diff --git a/doc/classes/MeshInstance.xml b/doc/classes/MeshInstance.xml
index 40258e068421..870534a140fa 100644
--- a/doc/classes/MeshInstance.xml
+++ b/doc/classes/MeshInstance.xml
@@ -30,6 +30,15 @@
This helper creates a [StaticBody] child node with a [ConcavePolygonShape] collision shape calculated from the mesh geometry. It's mainly used for testing.
+
+
+
+
+
+
+ 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.
+
+
@@ -68,6 +77,10 @@
Sets the skin to be used by this instance.
+
+ 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.
+ See [member ProjectSettings.rendering/quality/skinning/software_skinning_fallback] for details about how software skinning is enabled.
+
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 6d0c3025f65a..c6553b4d75d9 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1177,6 +1177,16 @@
Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
+
+ Allows [MeshInstance] to perform skinning on the CPU when the hardware doesn't support the default GPU skinning process with GLES2.
+ If [code]false[/code], an alternative skinning process on the GPU is used in this case (slower in most cases).
+ See also [member rendering/quality/skinning/force_software_skinning].
+ [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.
+
+
+ Forces [MeshInstance] to always perform skinning on the CPU (applies to both GLES2 and GLES3).
+ See also [member rendering/quality/skinning/software_skinning_fallback].
+
The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
Larger branches can increase performance significantly in some projects.
diff --git a/doc/classes/VisualServer.xml b/doc/classes/VisualServer.xml
index 6642152749e9..3ea801172e30 100644
--- a/doc/classes/VisualServer.xml
+++ b/doc/classes/VisualServer.xml
@@ -1679,7 +1679,8 @@
- 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].
+ 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].
+ 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.
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 1ea85c3b46fa..c211f6377b0e 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -1473,6 +1473,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_depth_texture = false;
p_shader->spatial.uses_vertex = false;
+ p_shader->spatial.uses_tangent = false;
+ p_shader->spatial.uses_ensure_correct_normals = false;
p_shader->spatial.writes_modelview_or_projection = false;
p_shader->spatial.uses_world_coordinates = false;
@@ -1497,6 +1499,8 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
+ shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
+
shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
@@ -1506,6 +1510,11 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
+ // Use of any of these BUILTINS indicate the need for transformed tangents.
+ // This is needed to know when to transform tangents in software skinning.
+ shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
+ shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
+
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
@@ -1897,6 +1906,36 @@ bool RasterizerStorageGLES2::material_casts_shadows(RID p_material) {
return casts_shadows;
}
+bool RasterizerStorageGLES2::material_uses_tangents(RID p_material) {
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material, false);
+
+ if (!material->shader) {
+ return false;
+ }
+
+ if (material->shader->dirty_list.in_list()) {
+ _update_shader(material->shader);
+ }
+
+ return material->shader->spatial.uses_tangent;
+}
+
+bool RasterizerStorageGLES2::material_uses_ensure_correct_normals(RID p_material) {
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material, false);
+
+ if (!material->shader) {
+ return false;
+ }
+
+ if (material->shader->dirty_list.in_list()) {
+ _update_shader(material->shader);
+ }
+
+ return material->shader->spatial.uses_ensure_correct_normals;
+}
+
void RasterizerStorageGLES2::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
Material *material = material_owner.getornull(p_material);
@@ -5769,6 +5808,9 @@ bool RasterizerStorageGLES2::has_os_feature(const String &p_feature) const {
if (p_feature == "etc")
return config.etc1_supported;
+ if (p_feature == "skinning_fallback")
+ return config.use_skeleton_software;
+
return false;
}
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h
index c2618007300b..72089f31895d 100644
--- a/drivers/gles2/rasterizer_storage_gles2.h
+++ b/drivers/gles2/rasterizer_storage_gles2.h
@@ -503,6 +503,8 @@ class RasterizerStorageGLES2 : public RasterizerStorage {
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_time;
+ bool uses_tangent;
+ bool uses_ensure_correct_normals;
bool writes_modelview_or_projection;
bool uses_vertex_lighting;
bool uses_world_coordinates;
@@ -607,6 +609,8 @@ class RasterizerStorageGLES2 : public RasterizerStorage {
virtual bool material_is_animated(RID p_material);
virtual bool material_casts_shadows(RID p_material);
