Skeletal deform working

This commit is contained in:
Juan Linietsky 2018-05-04 09:32:40 -03:00
parent 0bc07f8ff3
commit 3bd0ca2a2d
5 changed files with 147 additions and 98 deletions

View file

@ -287,7 +287,8 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
if (state.using_skeleton) {
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TO_OBJECT_LOCAL_MATRIX, state.skeleton_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
}
if (storage->frame.current_rt) {
state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
@ -306,11 +307,17 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
uint32_t buffer_ofs = 0;
//vertex
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//color
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif
if (p_singlecolor) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
@ -327,6 +334,10 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
buffer_ofs += sizeof(Color) * p_vertex_count;
}
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
@ -338,11 +349,16 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif
if (p_bones && p_weights) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
glEnableVertexAttribArray(VS::ARRAY_BONES);
glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
//glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(int) * 4 * p_vertex_count;
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
@ -355,6 +371,10 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
}
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
#endif
//bind the indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
@ -1145,7 +1165,8 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (!skeleton->use_2d) {
skeleton = NULL;
} else {
state.skeleton_transform = ci->final_transform.affine_inverse() * (p_transform * skeleton->base_transform_2d);
state.skeleton_transform = p_transform * skeleton->base_transform_2d;
state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
}
}

View file

@ -86,6 +86,7 @@ public:
Transform2D final_transform;
bool using_skeleton;
Transform2D skeleton_transform;
Transform2D skeleton_transform_inverse;
} state;

View file

@ -58,7 +58,8 @@ out highp vec2 pixel_size_interp;
#ifdef USE_SKELETON
uniform mediump sampler2D skeleton_texture; // texunit:-1
uniform mat4 skeleton_to_object_local_matrix;
uniform highp mat4 skeleton_transform;
uniform highp mat4 skeleton_transform_inverse;
#endif
#ifdef USE_LIGHTING
@ -156,6 +157,36 @@ void main() {
#endif
#define extra_matrix extra_matrix2
{
VERTEX_SHADER_CODE
}
#ifdef USE_NINEPATCH
pixel_size_interp=abs(dst_rect.zw) * vertex;
#endif
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
#undef extra_matrix
color_interp = color;
#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec+0.5).xy;
#endif
#ifdef USE_SKELETON
if (bone_weights!=vec4(0.0)){ //must be a valid bone
@ -192,42 +223,13 @@ void main() {
texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0)
) * bone_weights.w;
mat4 bone_matrix = /*skeleton_to_object_local_matrix */ transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0)));
mat4 bone_matrix = skeleton_transform * transpose(mat4(m[0],m[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0))) * skeleton_transform_inverse;
outvec = bone_matrix * outvec;
}
#endif
#define extra_matrix extra_matrix2
{
VERTEX_SHADER_CODE
}
#ifdef USE_NINEPATCH
pixel_size_interp=abs(dst_rect.zw) * vertex;
#endif
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
#endif
#undef extra_matrix
color_interp = color;
#ifdef USE_PIXEL_SNAP
outvec.xy=floor(outvec+0.5).xy;
#endif
gl_Position = projection_matrix * outvec;
#ifdef USE_LIGHTING

