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/*************************************************************************/
/* rasterizer_storage_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "rasterizer_scene_gles3.h"
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# include "os/os.h"
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# include "project_settings.h"
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# include "rasterizer_canvas_gles3.h"
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# ifndef GLES_OVER_GL
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# define glClearDepth glClearDepthf
# endif
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static const GLenum _cube_side_enum [ 6 ] = {
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X ,
GL_TEXTURE_CUBE_MAP_POSITIVE_X ,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y ,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y ,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z ,
} ;
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static _FORCE_INLINE_ void store_transform2d ( const Transform2D & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . elements [ 0 ] [ 1 ] ;
p_array [ 2 ] = 0 ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_mtx . elements [ 1 ] [ 0 ] ;
p_array [ 5 ] = p_mtx . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = 0 ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = 0 ;
p_array [ 9 ] = 0 ;
p_array [ 10 ] = 1 ;
p_array [ 11 ] = 0 ;
p_array [ 12 ] = p_mtx . elements [ 2 ] [ 0 ] ;
p_array [ 13 ] = p_mtx . elements [ 2 ] [ 1 ] ;
p_array [ 14 ] = 0 ;
p_array [ 15 ] = 1 ;
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}
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static _FORCE_INLINE_ void store_transform ( const Transform & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . basis . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . basis . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . basis . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_mtx . basis . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . basis . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . basis . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_mtx . basis . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_mtx . basis . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_mtx . basis . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
p_array [ 12 ] = p_mtx . origin . x ;
p_array [ 13 ] = p_mtx . origin . y ;
p_array [ 14 ] = p_mtx . origin . z ;
p_array [ 15 ] = 1 ;
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}
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static _FORCE_INLINE_ void store_camera ( const CameraMatrix & p_mtx , float * p_array ) {
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for ( int i = 0 ; i < 4 ; i + + ) {
for ( int j = 0 ; j < 4 ; j + + ) {
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p_array [ i * 4 + j ] = p_mtx . matrix [ i ] [ j ] ;
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}
}
}
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/* SHADOW ATLAS API */
RID RasterizerSceneGLES3 : : shadow_atlas_create ( ) {
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ShadowAtlas * shadow_atlas = memnew ( ShadowAtlas ) ;
shadow_atlas - > fbo = 0 ;
shadow_atlas - > depth = 0 ;
shadow_atlas - > size = 0 ;
shadow_atlas - > smallest_subdiv = 0 ;
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for ( int i = 0 ; i < 4 ; i + + ) {
shadow_atlas - > size_order [ i ] = i ;
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}
return shadow_atlas_owner . make_rid ( shadow_atlas ) ;
}
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void RasterizerSceneGLES3 : : shadow_atlas_set_size ( RID p_atlas , int p_size ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_atlas ) ;
ERR_FAIL_COND ( ! shadow_atlas ) ;
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ERR_FAIL_COND ( p_size < 0 ) ;
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p_size = next_power_of_2 ( p_size ) ;
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if ( p_size = = shadow_atlas - > size )
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return ;
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// erasing atlas
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if ( shadow_atlas - > fbo ) {
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glDeleteTextures ( 1 , & shadow_atlas - > depth ) ;
glDeleteFramebuffers ( 1 , & shadow_atlas - > fbo ) ;
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shadow_atlas - > depth = 0 ;
shadow_atlas - > fbo = 0 ;
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}
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for ( int i = 0 ; i < 4 ; i + + ) {
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//clear subdivisions
shadow_atlas - > quadrants [ i ] . shadows . resize ( 0 ) ;
