||
|
@ -411,11 +810,20 @@ void MeshInstance::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
|
||||
|
||||
ADD_GROUP("Software Skinning", "software_skinning");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "software_skinning_transform_normals"), "set_software_skinning_transform_normals", "is_software_skinning_transform_normals_enabled");
|
||||
}
|
||||
|
||||
MeshInstance::MeshInstance() {
|
||||
skeleton_path = NodePath("..");
|
||||
software_skinning = nullptr;
|
||||
software_skinning_flags = SoftwareSkinning::FLAG_TRANSFORM_NORMALS;
|
||||
}
|
||||
|
||||
MeshInstance::~MeshInstance() {
|
||||
if (software_skinning) {
|
||||
memdelete(software_skinning);
|
||||
software_skinning = nullptr;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -36,6 +36,8 @@
|
|||
#include "scene/resources/mesh.h"
|
||||
#include "scene/resources/skin.h"
|
||||
|
||||
#include "core/local_vector.h"
|
||||
|
||||
class MeshInstance : public GeometryInstance {
|
||||
|
||||
GDCLASS(MeshInstance, GeometryInstance);
|
||||
|
@ -47,6 +49,31 @@ protected:
|
|||
Ref<SkinReference> skin_ref;
|
||||
NodePath skeleton_path;
|
||||
|
||||
struct SoftwareSkinning {
|
||||
enum Flags {
|
||||
// Data flags.
|
||||
FLAG_TRANSFORM_NORMALS = 1 << 0,
|
||||
|
||||
// Runtime flags.
|
||||
FLAG_BONES_READY = 1 << 1,
|
||||
};
|
||||
|
||||
struct SurfaceData {
|
||||
PoolByteArray source_buffer;
|
||||
uint32_t source_format;
|
||||
PoolByteArray buffer;
|
||||
PoolByteArray::Write buffer_write;
|
||||
bool transform_tangents;
|
||||
bool ensure_correct_normals;
|
||||
};
|
||||
|
||||
Ref<Mesh> mesh_instance;
|
||||
LocalVector<SurfaceData> surface_data;
|
||||
};
|
||||
|
||||
SoftwareSkinning *software_skinning;
|
||||
uint32_t software_skinning_flags;
|
||||
|
||||
struct BlendShapeTrack {
|
||||
|
||||
int idx;
|
||||
|
@ -63,6 +90,12 @@ protected:
|
|||
void _mesh_changed();
|
||||
void _resolve_skeleton_path();
|
||||
|
||||
bool _is_software_skinning_enabled() const;
|
||||
static bool _is_global_software_skinning_enabled();
|
||||
|
||||
void _initialize_skinning(bool p_force_reset = false);
|
||||
void _update_skinning();
|
||||
|
||||
protected:
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
|
@ -84,6 +117,12 @@ public:
|
|||
int get_surface_material_count() const;
|
||||
void set_surface_material(int p_surface, const Ref<Material> &p_material);
|
||||
Ref<Material> get_surface_material(int p_surface) const;
|
||||
Ref<Material> get_active_material(int p_surface) const;
|
||||
|
||||
virtual void set_material_override(const Ref<Material> &p_material);
|
||||
|
||||
void set_software_skinning_transform_normals(bool p_enabled);
|
||||
bool is_software_skinning_transform_normals_enabled() const;
|
||||
|
||||
Node *create_trimesh_collision_node();
|
||||
void create_trimesh_collision();
|
||||
|
|
|
@ -53,6 +53,10 @@ RID SkinReference::get_skeleton() const {
|
|||
return skeleton;
|
||||
}
|
||||
|
||||
Skeleton *SkinReference::get_skeleton_node() const {
|
||||
return skeleton_node;
|
||||
}
|
||||
|
||||
Ref<Skin> SkinReference::get_skin() const {
|
||||
return skin;
|
||||
}
|
||||
|
@ -371,6 +375,7 @@ void Skeleton::_notification(int p_what) {
|
|||
}
|
||||
|
||||
dirty = false;
|
||||
emit_signal("skeleton_updated");
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
@ -892,6 +897,8 @@ void Skeleton::_bind_methods() {
|
|||
|
||||
#endif // _3D_DISABLED
|
||||
|
||||
ADD_SIGNAL(MethodInfo("skeleton_updated"));
|
||||
|
||||
BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON);
|
||||
}
|
||||
|
||||
|
|
|
@ -47,13 +47,13 @@ class SkinReference : public Reference {
|
|||
GDCLASS(SkinReference, Reference)
|
||||
friend class Skeleton;
|
||||
|
||||
Skeleton *skeleton_node;
|
||||
Skeleton *skeleton_node = nullptr;
|
||||
RID skeleton;
|
||||
Ref<Skin> skin;
|
||||
uint32_t bind_count = 0;
|
||||
uint64_t skeleton_version = 0;
|
||||
Vector<uint32_t> skin_bone_indices;
|
||||
uint32_t *skin_bone_indices_ptrs;
|
||||
uint32_t *skin_bone_indices_ptrs = nullptr;
|
||||
void _skin_changed();
|
||||
|
||||
protected:
|
||||
|
@ -61,6 +61,7 @@ protected:
|
|||
|
||||
public:
|
||||
RID get_skeleton() const;
|
||||
Skeleton *get_skeleton_node() const;
|
||||
Ref<Skin> get_skin() const;
|
||||
~SkinReference();
|
||||
};
|
||||
|
|
|
@ -132,7 +132,7 @@ public:
|
|||
void set_lod_max_hysteresis(float p_dist);
|
||||
float get_lod_max_hysteresis() const;
|
||||
|
||||
void set_material_override(const Ref<Material> &p_material);
|
||||
virtual void set_material_override(const Ref<Material> &p_material);
|
||||
Ref<Material> get_material_override() const;
|
||||
|
||||
void set_extra_cull_margin(float p_margin);
|
||||
|
|
|
@ -46,3 +46,11 @@ RasterizerStorage::RasterizerStorage() {
|
|||
|
||||
base_singleton = this;
|
||||
}
|
||||
|
||||
bool RasterizerStorage::material_uses_tangents(RID p_material) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool RasterizerStorage::material_uses_ensure_correct_normals(RID p_material) {
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -264,6 +264,8 @@ public:
|
|||
|
||||
virtual bool material_is_animated(RID p_material) = 0;
|
||||
virtual bool material_casts_shadows(RID p_material) = 0;
|
||||
virtual bool material_uses_tangents(RID p_material);
|
||||
virtual bool material_uses_ensure_correct_normals(RID p_material);
|
||||
|
||||
virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;
|
||||
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;
|
||||
|
|
|
@ -2432,6 +2432,9 @@ VisualServer::VisualServer() {
|
|||
|
||||
GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
|
||||
|
||||
GLOBAL_DEF("rendering/quality/skinning/software_skinning_fallback", true);
|
||||
GLOBAL_DEF("rendering/quality/skinning/force_software_skinning", false);
|
||||
|
||||
const char *sz_balance_render_tree = "rendering/quality/spatial_partitioning/render_tree_balance";
|
||||
GLOBAL_DEF(sz_balance_render_tree, 0.17f);
|
||||
ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
|
||||
|
|
Loading…
Reference in a new issue