+ 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);
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 41286076e626..296be971cc1e 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -2342,6 +2342,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_depth_texture = false;
p_shader->spatial.uses_vertex = false;
+ p_shader->spatial.uses_tangent = false;
+ p_shader->spatial.uses_ensure_correct_normals = false;
p_shader->spatial.writes_modelview_or_projection = false;
p_shader->spatial.uses_world_coordinates = false;
@@ -2366,6 +2368,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_scene.render_mode_flags["world_vertex_coords"] = &p_shader->spatial.uses_world_coordinates;
+ shaders.actions_scene.render_mode_flags["ensure_correct_normals"] = &p_shader->spatial.uses_ensure_correct_normals;
+
shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
shaders.actions_scene.usage_flag_pointers["ALPHA_SCISSOR"] = &p_shader->spatial.uses_alpha_scissor;
@@ -2375,6 +2379,11 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_scene.usage_flag_pointers["DEPTH_TEXTURE"] = &p_shader->spatial.uses_depth_texture;
shaders.actions_scene.usage_flag_pointers["TIME"] = &p_shader->spatial.uses_time;
+ // Use of any of these BUILTINS indicate the need for transformed tangents.
+ // This is needed to know when to transform tangents in software skinning.
+ shaders.actions_scene.usage_flag_pointers["TANGENT"] = &p_shader->spatial.uses_tangent;
+ shaders.actions_scene.usage_flag_pointers["NORMALMAP"] = &p_shader->spatial.uses_tangent;
+
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
@@ -2726,6 +2735,36 @@ bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) {
return casts_shadows;
}
+bool RasterizerStorageGLES3::material_uses_tangents(RID p_material) {
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material, false);
+
+ if (!material->shader) {
+ return false;
+ }
+
+ if (material->shader->dirty_list.in_list()) {
+ _update_shader(material->shader);
+ }
+
+ return material->shader->spatial.uses_tangent;
+}
+
+bool RasterizerStorageGLES3::material_uses_ensure_correct_normals(RID p_material) {
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material, false);
+
+ if (!material->shader) {
+ return false;
+ }
+
+ if (material->shader->dirty_list.in_list()) {
+ _update_shader(material->shader);
+ }
+
+ return material->shader->spatial.uses_ensure_correct_normals;
+}
+
void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) {
Material *material = material_owner.get(p_material);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 685bd803542e..13dc8d7b3188 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -499,6 +499,8 @@ class RasterizerStorageGLES3 : public RasterizerStorage {
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_time;
+ bool uses_tangent;
+ bool uses_ensure_correct_normals;
bool writes_modelview_or_projection;
bool uses_vertex_lighting;
bool uses_world_coordinates;
@@ -606,6 +608,8 @@ class RasterizerStorageGLES3 : public RasterizerStorage {
virtual bool material_is_animated(RID p_material);
virtual bool material_casts_shadows(RID p_material);
+ 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);
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp
index e14fa9e9afa4..511c436ef812 100644
--- a/scene/3d/mesh_instance.cpp
+++ b/scene/3d/mesh_instance.cpp
@@ -32,9 +32,11 @@
#include "collision_shape.h"
#include "core/core_string_names.h"
+#include "core/project_settings.h"
#include "physics_body.h"
#include "scene/resources/material.h"
#include "scene/scene_string_names.h"
+#include "servers/visual/visual_server_globals.h"
#include "skeleton.h"
bool MeshInstance::_set(const StringName &p_name, const Variant &p_value) {
@@ -116,6 +118,16 @@ void MeshInstance::set_mesh(const Ref &p_mesh) {
materials.clear();
}
+ if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
+ ERR_FAIL_COND(!skin_ref->get_skeleton_node());
+ skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
+ }
+
+ if (software_skinning) {
+ memdelete(software_skinning);
+ software_skinning = nullptr;
+ }
+
mesh = p_mesh;
blend_shape_tracks.clear();
@@ -132,7 +144,7 @@ void MeshInstance::set_mesh(const Ref &p_mesh) {
mesh->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_mesh_changed);
materials.resize(mesh->get_surface_count());
- set_base(mesh->get_rid());
+ _initialize_skinning();
} else {
set_base(RID());
@@ -163,15 +175,328 @@ void MeshInstance::_resolve_skeleton_path() {
}
}
+ if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled() && is_visible_in_tree()) {
+ ERR_FAIL_COND(!skin_ref->get_skeleton_node());
+ skin_ref->get_skeleton_node()->disconnect("skeleton_updated", this, "_update_skinning");
+ }
+
skin_ref = new_skin_reference;
+ software_skinning_flags &= ~SoftwareSkinning::FLAG_BONES_READY;
+
+ _initialize_skinning();
+}
+
+bool MeshInstance::_is_global_software_skinning_enabled() {
+ // Check if forced in project settings.