View file

@ -380,23 +380,23 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
uv_drag_from = Vector2(mb->get_position().x, mb->get_position().y);
uv_drag = true;
uv_prev = node->get_uv();
points_prev = node->get_uv();
if (uv_edit_mode[0]->is_pressed()) { //edit uv
uv_prev = node->get_uv();
points_prev = node->get_uv();
} else { //edit polygon
uv_prev = node->get_polygon();
points_prev = node->get_polygon();
}
uv_move_current = uv_mode;
if (uv_move_current == UV_MODE_CREATE) {
if (!uv_create) {
uv_prev.resize(0);
points_prev.resize(0);
Vector2 tuv = mtx.affine_inverse().xform(Vector2(mb->get_position().x, mb->get_position().y));
uv_prev.push_back(tuv);
points_prev.push_back(tuv);
uv_create_to = tuv;
uv_drag_index = 0;
point_drag_index = 0;
uv_drag_from = tuv;
uv_drag = true;
uv_create = true;
@ -404,18 +404,18 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
uv_create_poly_prev = node->get_polygon();
uv_create_bones_prev = node->call("_get_bones");
splits_prev = node->get_splits();
node->set_polygon(uv_prev);
node->set_uv(uv_prev);
node->set_polygon(points_prev);
node->set_uv(points_prev);
} else {
Vector2 tuv = mtx.affine_inverse().xform(Vector2(mb->get_position().x, mb->get_position().y));
if (uv_prev.size() > 3 && tuv.distance_to(uv_prev[0]) < 8) {
if (points_prev.size() > 3 && tuv.distance_to(points_prev[0]) < 8) {
undo_redo->create_action(TTR("Create Polygon & UV"));
undo_redo->add_do_method(node, "set_uv", node->get_uv());
undo_redo->add_undo_method(node, "set_uv", uv_prev);
undo_redo->add_undo_method(node, "set_uv", points_prev);
undo_redo->add_do_method(node, "set_polygon", node->get_polygon());
undo_redo->add_undo_method(node, "set_polygon", uv_prev);
undo_redo->add_undo_method(node, "set_polygon", points_prev);
undo_redo->add_do_method(node, "clear_bones");
undo_redo->add_undo_method(node, "_set_bones", node->call("_get_bones"));
undo_redo->add_do_method(uv_edit_draw, "update");
@ -425,12 +425,12 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
uv_create = false;
_uv_mode(UV_MODE_EDIT_POINT);
} else {
uv_prev.push_back(tuv);
uv_drag_index = uv_prev.size() - 1;
points_prev.push_back(tuv);
point_drag_index = points_prev.size() - 1;
uv_drag_from = tuv;
}
node->set_polygon(uv_prev);
node->set_uv(uv_prev);
node->set_polygon(points_prev);
node->set_uv(points_prev);
}
}
@ -446,34 +446,34 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
if (uv_move_current == UV_MODE_EDIT_POINT) {
uv_drag_index = -1;
for (int i = 0; i < uv_prev.size(); i++) {
point_drag_index = -1;
for (int i = 0; i < points_prev.size(); i++) {
Vector2 tuv = mtx.xform(uv_prev[i]);
Vector2 tuv = mtx.xform(points_prev[i]);
if (tuv.distance_to(Vector2(mb->get_position().x, mb->get_position().y)) < 8) {
uv_drag_from = tuv;
uv_drag_index = i;
point_drag_index = i;
}
}
if (uv_drag_index == -1) {
if (point_drag_index == -1) {
uv_drag = false;
}
}
if (uv_move_current == UV_MODE_ADD_SPLIT) {
int drag_index = -1;
drag_index = -1;
for (int i = 0; i < uv_prev.size(); i++) {
int split_to_index = -1;
split_to_index = -1;
for (int i = 0; i < points_prev.size(); i++) {
Vector2 tuv = mtx.xform(uv_prev[i]);
Vector2 tuv = mtx.xform(points_prev[i]);
if (tuv.distance_to(Vector2(mb->get_position().x, mb->get_position().y)) < 8) {
drag_index = i;
split_to_index = i;
}
}
if (drag_index == -1) {
if (split_to_index == -1) {
split_create = false;
return;
}
@ -481,41 +481,65 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
if (split_create) {
split_create = false;
if (drag_index < uv_drag_index) {
SWAP(drag_index, uv_drag_index);
if (split_to_index < point_drag_index) {
SWAP(split_to_index, point_drag_index);
}
bool valid = true;
if (drag_index == uv_drag_index) {
String split_error;
if (split_to_index == point_drag_index) {
split_error = TTR("Split point with itself.");
valid = false;
}
if (drag_index + 1 == uv_drag_index) {