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shadow_atlas - > quadrants [ i ] . shadows . resize ( 1 < < shadow_atlas - > quadrants [ i ] . subdivision ) ;
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}
//erase shadow atlas reference from lights
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for ( Map < RID , uint32_t > : : Element * E = shadow_atlas - > shadow_owners . front ( ) ; E ; E = E - > next ( ) ) {
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LightInstance * li = light_instance_owner . getornull ( E - > key ( ) ) ;
ERR_CONTINUE ( ! li ) ;
li - > shadow_atlases . erase ( p_atlas ) ;
}
//clear owners
shadow_atlas - > shadow_owners . clear ( ) ;
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shadow_atlas - > size = p_size ;
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if ( shadow_atlas - > size ) {
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glGenFramebuffers ( 1 , & shadow_atlas - > fbo ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , shadow_atlas - > fbo ) ;
// Create a texture for storing the depth
glActiveTexture ( GL_TEXTURE0 ) ;
glGenTextures ( 1 , & shadow_atlas - > depth ) ;
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
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glTexImage2D ( GL_TEXTURE_2D , 0 , GL_DEPTH_COMPONENT24 , shadow_atlas - > size , shadow_atlas - > size , 0 ,
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GL_DEPTH_COMPONENT , GL_UNSIGNED_INT , NULL ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT ,
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GL_TEXTURE_2D , shadow_atlas - > depth , 0 ) ;
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glViewport ( 0 , 0 , shadow_atlas - > size , shadow_atlas - > size ) ;
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glClearDepth ( 0.0f ) ;
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glClear ( GL_DEPTH_BUFFER_BIT ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
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}
}
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void RasterizerSceneGLES3 : : shadow_atlas_set_quadrant_subdivision ( RID p_atlas , int p_quadrant , int p_subdivision ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_atlas ) ;
ERR_FAIL_COND ( ! shadow_atlas ) ;
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ERR_FAIL_INDEX ( p_quadrant , 4 ) ;
ERR_FAIL_INDEX ( p_subdivision , 16384 ) ;
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uint32_t subdiv = next_power_of_2 ( p_subdivision ) ;
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if ( subdiv & 0xaaaaaaaa ) { //sqrt(subdiv) must be integer
subdiv < < = 1 ;
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}
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subdiv = int ( Math : : sqrt ( ( float ) subdiv ) ) ;
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//obtain the number that will be x*x
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if ( shadow_atlas - > quadrants [ p_quadrant ] . subdivision = = subdiv )
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return ;
//erase all data from quadrant
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for ( int i = 0 ; i < shadow_atlas - > quadrants [ p_quadrant ] . shadows . size ( ) ; i + + ) {
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if ( shadow_atlas - > quadrants [ p_quadrant ] . shadows [ i ] . owner . is_valid ( ) ) {
shadow_atlas - > shadow_owners . erase ( shadow_atlas - > quadrants [ p_quadrant ] . shadows [ i ] . owner ) ;
LightInstance * li = light_instance_owner . getornull ( shadow_atlas - > quadrants [ p_quadrant ] . shadows [ i ] . owner ) ;
ERR_CONTINUE ( ! li ) ;
li - > shadow_atlases . erase ( p_atlas ) ;
}
}
shadow_atlas - > quadrants [ p_quadrant ] . shadows . resize ( 0 ) ;
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shadow_atlas - > quadrants [ p_quadrant ] . shadows . resize ( subdiv * subdiv ) ;
shadow_atlas - > quadrants [ p_quadrant ] . subdivision = subdiv ;
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//cache the smallest subdiv (for faster allocation in light update)
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shadow_atlas - > smallest_subdiv = 1 < < 30 ;
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for ( int i = 0 ; i < 4 ; i + + ) {
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if ( shadow_atlas - > quadrants [ i ] . subdivision ) {
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shadow_atlas - > smallest_subdiv = MIN ( shadow_atlas - > smallest_subdiv , shadow_atlas - > quadrants [ i ] . subdivision ) ;
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}
}
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if ( shadow_atlas - > smallest_subdiv = = 1 < < 30 ) {
shadow_atlas - > smallest_subdiv = 0 ;
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}
//resort the size orders, simple bublesort for 4 elements..
