[godot] Closes #2245, adds mesh based rendering for Godot 4.0, improving performance 100x fold.

This commit is contained in:
Mario Zechner 2023-02-13 14:55:26 +01:00
parent d9fff16b5f
commit 2751d76426
2 changed files with 107 additions and 26 deletions

View File

@ -33,6 +33,10 @@
#include "SpineSkeleton.h"
#include "SpineRendererObject.h"
#include "SpineSlotNode.h"
#include "core/math/transform_2d.h"
#include "core/variant/array.h"
#include "scene/resources/mesh.h"
#include "servers/rendering_server.h"
#if VERSION_MAJOR > 3
#include "core/config/engine.h"
@ -54,6 +58,14 @@ static spine::Vector<unsigned short> quad_indices;
static spine::Vector<float> scratch_vertices;
static Vector<Vector2> scratch_points;
static void clear_triangles(SpineMesh2D *mesh_instance) {
#if VERSION_MAJOR > 3
RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
#else
VisualServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
#endif
}
static void add_triangles(SpineMesh2D *mesh_instance,
const Vector<Point2> &vertices,
const Vector<Point2> &uvs,
@ -61,15 +73,7 @@ static void add_triangles(SpineMesh2D *mesh_instance,
const Vector<int> &indices,
SpineRendererObject *renderer_object) {
#if VERSION_MAJOR > 3
RenderingServer::get_singleton()->canvas_item_add_triangle_array(mesh_instance->get_canvas_item(),
indices,
vertices,
colors,
uvs,
Vector<int>(),
Vector<float>(),
renderer_object->canvas_texture.is_valid() ? renderer_object->canvas_texture->get_rid() : RID(),
-1);
mesh_instance->update_mesh(vertices, uvs, colors, indices, renderer_object);
#else
auto texture = renderer_object->texture;
auto normal_map = renderer_object->normal_map;
@ -99,8 +103,8 @@ void SpineMesh2D::_notification(int what) {
update();
#endif
break;
case NOTIFICATION_DRAW:
//clear_triangles(this);
case NOTIFICATION_DRAW:
clear_triangles(this);
if (renderer_object)
add_triangles(this, vertices, uvs, colors, indices, renderer_object);
break;
@ -112,6 +116,66 @@ void SpineMesh2D::_notification(int what) {
void SpineMesh2D::_bind_methods() {
}
void SpineMesh2D::update_mesh(const Vector<Point2> &vertices,
const Vector<Point2> &uvs,
const Vector<Color> &colors,
const Vector<int> &indices,
SpineRendererObject *renderer_object) {
#if VERSION_MAJOR > 3
if (!mesh.is_valid() || vertices.size() != num_vertices || indices.size() != num_indices || last_indices_id != indices_id) {
if (mesh.is_valid()) {
RS::get_singleton()->free(mesh);
}
mesh = RS::get_singleton()->mesh_create();
Array arrays;
arrays.resize(Mesh::ARRAY_MAX);
arrays[Mesh::ARRAY_VERTEX] = vertices;
arrays[Mesh::ARRAY_TEX_UV] = uvs;
arrays[Mesh::ARRAY_COLOR] = colors;
arrays[Mesh::ARRAY_INDEX] = indices;
RS::SurfaceData surface;
uint32_t skin_stride;
RS::get_singleton()->mesh_create_surface_data_from_arrays(&surface, (RS::PrimitiveType) Mesh::PRIMITIVE_TRIANGLES, arrays, TypedArray<Array>(), Dictionary(), Mesh::ArrayFormat::ARRAY_FLAG_USE_DYNAMIC_UPDATE);
RS::get_singleton()->mesh_add_surface(mesh, surface);
RS::get_singleton()->mesh_surface_make_offsets_from_format(surface.format, surface.vertex_count, surface.index_count, surface_offsets, vertex_stride, attribute_stride, skin_stride);
num_vertices = vertices.size();
num_indices = indices.size();
vertex_buffer = surface.vertex_data;
attribute_buffer = surface.attribute_data;
last_indices_id = indices_id;
} else {
AABB aabb_new;
uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
uint8_t color[4] = {
uint8_t(CLAMP(colors[0].r * 255.0, 0.0, 255.0)),
uint8_t(CLAMP(colors[0].g * 255.0, 0.0, 255.0)),
uint8_t(CLAMP(colors[0].b * 255.0, 0.0, 255.0)),
uint8_t(CLAMP(colors[0].a * 255.0, 0.0, 255.0))};
for (int i = 0; i < vertices.size(); i++) {
Vector2 vertex(vertices[i]);
if (i == 0) {
aabb_new.position = Vector3(vertex.x, vertex.y, 0);
aabb_new.size = Vector3();
} else {
aabb_new.expand_to(Vector3(vertex.x, vertex.y, 0));
}
float uv[2] = {(float) uvs[i].x, (float) uvs[i].y};
memcpy(&vertex_write_buffer[i * vertex_stride + surface_offsets[RS::ARRAY_VERTEX]], &vertex, sizeof(float) * 2);
memcpy(&attribute_write_buffer[i * attribute_stride + surface_offsets[RS::ARRAY_COLOR]], color, 4);
memcpy(&attribute_write_buffer[i * attribute_stride + surface_offsets[RS::ARRAY_TEX_UV]], uv, 8);
}
RS::get_singleton()->mesh_surface_update_vertex_region(mesh, 0, 0, vertex_buffer);
RS::get_singleton()->mesh_surface_update_attribute_region(mesh, 0, 0, attribute_buffer);
RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb_new);
}
RenderingServer::get_singleton()->canvas_item_add_mesh(this->get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1, 1), renderer_object->canvas_texture->get_rid());
#endif
}
void SpineSprite::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_skeleton_data_res", "skeleton_data_res"), &SpineSprite::set_skeleton_data_res);
ClassDB::bind_method(D_METHOD("get_skeleton_data_res"), &SpineSprite::get_skeleton_data_res);
@ -560,7 +624,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
spine::Attachment *attachment = slot->getAttachment();
SpineMesh2D *mesh_instance = mesh_instances[i];
mesh_instance->renderer_object = nullptr;
if (!attachment) {
skeleton_clipper->clipEnd(*slot);
continue;
@ -644,6 +708,7 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
}
mesh_instance->renderer_object = renderer_object;
mesh_instance->indices_id = (uint64_t)indices;
spine::BlendMode blend_mode = slot->getData().getBlendMode();
Ref<Material> custom_material;
@ -690,17 +755,18 @@ void SpineSprite::update_meshes(Ref<SpineSkeleton> skeleton_ref) {
// Set the custom material, or the default material
if (custom_material.is_valid()) mesh_instance->set_material(custom_material);
else
mesh_instance->set_material(default_materials[slot->getData().getBlendMode()]);
}
mesh_instance->set_material(default_materials[slot->getData().getBlendMode()]);
}
skeleton_clipper->clipEnd(*slot);
}
skeleton_clipper->clipEnd();
}
void SpineSprite::draw() {
if (!animation_state.is_valid() && !skeleton.is_valid()) return;
if (!animation_state.is_valid() && !skeleton.is_valid()) return;
if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) return;
RS::get_singleton()->canvas_item_clear(this->get_canvas_item());
auto mouse_position = get_local_mouse_position();
spine::Slot *hovered_slot = nullptr;
@ -827,9 +893,9 @@ void SpineSprite::draw() {
auto mouse_local_position = bone_transform.affine_inverse().xform(mouse_position);
if (GEOMETRY2D::is_point_in_polygon(mouse_local_position, scratch_points)) {
hovered_bone = bone;
}
}
}
if (debug_bones) {
auto &bones = skeleton->get_spine_object()->getBones();
for (int i = 0; i < (int) bones.size(); i++) {
@ -907,6 +973,7 @@ void SpineSprite::draw() {
#endif
}
#endif
}
void SpineSprite::draw_bone(spine::Bone *bone, const Color &color) {

