Implement MultiMesh in 3D and flesh out MultiMesh functions

This commit is contained in:
clayjohn 2022-06-14 20:55:07 -07:00
parent f9f3db443e
commit 5f52936350
10 changed files with 288 additions and 186 deletions

View file

@ -689,6 +689,10 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
_bind_instance_data_buffer(1);
glBindVertexArray(pb->vertex_array);
if (pb->color_disabled) {
glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
}
if (pb->index_buffer != 0) {
glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
} else {
@ -698,6 +702,11 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
if (pb->color_disabled) {
// Reset so this doesn't pollute other draw calls.
glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
}
} break;
case Item::Command::TYPE_PRIMITIVE: {
@ -758,7 +767,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
GLuint multimesh_buffer = 0;
uint32_t multimesh_stride = 0;
uint32_t multimesh_color_offset = 0;
uint32_t multimesh_custom_data_offset = 0;
bool multimesh_uses_color = false;
bool multimesh_uses_custom_data = false;
@ -788,7 +796,6 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
multimesh_custom_data_offset = mesh_storage->multimesh_get_custom_data_offset(multimesh);
multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
}
@ -854,22 +861,17 @@ void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item
if (instance_count > 1) {
// Bind instance buffers.
glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(5, 1);
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(6, 1);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(2, 1);
if (multimesh_uses_color) {
glEnableVertexAttribArray(7);
glVertexAttribPointer(7, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
glVertexAttribDivisor(7, 1);
}
if (multimesh_uses_custom_data) {
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_custom_data_offset * sizeof(float)));
glVertexAttribDivisor(8, 1);
if (multimesh_uses_color || multimesh_uses_custom_data) {
glEnableVertexAttribArray(5);
glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
glVertexAttribDivisor(5, 1);
}
}
@ -1268,11 +1270,7 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
}
// Next add colors
if (p_colors.size() == 1) {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
Color m = p_colors[0];
glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if ((uint32_t)p_colors.size() == vertex_count) {
if ((uint32_t)p_colors.size() == vertex_count) {
glEnableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
@ -1287,7 +1285,8 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
base_offset += 4;
} else {
glDisableVertexAttribArray(RS::ARRAY_COLOR);
glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
pb.color_disabled = true;
pb.color = p_colors.size() == 1 ? p_colors[0] : Color(1.0, 1.0, 1.0, 1.0);
}
if ((uint32_t)p_uvs.size() == vertex_count) {

View file

@ -238,6 +238,8 @@ public:
GLuint vertex_array;
GLuint index_buffer;
int count;
bool color_disabled = false;
Color color;
};
struct {

View file

@ -491,7 +491,7 @@ void RasterizerSceneGLES3::_geometry_instance_update(GeometryInstance *p_geometr
}
}
ginstance->instance_count = 1;
ginstance->instance_count = -1;
} break;
@ -2200,6 +2200,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
GLES3::SceneMaterialData *prev_material_data = nullptr;
GLES3::SceneShaderData *prev_shader = nullptr;
GeometryInstanceGLES3 *prev_inst = nullptr;
SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized.
@ -2386,12 +2387,11 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
prev_vertex_array_gl = vertex_array_gl;
}
bool use_index_buffer = false;
bool use_index_buffer = index_array_gl != 0;
if (prev_index_array_gl != index_array_gl) {
if (index_array_gl != 0) {
// Bind index each time so we can use LODs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
use_index_buffer = true;
}
prev_index_array_gl = index_array_gl;
}
@ -2406,8 +2406,13 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
prev_material_data = material_data;
}
if (prev_shader != shader) {
material_storage->shaders.scene_shader.version_bind_shader(shader->version, shader_variant);
SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
if (inst->instance_count > 0) {
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
}
if (prev_shader != shader || prev_variant != instance_variant) {
material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant);
float opaque_prepass_threshold = 0.0;
if (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
@ -2415,33 +2420,69 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
opaque_prepass_threshold = 0.1;
}
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, shader_variant);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant);
prev_shader = shader;
prev_variant = instance_variant;
}
if (prev_inst != inst) {
if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) {
// Rebind the light indices.
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, shader_variant);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, shader_variant);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant);
if (inst->omni_light_count) {
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, shader_variant), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
}
if (inst->spot_light_count) {
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, shader_variant), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
}
prev_inst = inst;
}
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, shader_variant);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant);
if (inst->instance_count > 0) {
// Using MultiMesh.
// Bind instance buffers.
if (use_index_buffer) {
glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base);
glEnableVertexAttribArray(12);
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(12, 1);
glEnableVertexAttribArray(13);
glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(13, 1);
glEnableVertexAttribArray(14);
glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8));
glVertexAttribDivisor(14, 1);
if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) {
glEnableVertexAttribArray(15);
glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float)));
glVertexAttribDivisor(15, 1);
}
if (use_index_buffer) {
glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count);
} else {
glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), inst->instance_count);
}
} else {
glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface));
// Using regular Mesh.
if (use_index_buffer) {
glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
} else {
glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface));
}
}
if (inst->instance_count > 0) {
glDisableVertexAttribArray(12);
glDisableVertexAttribArray(13);
glDisableVertexAttribArray(14);
glDisableVertexAttribArray(15);
}
}
}
@ -2811,6 +2852,9 @@ void sky() {
#ifdef GLES_OVER_GL
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
#endif
// MultiMesh may read from color when color is disabled, so make sure that the color defaults to white instead of black;
glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
}
RasterizerSceneGLES3::~RasterizerSceneGLES3() {

