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Merge pull request #39867 from clayjohn/Sprite3D-mesh
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Use mesh instead of immediate for drawing Sprite3D
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akien-mga authored Jul 6, 2020
2 parents 3a91615 + 6c0ff26 commit 1f886d1
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Showing 4 changed files with 155 additions and 35 deletions.
2 changes: 1 addition & 1 deletion doc/classes/VisualServer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4431,7 +4431,7 @@
Flag used to mark that the array uses 16-bit bones instead of 8-bit.
</constant>
<constant name="ARRAY_COMPRESS_DEFAULT" value="97280" enum="ArrayFormat">
Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
</constant>
<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
Primitive to draw consists of points.
Expand Down
175 changes: 143 additions & 32 deletions scene/3d/sprite_3d.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -383,22 +383,73 @@ SpriteBase3D::SpriteBase3D() {
modulate = Color(1, 1, 1, 1);
pending_update = false;
opacity = 1.0;
immediate = VisualServer::get_singleton()->immediate_create();
set_base(immediate);

material = VisualServer::get_singleton()->material_create();
// Set defaults for material, names need to match up those in SpatialMaterial
VS::get_singleton()->material_set_param(material, "albedo", Color(1, 1, 1, 1));
VS::get_singleton()->material_set_param(material, "specular", 0.5);
VS::get_singleton()->material_set_param(material, "metallic", 0.0);
VS::get_singleton()->material_set_param(material, "roughness", 1.0);
VS::get_singleton()->material_set_param(material, "uv1_offset", Vector3(0, 0, 0));
VS::get_singleton()->material_set_param(material, "uv1_scale", Vector3(1, 1, 1));
VS::get_singleton()->material_set_param(material, "uv2_offset", Vector3(0, 0, 0));
VS::get_singleton()->material_set_param(material, "uv2_scale", Vector3(1, 1, 1));

mesh = VisualServer::get_singleton()->mesh_create();

PoolVector2Array mesh_vertices;
PoolVector3Array mesh_normals;
PoolRealArray mesh_tangents;
PoolColorArray mesh_colors;
PoolVector2Array mesh_uvs;

mesh_vertices.resize(4);
mesh_normals.resize(4);
mesh_tangents.resize(16);
mesh_colors.resize(4);
mesh_uvs.resize(4);

// create basic mesh and store format information
for (int i = 0; i < 4; i++) {
mesh_normals.write()[i] = Vector3(0.0, 0.0, 0.0);
mesh_tangents.write()[i * 4 + 0] = 0.0;
mesh_tangents.write()[i * 4 + 1] = 0.0;
mesh_tangents.write()[i * 4 + 2] = 0.0;
mesh_tangents.write()[i * 4 + 3] = 0.0;
mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
mesh_uvs.write()[i] = Vector2(0.0, 0.0);
mesh_vertices.write()[i] = Vector2(0.0, 0.0);
}

Array mesh_array;
mesh_array.resize(VS::ARRAY_MAX);
mesh_array[VS::ARRAY_VERTEX] = mesh_vertices;
mesh_array[VS::ARRAY_NORMAL] = mesh_normals;
mesh_array[VS::ARRAY_TANGENT] = mesh_tangents;
mesh_array[VS::ARRAY_COLOR] = mesh_colors;
mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;

VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array);
const uint32_t surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);

mesh_buffer = VS::get_singleton()->mesh_surface_get_array(mesh, 0);
mesh_stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets);
}

SpriteBase3D::~SpriteBase3D() {

VisualServer::get_singleton()->free(immediate);
VisualServer::get_singleton()->free(mesh);
VisualServer::get_singleton()->free(material);
}

///////////////////////////////////////////

void Sprite3D::_draw() {

RID immediate = get_immediate();
set_base(RID());

VS::get_singleton()->immediate_clear(immediate);
if (!texture.is_valid())
return;
Vector2 tsize = texture->get_size();
Expand Down Expand Up @@ -480,11 +531,6 @@ void Sprite3D::_draw() {
tangent = Plane(1, 0, 0, 1);
}

RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->immediate_set_material(immediate, mat);

VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid());

int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);