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int swaps = 0 ;
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do {
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swaps = 0 ;
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for ( int i = 0 ; i < 3 ; i + + ) {
if ( shadow_atlas - > quadrants [ shadow_atlas - > size_order [ i ] ] . subdivision < shadow_atlas - > quadrants [ shadow_atlas - > size_order [ i + 1 ] ] . subdivision ) {
SWAP ( shadow_atlas - > size_order [ i ] , shadow_atlas - > size_order [ i + 1 ] ) ;
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swaps + + ;
}
}
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} while ( swaps > 0 ) ;
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}
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bool RasterizerSceneGLES3 : : _shadow_atlas_find_shadow ( ShadowAtlas * shadow_atlas , int * p_in_quadrants , int p_quadrant_count , int p_current_subdiv , uint64_t p_tick , int & r_quadrant , int & r_shadow ) {
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for ( int i = p_quadrant_count - 1 ; i > = 0 ; i - - ) {
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int qidx = p_in_quadrants [ i ] ;
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if ( shadow_atlas - > quadrants [ qidx ] . subdivision = = p_current_subdiv ) {
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return false ;
}
//look for an empty space
int sc = shadow_atlas - > quadrants [ qidx ] . shadows . size ( ) ;
ShadowAtlas : : Quadrant : : Shadow * sarr = shadow_atlas - > quadrants [ qidx ] . shadows . ptr ( ) ;
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int found_free_idx = - 1 ; //found a free one
int found_used_idx = - 1 ; //found existing one, must steal it
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uint64_t min_pass ; // pass of the existing one, try to use the least recently used one (LRU fashion)
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for ( int j = 0 ; j < sc ; j + + ) {
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if ( ! sarr [ j ] . owner . is_valid ( ) ) {
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found_free_idx = j ;
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break ;
}
LightInstance * sli = light_instance_owner . getornull ( sarr [ j ] . owner ) ;
ERR_CONTINUE ( ! sli ) ;
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if ( sli - > last_scene_pass ! = scene_pass ) {
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//was just allocated, don't kill it so soon, wait a bit..
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if ( p_tick - sarr [ j ] . alloc_tick < shadow_atlas_realloc_tolerance_msec )
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continue ;
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if ( found_used_idx = = - 1 | | sli - > last_scene_pass < min_pass ) {
found_used_idx = j ;
min_pass = sli - > last_scene_pass ;
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}
}
}
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if ( found_free_idx = = - 1 & & found_used_idx = = - 1 )
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continue ; //nothing found
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if ( found_free_idx = = - 1 & & found_used_idx ! = - 1 ) {
found_free_idx = found_used_idx ;
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}
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r_quadrant = qidx ;
r_shadow = found_free_idx ;
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return true ;
}
return false ;
}
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bool RasterizerSceneGLES3 : : shadow_atlas_update_light ( RID p_atlas , RID p_light_intance , float p_coverage , uint64_t p_light_version ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_atlas ) ;
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ERR_FAIL_COND_V ( ! shadow_atlas , false ) ;
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LightInstance * li = light_instance_owner . getornull ( p_light_intance ) ;
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ERR_FAIL_COND_V ( ! li , false ) ;
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if ( shadow_atlas - > size = = 0 | | shadow_atlas - > smallest_subdiv = = 0 ) {
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return false ;
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}
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uint32_t quad_size = shadow_atlas - > size > > 1 ;
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int desired_fit = MIN ( quad_size / shadow_atlas - > smallest_subdiv , next_power_of_2 ( quad_size * p_coverage ) ) ;
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int valid_quadrants [ 4 ] ;
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int valid_quadrant_count = 0 ;
int best_size = - 1 ; //best size found
int best_subdiv = - 1 ; //subdiv for the best size
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//find the quadrants this fits into, and the best possible size it can fit into
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for ( int i = 0 ; i < 4 ; i + + ) {
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int q = shadow_atlas - > size_order [ i ] ;
int sd = shadow_atlas - > quadrants [ q ] . subdivision ;
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if ( sd = = 0 )
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continue ; //unused
int max_fit = quad_size / sd ;
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if ( best_size ! = - 1 & & max_fit > best_size )
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break ; //too large
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valid_quadrants [ valid_quadrant_count + + ] = q ;
best_subdiv = sd ;
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if ( max_fit > = desired_fit ) {
best_size = max_fit ;
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}
}
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ERR_FAIL_COND_V ( valid_quadrant_count = = 0 , false ) ;
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uint64_t tick = OS : : get_singleton ( ) - > get_ticks_msec ( ) ;
//see if it already exists
if ( shadow_atlas - > shadow_owners . has ( p_light_intance ) ) {
//it does!