View file

@ -277,7 +277,7 @@ private:
int32_t shader_parameters_offset = -1;
uint32_t layer_mask = 1;
uint32_t instance_count = 0;
int32_t instance_count = 0;
RID mesh_instance;
bool can_sdfgi = false;

View file

@ -38,6 +38,8 @@
#include "rasterizer_scene_gles3.h"
#include "servers/rendering/shader_language.h"
/* MISC */
void RasterizerStorageGLES3::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
if (GLES3::MeshStorage::get_singleton()->owns_mesh(p_base)) {
GLES3::Mesh *mesh = GLES3::MeshStorage::get_singleton()->get_mesh(p_base);
@ -54,6 +56,29 @@ void RasterizerStorageGLES3::base_update_dependency(RID p_base, DependencyTracke
}
}
Vector<uint8_t> RasterizerStorageGLES3::buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size) {
Vector<uint8_t> ret;
ret.resize(p_buffer_size);
glBindBuffer(p_target, p_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
glGetBufferSubData(p_target, 0, p_buffer_size, w);
}
#else
void *data = glMapBufferRange(p_target, 0, p_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, Vector<uint8_t>());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, p_buffer_size);
}
glUnmapBuffer(p_target);
#endif
glBindBuffer(p_target, 0);
return ret;
}
/* VOXEL GI API */
RID RasterizerStorageGLES3::voxel_gi_allocate() {

View file

@ -98,6 +98,9 @@ public:
}
}
// Buffer size is specified in bytes
static Vector<uint8_t> buffer_get_data(GLenum p_target, GLuint p_buffer, uint32_t p_buffer_size);
struct Resources {
GLuint mipmap_blur_fbo;
GLuint mipmap_blur_color;
@ -295,28 +298,10 @@ public:
return String();
}
//bool validate_framebuffer(); // Validate currently bound framebuffer, does not touch global state
String get_framebuffer_error(GLenum p_status);
RasterizerStorageGLES3();
~RasterizerStorageGLES3();
};
inline String RasterizerStorageGLES3::get_framebuffer_error(GLenum p_status) {
#if defined(DEBUG_ENABLED) && defined(GLES_OVER_GL)
if (p_status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER) {
return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
} else if (p_status == GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER) {
return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
}
#endif
return itos(p_status);
}
#endif // GLES3_ENABLED
#endif // RASTERIZER_STORAGE_OPENGL_H

View file

@ -23,10 +23,9 @@ layout(location = 11) in vec4 weight_attrib;
#ifdef USE_INSTANCING
layout(location = 5) in highp vec4 instance_xform0;
layout(location = 6) in highp vec4 instance_xform1;
layout(location = 7) in lowp vec4 instance_color;
layout(location = 8) in highp vec4 instance_custom_data;
layout(location = 1) in highp vec4 instance_xform0;
layout(location = 2) in highp vec4 instance_xform1;
layout(location = 5) in highp uvec4 instance_color_custom_data; // Color packed into xy, custom_data packed into zw for compatibility with 3D
#endif
@ -98,8 +97,9 @@ void main() {
vec4 bone_weights = weight_attrib;
#ifdef USE_INSTANCING
vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y));
color *= instance_color;
instance_custom = instance_custom_data;
instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
#endif
#else

