[godot] Added mesh based renderer, slower than cavvas_item_add_triangle_array due to no batching.

This commit is contained in:
Mario Zechner 2023-02-17 11:17:15 +01:00
parent bcf268462d
commit 55b6f43d9b
4 changed files with 83 additions and 3 deletions

View File

@ -31,4 +31,5 @@ vram_compression/import_etc2=false
batching/parameters/max_join_item_commands=100 batching/parameters/max_join_item_commands=100
batching/parameters/batch_buffer_size=65535 batching/parameters/batch_buffer_size=65535
batching/parameters/item_reordering_lookahead=100 batching/parameters/item_reordering_lookahead=100
batching/debug/diagnose_frame=true
environment/default_environment="res://default_env.tres" environment/default_environment="res://default_env.tres"

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@ -58,6 +58,7 @@ static spine::Vector<unsigned short> quad_indices;
static spine::Vector<float> scratch_vertices; static spine::Vector<float> scratch_vertices;
static Vector<Vector2> scratch_points; static Vector<Vector2> scratch_points;
static void clear_triangles(SpineMesh2D *mesh_instance) { static void clear_triangles(SpineMesh2D *mesh_instance) {
#if VERSION_MAJOR > 3 #if VERSION_MAJOR > 3
RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item()); RenderingServer::get_singleton()->canvas_item_clear(mesh_instance->get_canvas_item());
@ -74,6 +75,10 @@ static void add_triangles(SpineMesh2D *mesh_instance,
SpineRendererObject *renderer_object) { SpineRendererObject *renderer_object) {
#if VERSION_MAJOR > 3 #if VERSION_MAJOR > 3
mesh_instance->update_mesh(vertices, uvs, colors, indices, renderer_object); mesh_instance->update_mesh(vertices, uvs, colors, indices, renderer_object);
#else
#define USE_MESH 0
#if USE_MESH
mesh_instance->update_mesh(vertices, uvs, colors, indices, renderer_object);
#else #else
auto texture = renderer_object->texture; auto texture = renderer_object->texture;
auto normal_map = renderer_object->normal_map; auto normal_map = renderer_object->normal_map;
@ -88,6 +93,7 @@ static void add_triangles(SpineMesh2D *mesh_instance,
-1, -1,
normal_map.is_null() ? RID() : normal_map->get_rid()); normal_map.is_null() ? RID() : normal_map->get_rid());
#endif #endif
#endif
} }
void SpineMesh2D::_notification(int what) { void SpineMesh2D::_notification(int what) {
@ -173,6 +179,64 @@ void SpineMesh2D::update_mesh(const Vector<Point2> &vertices,
} }
RenderingServer::get_singleton()->canvas_item_add_mesh(this->get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1, 1), renderer_object->canvas_texture->get_rid()); RenderingServer::get_singleton()->canvas_item_add_mesh(this->get_canvas_item(), mesh, Transform2D(), Color(1, 1, 1, 1), renderer_object->canvas_texture->get_rid());
#else
if (!mesh.is_valid() || vertices.size() != num_vertices || indices.size() != num_indices || last_indices_id != indices_id) {
if (mesh.is_valid()) {
VS::get_singleton()->free(mesh);
}
mesh = VS::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;
uint32_t compress_format = (VS::ARRAY_COMPRESS_DEFAULT & ~VS::ARRAY_COMPRESS_TEX_UV);
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, (VS::PrimitiveType) Mesh::PRIMITIVE_TRIANGLES, arrays, Array(), compress_format);
int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
mesh_surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
mesh_buffer = VS::get_singleton()->mesh_surface_get_array(mesh, 0);
VS::get_singleton()->mesh_surface_make_offsets_from_format(mesh_surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets, mesh_stride);
num_vertices = vertices.size();
num_indices = indices.size();
last_indices_id = indices_id;
} else {
AABB aabb_new;
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
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(&write_buffer[i * mesh_stride[VS::ARRAY_VERTEX] + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertex, sizeof(float) * 2);
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TEX_UV] + mesh_surface_offsets[VS::ARRAY_TEX_UV]], uv, 8);
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_COLOR] + mesh_surface_offsets[VS::ARRAY_COLOR]], color, 4);
}
write_buffer.release();
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb_new);
}
VS::get_singleton()->canvas_item_add_mesh(
this->get_canvas_item(),
mesh,
Transform2D(),
Color(1, 1, 1, 1),
renderer_object->texture.is_null() ? RID() : renderer_object->texture->get_rid(),
renderer_object->normal_map.is_null() ? RID() : renderer_object->normal_map->get_rid());
#endif #endif
} }

View File

@ -67,6 +67,17 @@ protected:
PackedByteArray attribute_buffer; PackedByteArray attribute_buffer;
uint32_t vertex_stride; uint32_t vertex_stride;
uint32_t attribute_stride; uint32_t attribute_stride;
#else
uint64_t last_indices_id;
uint64_t indices_id;
RID mesh;
uint32_t surface_offsets[VS::ARRAY_MAX];
int num_vertices;
int num_indices;
uint32_t mesh_surface_offsets[VS::ARRAY_MAX];
PoolByteArray mesh_buffer;
uint32_t mesh_stride[VS::ARRAY_MAX];
uint32_t mesh_surface_format;
#endif #endif
public: public:
@ -78,8 +89,12 @@ public:
} }
} }
#else #else
SpineMesh2D() : renderer_object(nullptr){}; SpineMesh2D() : renderer_object(nullptr), last_indices_id(0), indices_id(0), num_vertices(0), num_indices(0){};
~SpineMesh2D() {} ~SpineMesh2D() {
if (mesh.is_valid()) {
VS::get_singleton()->free(mesh);
}
}
#endif #endif
void update_mesh(const Vector<Point2> &vertices, void update_mesh(const Vector<Point2> &vertices,