if (split_to_index + 1 == point_drag_index) {
//not a split,goes along the edge
split_error = TTR("Split can't form an existing edge.");
valid = false;
}
if (drag_index == uv_prev.size() - 1 && uv_drag_index == 0) {
if (split_to_index == points_prev.size() - 1 && point_drag_index == 0) {
//not a split,goes along the edge
split_error = TTR("Split can't form an existing edge.");
valid = false;
}
for (int i = 0; i < splits_prev.size(); i += 2) {
if (splits_prev[i] == uv_drag_index && splits_prev[i + 1] == drag_index) {
if (splits_prev[i] == point_drag_index && splits_prev[i + 1] == split_to_index) {
//already exists
split_error = TTR("Split already exists.");
valid = false;
}
if (splits_prev[i] > uv_drag_index && splits_prev[i + 1] > drag_index) {
//crossing
valid = false;
break;
}
if (splits_prev[i] < uv_drag_index && splits_prev[i + 1] < drag_index) {
//crossing opposite direction
int a_state; //-1, outside split, 0 split point, +1, inside split
if (point_drag_index == splits_prev[i] || point_drag_index == splits_prev[i + 1]) {
a_state = 0;
} else if (point_drag_index < splits_prev[i] || point_drag_index > splits_prev[i + 1]) {
a_state = -1;
} else {
a_state = 1;
}
int b_state; //-1, outside split, 0 split point, +1, inside split
if (split_to_index == splits_prev[i] || split_to_index == splits_prev[i + 1]) {
b_state = 0;
} else if (split_to_index < splits_prev[i] || split_to_index > splits_prev[i + 1]) {
b_state = -1;
} else {
b_state = 1;
}
if (b_state * a_state < 0) {
//crossing
split_error = "Split crosses another split.";
valid = false;
break;
}
}
if (valid) {
splits_prev.push_back(uv_drag_index);
splits_prev.push_back(drag_index);
splits_prev.push_back(point_drag_index);
splits_prev.push_back(split_to_index);
undo_redo->create_action(TTR("Add Split"));
@ -525,13 +549,14 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
undo_redo->add_undo_method(uv_edit_draw, "update");
undo_redo->commit_action();
} else {
error->set_text(TTR("Invalid Split"));
error->set_text(TTR("Invalid Split: ") + split_error);
error->popup_centered_minsize();
}
} else {
uv_drag_index = drag_index;
point_drag_index = split_to_index;
split_create = true;
splits_prev = node->get_splits();
uv_create_to = mtx.affine_inverse().xform(Vector2(mb->get_position().x, mb->get_position().y));
}
}
@ -539,11 +564,11 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
if (uv_move_current == UV_MODE_REMOVE_SPLIT) {
for (int i = 0; i < splits_prev.size(); i += 2) {
if (splits_prev[i] < 0 || splits_prev[i] >= uv_prev.size())
if (splits_prev[i] < 0 || splits_prev[i] >= points_prev.size())
continue;
if (splits_prev[i + 1] < 0 || splits_prev[i] >= uv_prev.size())
if (splits_prev[i + 1] < 0 || splits_prev[i] >= points_prev.size())
continue;
Vector2 e[2] = { mtx.xform(uv_prev[splits_prev[i]]), mtx.xform(uv_prev[splits_prev[i + 1]]) };
Vector2 e[2] = { mtx.xform(points_prev[splits_prev[i]]), mtx.xform(points_prev[splits_prev[i + 1]]) };
Vector2 mp = Vector2(mb->get_position().x, mb->get_position().y);
Vector2 cp = Geometry::get_closest_point_to_segment_2d(mp, e);
if (cp.distance_to(mp) < 8) {
@ -574,7 +599,7 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
}
}
if (bone_selected != -1 && node->get_bone_weights(bone_selected).size() == uv_prev.size()) {
if (bone_selected != -1 && node->get_bone_weights(bone_selected).size() == points_prev.size()) {
prev_weights = node->get_bone_weights(bone_selected);
bone_painting = true;
@ -588,10 +613,10 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
if (uv_edit_mode[0]->is_pressed()) { //edit uv
undo_redo->add_do_method(node, "set_uv", node->get_uv());
undo_redo->add_undo_method(node, "set_uv", uv_prev);
undo_redo->add_undo_method(node, "set_uv", points_prev);
} else if (uv_edit_mode[1]->is_pressed()) { //edit polygon
undo_redo->add_do_method(node, "set_polygon", node->get_polygon());