uint32_t key = shadow_atlas - > shadow_owners [ p_light_intance ] ;
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uint32_t q = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t s = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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bool should_realloc = shadow_atlas - > quadrants [ q ] . subdivision ! = best_subdiv & & ( shadow_atlas - > quadrants [ q ] . shadows [ s ] . alloc_tick - tick > shadow_atlas_realloc_tolerance_msec ) ;
bool should_redraw = shadow_atlas - > quadrants [ q ] . shadows [ s ] . version ! = p_light_version ;
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if ( ! should_realloc ) {
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shadow_atlas - > quadrants [ q ] . shadows [ s ] . version = p_light_version ;
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//already existing, see if it should redraw or it's just OK
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return should_redraw ;
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}
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int new_quadrant , new_shadow ;
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//find a better place
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if ( _shadow_atlas_find_shadow ( shadow_atlas , valid_quadrants , valid_quadrant_count , shadow_atlas - > quadrants [ q ] . subdivision , tick , new_quadrant , new_shadow ) ) {
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//found a better place!
ShadowAtlas : : Quadrant : : Shadow * sh = & shadow_atlas - > quadrants [ new_quadrant ] . shadows [ new_shadow ] ;
if ( sh - > owner . is_valid ( ) ) {
//is taken, but is invalid, erasing it
shadow_atlas - > shadow_owners . erase ( sh - > owner ) ;
LightInstance * sli = light_instance_owner . get ( sh - > owner ) ;
sli - > shadow_atlases . erase ( p_atlas ) ;
}
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//erase previous
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shadow_atlas - > quadrants [ q ] . shadows [ s ] . version = 0 ;
shadow_atlas - > quadrants [ q ] . shadows [ s ] . owner = RID ( ) ;
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sh - > owner = p_light_intance ;
sh - > alloc_tick = tick ;
sh - > version = p_light_version ;
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//make new key
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key = new_quadrant < < ShadowAtlas : : QUADRANT_SHIFT ;
key | = new_shadow ;
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//update it in map
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shadow_atlas - > shadow_owners [ p_light_intance ] = key ;
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//make it dirty, as it should redraw anyway
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return true ;
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}
//no better place for this shadow found, keep current
//already existing, see if it should redraw or it's just OK
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shadow_atlas - > quadrants [ q ] . shadows [ s ] . version = p_light_version ;
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return should_redraw ;
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}
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int new_quadrant , new_shadow ;
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//find a better place
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if ( _shadow_atlas_find_shadow ( shadow_atlas , valid_quadrants , valid_quadrant_count , - 1 , tick , new_quadrant , new_shadow ) ) {
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//found a better place!