Expand All @@ -504,25 +550,61 @@ void Sprite3D::_draw() {

AABB aabb;

for (int i = 0; i < 4; i++) {
VS::get_singleton()->immediate_normal(immediate, normal);
VS::get_singleton()->immediate_tangent(immediate, tangent);
VS::get_singleton()->immediate_color(immediate, color);
VS::get_singleton()->immediate_uv(immediate, uvs[i]);
// Buffer is using default compression, so everything except position is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();

int8_t v_normal[4] = {
(int8_t)CLAMP(normal.x * 127, -128, 127),
(int8_t)CLAMP(normal.y * 127, -128, 127),
(int8_t)CLAMP(normal.z * 127, -128, 127),
0,
};

int8_t v_tangent[4] = {
(int8_t)CLAMP(tangent.normal.x * 127, -128, 127),
(int8_t)CLAMP(tangent.normal.y * 127, -128, 127),
(int8_t)CLAMP(tangent.normal.z * 127, -128, 127),
(int8_t)CLAMP(tangent.d * 127, -128, 127)
};

uint8_t v_color[4] = {
(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
};

for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate, vtx);
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}

uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);

write_buffer.release();

RID mesh = get_mesh();
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);

set_base(mesh);

RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}

void Sprite3D::set_texture(const Ref<Texture> &p_texture) {
Expand Down Expand Up @@ -716,8 +798,7 @@ Sprite3D::Sprite3D() {

void AnimatedSprite3D::_draw() {

RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
set_base(RID());

if (frames.is_null()) {
return;
Expand Down Expand Up @@ -808,12 +889,6 @@ void AnimatedSprite3D::_draw() {
tangent = Plane(1, 0, 0, -1);
}

RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);

VS::get_singleton()->immediate_set_material(immediate, mat);

VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid());

int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);

Expand All @@ -833,25 +908,61 @@ void AnimatedSprite3D::_draw() {

AABB aabb;

for (int i = 0; i < 4; i++) {
VS::get_singleton()->immediate_normal(immediate, normal);
VS::get_singleton()->immediate_tangent(immediate, tangent);
VS::get_singleton()->immediate_color(immediate, color);
VS::get_singleton()->immediate_uv(immediate, uvs[i]);
// Buffer is using default compression, so everything except position is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();

int8_t v_normal[4] = {
(int8_t)CLAMP(normal.x * 127, -128, 127),
(int8_t)CLAMP(normal.y * 127, -128, 127),
(int8_t)CLAMP(normal.z * 127, -128, 127),
0,
};

int8_t v_tangent[4] = {
(int8_t)CLAMP(tangent.normal.x * 127, -128, 127),
(int8_t)CLAMP(tangent.normal.y * 127, -128, 127),
(int8_t)CLAMP(tangent.normal.z * 127, -128, 127),
(int8_t)CLAMP(tangent.d * 127, -128, 127)
};

uint8_t v_color[4] = {
(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
};

for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
VS::get_singleton()->immediate_vertex(immediate, vtx);
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}

uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);

write_buffer.release();

RID mesh = get_mesh();
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);

set_base(mesh);

RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}

void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
Expand Down
11 changes: 9 additions & 2 deletions scene/3d/sprite_3d.h
Original file line number Diff line number Diff line change
Expand Up @@ -76,7 +76,8 @@ class SpriteBase3D : public GeometryInstance {
float pixel_size;
AABB aabb;

RID immediate;
RID mesh;
RID material;

bool flags[FLAG_MAX];
AlphaCutMode alpha_cut;
Expand All @@ -92,7 +93,13 @@ class SpriteBase3D : public GeometryInstance {
static void _bind_methods();
virtual void _draw() = 0;
_FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
_FORCE_INLINE_ RID &get_immediate() { return immediate; }
_FORCE_INLINE_ RID &get_mesh() { return mesh; }
_FORCE_INLINE_ RID &get_material() { return material; }

uint32_t mesh_surface_offsets[VS::ARRAY_MAX];
PoolByteArray mesh_buffer;
uint32_t mesh_stride;

void _queue_update();

public:
Expand Down
2 changes: 2 additions & 0 deletions scene/resources/material.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1838,6 +1838,8 @@ RID SpatialMaterial::get_material_rid_for_2d(bool p_shaded, bool p_transparent,
}

materials_for_2d[version] = material;
// flush before using so we can access the shader right away
flush_changes();

return materials_for_2d[version]->get_rid();
}
Expand Down

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