Merge pull request #21288 from karroffel/gles2-hardware-skeletons

[GLES2] enable hardware skeletons
This commit is contained in:
Thomas Herzog 2018-08-23 17:06:02 +02:00 committed by GitHub
commit 29ccd2be18
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 15 additions and 10 deletions

View file

@ -913,8 +913,8 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, p_skeleton != NULL);
// state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
// state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
switch (p_element->instance->base_type) {
@ -951,9 +951,9 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
} break;
}
if (false && storage->config.float_texture_supported) {
if (storage->config.float_texture_supported) {
if (p_skeleton) {
glActiveTexture(GL_TEXTURE4);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
}

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@ -384,6 +384,10 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_
case VS::TEXTURE_TYPE_3D: {
texture->images.resize(p_depth_3d);
} break;
default: {
ERR_PRINT("Unknown texture type!");
return;
}
}
Image::Format real_format;
@ -2848,7 +2852,11 @@ void RasterizerStorageGLES2::skeleton_allocate(RID p_skeleton, int p_bones, bool
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * 3, 1, 0, GL_RGB, GL_FLOAT, NULL);
#ifdef GLES_OVER_GL
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, p_bones * 3, 1, 0, GL_RGBA, GL_FLOAT, NULL);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, p_bones * 3, 1, 0, GL_RGBA, GL_FLOAT, NULL);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

View file

@ -168,7 +168,7 @@ void main() {
#ifdef USE_SKELETON
highp mat4 bone_transform = mat4(1.0);
highp mat4 bone_transform = mat4(0.0);
#ifdef USE_SKELETON_SOFTWARE
// passing the transform as attributes
@ -189,7 +189,7 @@ void main() {
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(1, 0)),
texel2DFetch(bone_transforms, skeleton_texture_size, tex_ofs + ivec2(2, 0)),
vec4(0.0, 0.0, 0.0, 1.0));
bone_transform += transpose(b) * bone_weights[i];
}
}

View file

@ -38,8 +38,5 @@ highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord)
float x_coord = float(2 * coord.x + 1) / float(size.x * 2);
float y_coord = float(2 * coord.y + 1) / float(size.y * 2);
x_coord = float(coord.x) / float(size.x);
y_coord = float(coord.y) / float(size.y);
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}