ShadowAtlas : : Quadrant : : Shadow * sh = & shadow_atlas - > quadrants [ new_quadrant ] . shadows [ new_shadow ] ;
if ( sh - > owner . is_valid ( ) ) {
//is taken, but is invalid, erasing it
shadow_atlas - > shadow_owners . erase ( sh - > owner ) ;
LightInstance * sli = light_instance_owner . get ( sh - > owner ) ;
sli - > shadow_atlases . erase ( p_atlas ) ;
}
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sh - > owner = p_light_intance ;
sh - > alloc_tick = tick ;
sh - > version = p_light_version ;
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//make new key
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uint32_t key = new_quadrant < < ShadowAtlas : : QUADRANT_SHIFT ;
key | = new_shadow ;
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//update it in map
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shadow_atlas - > shadow_owners [ p_light_intance ] = key ;
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//make it dirty, as it should redraw anyway
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return true ;
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}
//no place to allocate this light, apologies
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return false ;
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}
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void RasterizerSceneGLES3 : : set_directional_shadow_count ( int p_count ) {
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directional_shadow . light_count = p_count ;
directional_shadow . current_light = 0 ;
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}
int RasterizerSceneGLES3 : : get_directional_light_shadow_size ( RID p_light_intance ) {
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ERR_FAIL_COND_V ( directional_shadow . light_count = = 0 , 0 ) ;
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int shadow_size ;
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if ( directional_shadow . light_count = = 1 ) {
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shadow_size = directional_shadow . size ;
} else {
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shadow_size = directional_shadow . size / 2 ; //more than 4 not supported anyway
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}
LightInstance * light_instance = light_instance_owner . getornull ( p_light_intance ) ;
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ERR_FAIL_COND_V ( ! light_instance , 0 ) ;
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switch ( light_instance - > light_ptr - > directional_shadow_mode ) {
case VS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL :
break ; //none
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case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS :
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case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS : shadow_size / = 2 ; break ;
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}
return shadow_size ;
}
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//////////////////////////////////////////////////////
RID RasterizerSceneGLES3 : : reflection_atlas_create ( ) {
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ReflectionAtlas * reflection_atlas = memnew ( ReflectionAtlas ) ;
reflection_atlas - > subdiv = 0 ;
reflection_atlas - > color = 0 ;
reflection_atlas - > size = 0 ;
for ( int i = 0 ; i < 6 ; i + + ) {
reflection_atlas - > fbo [ i ] = 0 ;
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}
return reflection_atlas_owner . make_rid ( reflection_atlas ) ;
}
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void RasterizerSceneGLES3 : : reflection_atlas_set_size ( RID p_ref_atlas , int p_size ) {
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ReflectionAtlas * reflection_atlas = reflection_atlas_owner . getornull ( p_ref_atlas ) ;
ERR_FAIL_COND ( ! reflection_atlas ) ;
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int size = next_power_of_2 ( p_size ) ;
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if ( size = = reflection_atlas - > size )
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return ;
if ( reflection_atlas - > size ) {
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for ( int i = 0 ; i < 6 ; i + + ) {
glDeleteFramebuffers ( 1 , & reflection_atlas - > fbo [ i ] ) ;
reflection_atlas - > fbo [ i ] = 0 ;
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}
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glDeleteTextures ( 1 , & reflection_atlas - > color ) ;
reflection_atlas - > color = 0 ;
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}
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reflection_atlas - > size = size ;
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for ( int i = 0 ; i < reflection_atlas - > reflections . size ( ) ; i + + ) {
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//erase probes reference to this
if ( reflection_atlas - > reflections [ i ] . owner . is_valid ( ) ) {
ReflectionProbeInstance * reflection_probe_instance = reflection_probe_instance_owner . getornull ( reflection_atlas - > reflections [ i ] . owner ) ;
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reflection_atlas - > reflections [ i ] . owner = RID ( ) ;