undo_redo->add_undo_method(node, "set_polygon", uv_prev);
undo_redo->add_undo_method(node, "set_polygon", points_prev);
}
undo_redo->add_do_method(uv_edit_draw, "update");
undo_redo->add_undo_method(uv_edit_draw, "update");
@ -624,9 +649,9 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
uv_drag = false;
if (uv_edit_mode[0]->is_pressed()) { //edit uv
node->set_uv(uv_prev);
node->set_uv(points_prev);
} else if (uv_edit_mode[1]->is_pressed()) { //edit polygon
node->set_polygon(uv_prev);
node->set_polygon(points_prev);
}
uv_edit_draw->update();
} else if (split_create) {
@ -669,8 +694,8 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
} break;
case UV_MODE_EDIT_POINT: {
PoolVector<Vector2> uv_new = uv_prev;
uv_new.set(uv_drag_index, uv_new[uv_drag_index] + drag);
PoolVector<Vector2> uv_new = points_prev;
uv_new.set(point_drag_index, uv_new[point_drag_index] + drag);
if (uv_edit_mode[0]->is_pressed()) { //edit uv
node->set_uv(uv_new);
@ -680,7 +705,7 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
} break;
case UV_MODE_MOVE: {
PoolVector<Vector2> uv_new = uv_prev;
PoolVector<Vector2> uv_new = points_prev;
for (int i = 0; i < uv_new.size(); i++)
uv_new.set(i, uv_new[i] + drag);
@ -694,16 +719,16 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
case UV_MODE_ROTATE: {
Vector2 center;
PoolVector<Vector2> uv_new = uv_prev;
PoolVector<Vector2> uv_new = points_prev;
for (int i = 0; i < uv_new.size(); i++)
center += uv_prev[i];
center += points_prev[i];
center /= uv_new.size();
float angle = (uv_drag_from - mtx.xform(center)).normalized().angle_to((uv_drag_to - mtx.xform(center)).normalized());
for (int i = 0; i < uv_new.size(); i++) {
Vector2 rel = uv_prev[i] - center;
Vector2 rel = points_prev[i] - center;
rel = rel.rotated(angle);
uv_new.set(i, center + rel);
}
@ -718,10 +743,10 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
case UV_MODE_SCALE: {
Vector2 center;
PoolVector<Vector2> uv_new = uv_prev;
PoolVector<Vector2> uv_new = points_prev;
for (int i = 0; i < uv_new.size(); i++)
center += uv_prev[i];
center += points_prev[i];
center /= uv_new.size();
float from_dist = uv_drag_from.distance_to(mtx.xform(center));
@ -732,7 +757,7 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
float scale = to_dist / from_dist;
for (int i = 0; i < uv_new.size(); i++) {
Vector2 rel = uv_prev[i] - center;
Vector2 rel = points_prev[i] - center;
rel = rel * scale;
uv_new.set(i, center + rel);
}
@ -760,7 +785,7 @@ void Polygon2DEditor::_uv_input(const Ref<InputEvent> &p_input) {
PoolVector<float>::Write w = painted_weights.write();
PoolVector<float>::Read r = prev_weights.read();
PoolVector<Vector2>::Read rv = uv_prev.read();
PoolVector<Vector2>::Read rv = points_prev.read();
for (int i = 0; i < pc; i++) {
if (mtx.xform(rv[i]).distance_to(bone_paint_pos) < radius) {
@ -899,7 +924,7 @@ void Polygon2DEditor::_uv_draw() {
}
if (split_create) {
Vector2 from = uvs[uv_drag_index];
Vector2 from = uvs[point_drag_index];
Vector2 to = uv_create_to;
uv_edit_draw->draw_line(mtx.xform(from), mtx.xform(to), Color(0.9, 0.5, 0.5), 2);
}
@ -1232,7 +1257,7 @@ Polygon2DEditor::Polygon2DEditor(EditorNode *p_editor) :
uv_edit_draw->connect("draw", this, "_uv_draw");
uv_edit_draw->connect("gui_input", this, "_uv_input");
uv_draw_zoom = 1.0;
uv_drag_index = -1;
point_drag_index = -1;
uv_drag = false;
uv_create = false;
updating_uv_scroll = false;

View file

@ -99,14 +99,14 @@ class Polygon2DEditor : public AbstractPolygon2DEditor {
Vector2 uv_draw_ofs;
float uv_draw_zoom;
PoolVector<Vector2> uv_prev;
PoolVector<Vector2> points_prev;
PoolVector<Vector2> uv_create_uv_prev;
PoolVector<Vector2> uv_create_poly_prev;
Array uv_create_bones_prev;
PoolVector<int> splits_prev;
Vector2 uv_create_to;
int uv_drag_index;
int point_drag_index;
bool uv_drag;
bool uv_create;
bool split_create;