+ if (GLOBAL_GET("rendering/quality/skinning/force_software_skinning")) {
+ return true;
+ }
+
+ // Check if enabled in project settings.
+ if (!GLOBAL_GET("rendering/quality/skinning/software_skinning_fallback")) {
+ return false;
+ }
+
+ // Check if requested by renderer settings.
+ return VSG::storage->has_os_feature("skinning_fallback");
+}
+
+bool MeshInstance::_is_software_skinning_enabled() const {
+ // Using static local variable which will be initialized only once,
+ // so _is_global_software_skinning_enabled can be only called once on first use.
+ static bool global_software_skinning = _is_global_software_skinning_enabled();
+ return global_software_skinning;
+}
+
+void MeshInstance::_initialize_skinning(bool p_force_reset) {
+ if (mesh.is_null()) {
+ return;
+ }
+
+ VisualServer *visual_server = VisualServer::get_singleton();
+
+ bool update_mesh = false;
+
if (skin_ref.is_valid()) {
- VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), skin_ref->get_skeleton());
+ if (_is_software_skinning_enabled()) {
+ if (is_visible_in_tree()) {
+ 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()->connect("skeleton_updated", this, "_update_skinning");
+ }
+ }
+
+ if (p_force_reset && software_skinning) {
+ memdelete(software_skinning);
+ software_skinning = nullptr;
+ }
+
+ if (!software_skinning) {
+ software_skinning = memnew(SoftwareSkinning);
+
+ if (mesh->get_blend_shape_count() > 0) {
+ ERR_PRINT("Blend shapes are not supported for software skinning.");
+ }
+
+ Ref software_mesh;
+ software_mesh.instance();
+ RID mesh_rid = software_mesh->get_rid();
+
+ // Initialize mesh for dynamic update.