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ERR_CONTINUE ( ! reflection_probe_instance ) ;
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reflection_probe_instance - > reflection_atlas_index = - 1 ;
reflection_probe_instance - > atlas = RID ( ) ;
reflection_probe_instance - > render_step = - 1 ;
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}
}
if ( reflection_atlas - > size ) {
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bool use_float = true ;
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GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2 ;
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GLenum format = GL_RGBA ;
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GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV ;
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// Create a texture for storing the color
glActiveTexture ( GL_TEXTURE0 ) ;
glGenTextures ( 1 , & reflection_atlas - > color ) ;
glBindTexture ( GL_TEXTURE_2D , reflection_atlas - > color ) ;
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int mmsize = reflection_atlas - > size ;
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glTexStorage2DCustom ( GL_TEXTURE_2D , 6 , internal_format , mmsize , mmsize , format , type ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_BASE_LEVEL , 0 ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAX_LEVEL , 5 ) ;
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for ( int i = 0 ; i < 6 ; i + + ) {
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glGenFramebuffers ( 1 , & reflection_atlas - > fbo [ i ] ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , reflection_atlas - > fbo [ i ] ) ;
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glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , reflection_atlas - > color , i ) ;
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GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
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ERR_CONTINUE ( status ! = GL_FRAMEBUFFER_COMPLETE ) ;
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glDisable ( GL_SCISSOR_TEST ) ;
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glViewport ( 0 , 0 , mmsize , mmsize ) ;
glClearColor ( 0 , 0 , 0 , 0 ) ;
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glClear ( GL_COLOR_BUFFER_BIT ) ; //it needs to be cleared, to avoid generating garbage
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mmsize > > = 1 ;
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}
}
}
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void RasterizerSceneGLES3 : : reflection_atlas_set_subdivision ( RID p_ref_atlas , int p_subdiv ) {
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ReflectionAtlas * reflection_atlas = reflection_atlas_owner . getornull ( p_ref_atlas ) ;
ERR_FAIL_COND ( ! reflection_atlas ) ;
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uint32_t subdiv = next_power_of_2 ( p_subdiv ) ;
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if ( subdiv & 0xaaaaaaaa ) { //sqrt(subdiv) must be integer
subdiv < < = 1 ;
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}
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subdiv = int ( Math : : sqrt ( ( float ) subdiv ) ) ;
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if ( reflection_atlas - > subdiv = = subdiv )
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return ;
if ( subdiv ) {
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for ( int i = 0 ; i < reflection_atlas - > reflections . size ( ) ; i + + ) {
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//erase probes reference to this
if ( reflection_atlas - > reflections [ i ] . owner . is_valid ( ) ) {
ReflectionProbeInstance * reflection_probe_instance = reflection_probe_instance_owner . getornull ( reflection_atlas - > reflections [ i ] . owner ) ;
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reflection_atlas - > reflections [ i ] . owner = RID ( ) ;
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ERR_CONTINUE ( ! reflection_probe_instance ) ;
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reflection_probe_instance - > reflection_atlas_index = - 1 ;
reflection_probe_instance - > atlas = RID ( ) ;
reflection_probe_instance - > render_step = - 1 ;
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}
}
}
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reflection_atlas - > subdiv = subdiv ;
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reflection_atlas - > reflections . resize ( subdiv * subdiv ) ;
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}
////////////////////////////////////////////////////
RID RasterizerSceneGLES3 : : reflection_probe_instance_create ( RID p_probe ) {
RasterizerStorageGLES3 : : ReflectionProbe * probe = storage - > reflection_probe_owner . getornull ( p_probe ) ;
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ERR_FAIL_COND_V ( ! probe , RID ( ) ) ;
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ReflectionProbeInstance * rpi = memnew ( ReflectionProbeInstance ) ;
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rpi - > probe_ptr = probe ;
rpi - > self = reflection_probe_instance_owner . make_rid ( rpi ) ;
rpi - > probe = p_probe ;
rpi - > reflection_atlas_index = - 1 ;
rpi - > render_step = - 1 ;