View File

@ -55,16 +55,30 @@ protected:
Vector<Color> colors;
Vector<int> indices;
SpineRendererObject *renderer_object;
int slotIndex;
Attachment *attachment;
ArrayMesh *mesh;
uint64_t last_indices_id;
uint64_t indices_id;
RID mesh;
uint32_t surface_offsets[RS::ARRAY_MAX];
int num_vertices;
int num_indices;
PackedByteArray vertex_buffer;
PackedByteArray attribute_buffer;
uint32_t vertex_stride;
uint32_t attribute_stride;
public:
SpineMesh2D() : renderer_object(nullptr), slotIndex(-1), attachment(nullptr), mesh(nullptr) {};
~SpineMesh2D(){
if (mesh) memdelete(mesh);
};
ArrayMesh *get_mesh() {return mesh;};
SpineMesh2D() : renderer_object(nullptr), last_indices_id(0), indices_id(0), num_vertices(0), num_indices(0), vertex_stride(0), attribute_stride(0) {};
~SpineMesh2D() {
if (mesh.is_valid()) {
RS::get_singleton()->free(mesh);
}
}
void update_mesh(const Vector<Point2> &vertices,
const Vector<Point2> &uvs,
const Vector<Color> &colors,
const Vector<int> &indices,
SpineRendererObject *renderer_object);
};
class SpineSprite : public Node2D,