View file

@ -2,8 +2,11 @@
#[modes]
mode_color = #define BASE_PASS
mode_color_instancing = #define BASE_PASS \n#define USE_INSTANCING
mode_additive = #define USE_ADDITIVE_LIGHTING
mode_additive_instancing = #define USE_ADDITIVE_LIGHTING \n#define USE_INSTANCING
mode_depth = #define MODE_RENDER_DEPTH
mode_depth_instancing = #define MODE_RENDER_DEPTH \n#define USE_INSTANCING
#[specializations]
@ -43,8 +46,6 @@ ARRAY_CUSTOM2 = 8,
ARRAY_CUSTOM3 = 9,
ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights)
ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights)
ARRAY_INDEX = 12, // 16 or 32 bits depending on length > 0xFFFF.
ARRAY_MAX = 13
*/
/* INPUT ATTRIBS */
@ -96,6 +97,13 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
#ifdef USE_INSTANCING
layout(location = 12) in highp vec4 instance_xform0;
layout(location = 13) in highp vec4 instance_xform1;
layout(location = 14) in highp vec4 instance_xform2;
layout(location = 15) in highp uvec4 instance_color_custom_data; // Color packed into xy, Custom data into zw.
#endif
layout(std140) uniform GlobalVariableData { //ubo:1
vec4 global_variables[MAX_GLOBAL_VARIABLES];
};
@ -195,6 +203,10 @@ void main() {
highp vec3 vertex = vertex_attrib;
highp mat4 model_matrix = world_transform;
#ifdef USE_INSTANCING
highp mat4 m = mat4(instance_xform0, instance_xform1, instance_xform2, vec4(0.0, 0.0, 0.0, 1.0));
model_matrix = model_matrix * transpose(m);
#endif
#ifdef NORMAL_USED
vec3 normal = normal_attrib * 2.0 - 1.0;
@ -209,6 +221,10 @@ void main() {
#if defined(COLOR_USED)
color_interp = color_attrib;
#ifdef USE_INSTANCING
vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y));
color_interp *= instance_color;
#endif
#endif
#if defined(UV_USED)
@ -229,7 +245,11 @@ void main() {
highp mat4 projection_matrix = scene_data.projection_matrix;
highp mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
#ifdef USE_INSTANCING
vec4 instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w));
#else
vec4 instance_custom = vec4(0.0);
#endif
// Using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)

