Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constant

Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
This commit is contained in:
Rémi Verschelde 2024-07-17 12:24:01 +02:00
commit c5e5fa3d9f
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3 changed files with 11 additions and 4 deletions

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@ -2058,6 +2058,10 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
uint32_t base_spec_constants = p_params->spec_constant_base_flags;
if (bool(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH)) {
base_spec_constants |= 1 << SPEC_CONSTANT_IS_MULTIMESH;
}
SceneState::PushConstant push_constant;
push_constant.base_index = i + p_params->element_offset;

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@ -81,6 +81,7 @@ private:
SPEC_CONSTANT_DISABLE_DECALS = 13,
SPEC_CONSTANT_DISABLE_FOG = 14,
SPEC_CONSTANT_USE_DEPTH_FOG = 16,
SPEC_CONSTANT_IS_MULTIMESH = 17,
};

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@ -76,6 +76,10 @@ void axis_angle_to_tbn(vec3 axis, float angle, out vec3 tangent, out vec3 binorm
normal = omc_axis.zzz * axis + vec3(-s_axis.y, s_axis.x, c);
}
/* Spec Constants */
layout(constant_id = 17) const bool sc_is_multimesh = false;
/* Varyings */
layout(location = 0) highp out vec3 vertex_interp;
@ -178,8 +182,6 @@ void main() {
color_interp = color_attrib;
#endif
bool is_multimesh = bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
mat4 model_matrix = instances.data[draw_call.instance_index].transform;
mat4 inv_view_matrix = scene_data.inv_view_matrix;
#ifdef USE_DOUBLE_PRECISION
@ -203,7 +205,7 @@ void main() {
mat4 matrix;
mat4 read_model_matrix = model_matrix;
if (is_multimesh) {
if (sc_is_multimesh) {
//multimesh, instances are for it
#ifdef USE_PARTICLE_TRAILS
@ -399,7 +401,7 @@ void main() {
// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
// We add the result to the vertex and ignore the final lost precision.
vec3 model_origin = model_matrix[3].xyz;
if (is_multimesh) {
if (sc_is_multimesh) {
vertex = mat3(matrix) * vertex;
model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
}