+ int surface_count = mesh->get_surface_count();
+ software_skinning->surface_data.resize(surface_count);
+ for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
+ ERR_CONTINUE(Mesh::PRIMITIVE_TRIANGLES != mesh->surface_get_primitive_type(surface_index));
+
+ SoftwareSkinning::SurfaceData &surface_data = software_skinning->surface_data[surface_index];
+ surface_data.transform_tangents = false;
+ surface_data.ensure_correct_normals = false;
+
+ uint32_t format = mesh->surface_get_format(surface_index);
+ ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_VERTEX));
+ ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_BONES));
+ ERR_CONTINUE(0 == (format & Mesh::ARRAY_FORMAT_WEIGHTS));
+
+ format |= Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE;
+ format &= ~Mesh::ARRAY_COMPRESS_VERTEX;
+ format &= ~Mesh::ARRAY_COMPRESS_WEIGHTS;
+ format &= ~Mesh::ARRAY_FLAG_USE_16_BIT_BONES;
+
+ 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 mat = get_active_material(surface_index);
+ if (mat.is_valid()) {
+ Ref 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 = 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 {
- VisualServer::get_singleton()->instance_attach_skeleton(get_instance(), RID());
+ 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 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 &p_skin) {
skin_internal = p_skin;
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 &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 MeshInstance::get_surface_material(int p_surface) const {
@@ -306,9 +646,63 @@ Ref MeshInstance::get_surface_material(int p_surface) const {
return materials[p_surface];
}
-void MeshInstance::_mesh_changed() {
+Ref MeshInstance::get_active_material(int p_surface) const {
+ Ref material_override = get_material_override();
+ if (material_override.is_valid()) {
+ return material_override;
+ }
+
+ Ref surface_material = get_surface_material(p_surface);
+ if (surface_material.is_valid()) {
+ return surface_material;
+ }
+
+ Ref mesh = get_mesh();
+ if (mesh.is_valid()) {
+ return mesh->surface_get_material(p_surface);
+ }
+
+ return Ref();
+}
+void MeshInstance::set_material_override(const Ref &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;
+ }
}
diff --git a/scene/3d/mesh_instance.h b/scene/3d/mesh_instance.h
index fd5f60a5d74d..6e88d71e7282 100644
--- a/scene/3d/mesh_instance.h
+++ b/scene/3d/mesh_instance.h
@@ -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 @@ class MeshInstance : public GeometryInstance {
Ref 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_instance;
+ LocalVector surface_data;
+ };
+
+ SoftwareSkinning *software_skinning;
+ uint32_t software_skinning_flags;
+
struct BlendShapeTrack {
int idx;
@@ -63,6 +90,12 @@ class MeshInstance : public GeometryInstance {
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 @@ class MeshInstance : public GeometryInstance {
int get_surface_material_count() const;
void set_surface_material(int p_surface, const Ref &p_material);
Ref get_surface_material(int p_surface) const;
+ Ref get_active_material(int p_surface) const;
+
+ virtual void set_material_override(const Ref &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();
diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp
index 8a47d9e8716b..aafa52d16ae7 100644
--- a/scene/3d/skeleton.cpp
+++ b/scene/3d/skeleton.cpp
@@ -53,6 +53,10 @@ RID SkinReference::get_skeleton() const {
return skeleton;
}
+Skeleton *SkinReference::get_skeleton_node() const {
+ return skeleton_node;
+}
+
Ref 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);
}
diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h
index 74f9f76c475f..473ba6cc5d32 100644
--- a/scene/3d/skeleton.h
+++ b/scene/3d/skeleton.h
@@ -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;
uint32_t bind_count = 0;
uint64_t skeleton_version = 0;
Vector skin_bone_indices;
- uint32_t *skin_bone_indices_ptrs;
+ uint32_t *skin_bone_indices_ptrs = nullptr;
void _skin_changed();
protected:
@@ -61,6 +61,7 @@ class SkinReference : public Reference {
public:
RID get_skeleton() const;
+ Skeleton *get_skeleton_node() const;
Ref get_skin() const;
~SkinReference();
};
diff --git a/scene/3d/visual_instance.h b/scene/3d/visual_instance.h
index f115748952c5..3e784a6a160e 100644
--- a/scene/3d/visual_instance.h
+++ b/scene/3d/visual_instance.h
@@ -132,7 +132,7 @@ class GeometryInstance : public VisualInstance {
void set_lod_max_hysteresis(float p_dist);
float get_lod_max_hysteresis() const;
- void set_material_override(const Ref &p_material);
+ virtual void set_material_override(const Ref &p_material);
Ref get_material_override() const;
void set_extra_cull_margin(float p_margin);
diff --git a/servers/visual/rasterizer.cpp b/servers/visual/rasterizer.cpp
index 77c716379a6c..7bc27ebbdaaa 100644
--- a/servers/visual/rasterizer.cpp
+++ b/servers/visual/rasterizer.cpp
@@ -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;
+}
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 3d76ae7177ac..f1d1716fb1ec 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -264,6 +264,8 @@ class RasterizerStorage {
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;
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index 1c8b87bdc2b8..1293b176aca9 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -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"));