View file

@ -31,6 +31,7 @@
#ifdef GLES3_ENABLED
#include "mesh_storage.h"
#include "../rasterizer_storage_gles3.h"
#include "material_storage.h"
using namespace GLES3;
@ -230,6 +231,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
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();
}
}
}
@ -333,48 +335,10 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
RS::SurfaceData sd;
sd.format = s.format;
{
Vector<uint8_t> ret;
ret.resize(s.vertex_buffer_size);
glBindBuffer(GL_ARRAY_BUFFER, s.vertex_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
glGetBufferSubData(GL_ARRAY_BUFFER, 0, s.vertex_buffer_size, w);
}
#else
void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, s.vertex_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, RS::SurfaceData());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, s.vertex_buffer_size);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
sd.vertex_data = ret;
}
sd.vertex_data = RasterizerStorageGLES3::buffer_get_data(GL_ARRAY_BUFFER, s.vertex_buffer, s.vertex_buffer_size);
if (s.attribute_buffer != 0) {
Vector<uint8_t> ret;
ret.resize(s.attribute_buffer_size);
glBindBuffer(GL_ARRAY_BUFFER, s.attribute_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
glGetBufferSubData(GL_ARRAY_BUFFER, 0, s.attribute_buffer_size, w);
}
#else
void *data = glMapBufferRange(GL_ARRAY_BUFFER, 0, s.attribute_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, RS::SurfaceData());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, s.attribute_buffer_size);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
#endif
sd.attribute_data = ret;
sd.attribute_data = RasterizerStorageGLES3::buffer_get_data(GL_ARRAY_BUFFER, s.attribute_buffer, s.attribute_buffer_size);
}
sd.vertex_count = s.vertex_count;
@ -382,33 +346,14 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
sd.primitive = s.primitive;
if (sd.index_count) {
Vector<uint8_t> ret;
ret.resize(s.index_buffer_size);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s.index_buffer);
#if defined(__EMSCRIPTEN__)
{
uint8_t *w = ret.ptrw();
glGetBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, s.index_buffer_size, w);
}
#else
void *data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, s.index_buffer_size, GL_MAP_READ_BIT);
ERR_FAIL_NULL_V(data, RS::SurfaceData());
{
uint8_t *w = ret.ptrw();
memcpy(w, data, s.index_buffer_size);
}
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
#endif
sd.index_data = ret;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
sd.index_data = RasterizerStorageGLES3::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 = RD::get_singleton()->buffer_get_data(s.lods[i].index_buffer);
lod.index_data = RasterizerStorageGLES3::buffer_get_data(GL_ELEMENT_ARRAY_BUFFER, s.lods[i].index_buffer, s.lods[i].index_buffer_size);
sd.lods.push_back(lod);
}
@ -723,17 +668,6 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
for (int i = 0; i < RS::ARRAY_INDEX; i++) {
if (!attribs[i].enabled) {
glDisableVertexAttribArray(i);
if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
if (i == RS::ARRAY_COLOR) {
glVertexAttrib4f(i, 1, 1, 1, 1);
} else if (i == RS::ARRAY_TEX_UV) {
glVertexAttrib2f(i, 1, 1);
} else if (i == RS::ARRAY_BONES) {
glVertexAttrib4f(i, 1, 1, 1, 1);
} else if (i == RS::ARRAY_WEIGHTS) {
glVertexAttrib4f(i, 1, 1, 1, 1);
}
}
continue;
}
if (i <= RS::ARRAY_TANGENT) {
@ -949,8 +883,8 @@ void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::
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 ? 4 : 0);
multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 4 : 0);
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>();
@ -977,7 +911,7 @@ int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const {
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) {
if (multimesh->mesh == p_mesh || p_mesh.is_null()) {
return;
}
multimesh->mesh = p_mesh;
@ -990,13 +924,12 @@ void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
//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
// Need to re-create AABB. Unfortunately, calling this has a penalty.
if (multimesh->buffer_set) {
// TODO add a function to RasterizerStorage to get data from a buffer
//Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
//const uint8_t *r = buffer.ptr();
//const float *data = (const float *)r;
//_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
Vector<uint8_t> buffer = RasterizerStorageGLES3::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);
}
}
@ -1017,10 +950,11 @@ void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
float *w = multimesh->data_cache.ptrw();
if (multimesh->buffer_set) {
//Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
Vector<uint8_t> buffer = RasterizerStorageGLES3::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());
const uint8_t *r = buffer.ptr();
memcpy(w, r, buffer.size());
}
} else {
memset(w, 0, (size_t)multimesh->instances * multimesh->stride_cache * sizeof(float));
@ -1186,14 +1120,12 @@ void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, con
_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;
dataptr[0] = p_color.r;
dataptr[1] = p_color.g;
dataptr[2] = p_color.b;
dataptr[3] = p_color.a;
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);
@ -1211,11 +1143,8 @@ void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_inde
float *w = multimesh->data_cache.ptrw();
float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
dataptr[0] = p_color.r;
dataptr[1] = p_color.g;
dataptr[2] = p_color.b;
dataptr[3] = p_color.a;
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);
@ -1306,11 +1235,12 @@ Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) co
const float *r = multimesh->data_cache.ptr();
const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
c.r = dataptr[0];
c.g = dataptr[1];
c.b = dataptr[2];
c.a = dataptr[3];
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;
@ -1329,11 +1259,12 @@ Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_ind
const float *r = multimesh->data_cache.ptr();
const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
c.r = dataptr[0];
c.g = dataptr[1];
c.b = dataptr[2];
c.a = dataptr[3];
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;
@ -1342,19 +1273,66 @@ Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_ind
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);
ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
{
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->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 = p_buffer;
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;
@ -1367,7 +1345,7 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
_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();
const float *data = multimesh->data_cache.ptr();
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
@ -1377,22 +1355,71 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b
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) {
return Vector<float>();
} else if (multimesh->data_cache.size()) {
return multimesh->data_cache;
ret = multimesh->data_cache;
} else {
//get from memory
// Buffer not cached, so fetch from GPU memory. This can be a stalling operation, avoid whenever possible.
//Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
Vector<float> ret;
Vector<uint8_t> buffer = RasterizerStorageGLES3::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());
//}
{
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;
}
}
@ -1439,7 +1466,7 @@ void MeshStorage::_update_dirty_multimeshes() {
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 * (uint32_t)multimesh->stride_cache * (uint32_t)sizeof(float)), data, GL_STATIC_DRAW);
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
@ -1463,8 +1490,7 @@ void MeshStorage::_update_dirty_multimeshes() {
multimesh->data_cache_used_dirty_regions = 0;
}
if (multimesh->aabb_dirty) {
//aabb is dirty..
if (multimesh->aabb_dirty && multimesh->mesh.is_valid()) {
_multimesh_re_create_aabb(multimesh, data, visible_instances);
multimesh->aabb_dirty = false;
multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);

View file

@ -90,6 +90,7 @@ struct Mesh {
struct LOD {
float edge_length = 0.0;
uint32_t index_count = 0;
uint32_t index_buffer_size = 0;
GLuint index_buffer;
};