rpi - > last_pass = 0 ;
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return rpi - > self ;
}
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void RasterizerSceneGLES3 : : reflection_probe_instance_set_transform ( RID p_instance , const Transform & p_transform ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND ( ! rpi ) ;
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rpi - > transform = p_transform ;
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}
void RasterizerSceneGLES3 : : reflection_probe_release_atlas_index ( RID p_instance ) {
ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND ( ! rpi ) ;
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if ( rpi - > reflection_atlas_index = = - 1 )
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return ;
ReflectionAtlas * reflection_atlas = reflection_atlas_owner . getornull ( rpi - > atlas ) ;
ERR_FAIL_COND ( ! reflection_atlas ) ;
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ERR_FAIL_INDEX ( rpi - > reflection_atlas_index , reflection_atlas - > reflections . size ( ) ) ;
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ERR_FAIL_COND ( reflection_atlas - > reflections [ rpi - > reflection_atlas_index ] . owner ! = rpi - > self ) ;
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reflection_atlas - > reflections [ rpi - > reflection_atlas_index ] . owner = RID ( ) ;
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rpi - > reflection_atlas_index = - 1 ;
rpi - > atlas = RID ( ) ;
rpi - > render_step = - 1 ;
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}
bool RasterizerSceneGLES3 : : reflection_probe_instance_needs_redraw ( RID p_instance ) {
ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , false ) ;
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return rpi - > reflection_atlas_index = = - 1 | | rpi - > probe_ptr - > update_mode = = VS : : REFLECTION_PROBE_UPDATE_ALWAYS ;
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}
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bool RasterizerSceneGLES3 : : reflection_probe_instance_has_reflection ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , false ) ;
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return rpi - > reflection_atlas_index ! = - 1 ;
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}
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bool RasterizerSceneGLES3 : : reflection_probe_instance_begin_render ( RID p_instance , RID p_reflection_atlas ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , false ) ;
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2017-03-05 15:44:50 +00:00
rpi - > render_step = 0 ;
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if ( rpi - > reflection_atlas_index ! = - 1 ) {
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return true ; //got one already
}
ReflectionAtlas * reflection_atlas = reflection_atlas_owner . getornull ( p_reflection_atlas ) ;
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ERR_FAIL_COND_V ( ! reflection_atlas , false ) ;
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2017-03-05 15:44:50 +00:00
if ( reflection_atlas - > size = = 0 | | reflection_atlas - > subdiv = = 0 ) {
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return false ;
}
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int best_free = - 1 ;
int best_used = - 1 ;
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uint64_t best_used_frame ;
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for ( int i = 0 ; i < reflection_atlas - > reflections . size ( ) ; i + + ) {
if ( reflection_atlas - > reflections [ i ] . owner = = RID ( ) ) {
best_free = i ;
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break ;
}
2017-03-05 15:44:50 +00:00
if ( rpi - > render_step < 0 & & reflection_atlas - > reflections [ i ] . last_frame < storage - > frame . count & &
( best_used = = - 1 | | reflection_atlas - > reflections [ i ] . last_frame < best_used_frame ) ) {
best_used = i ;
best_used_frame = reflection_atlas - > reflections [ i ] . last_frame ;
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}
}
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if ( best_free = = - 1 & & best_used = = - 1 ) {
return false ; // sorry, can not do. Try again next frame.
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}
2017-03-05 15:44:50 +00:00
if ( best_free = = - 1 ) {
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//find best from what is used
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best_free = best_used ;
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ReflectionProbeInstance * victim_rpi = reflection_probe_instance_owner . getornull ( reflection_atlas - > reflections [ best_free ] . owner ) ;
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ERR_FAIL_COND_V ( ! victim_rpi , false ) ;
victim_rpi - > atlas = RID ( ) ;
victim_rpi - > reflection_atlas_index = - 1 ;
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}
2017-03-05 15:44:50 +00:00
reflection_atlas - > reflections [ best_free ] . owner = p_instance ;
reflection_atlas - > reflections [ best_free ] . last_frame = storage - > frame . count ;
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rpi - > reflection_atlas_index = best_free ;
rpi - > atlas = p_reflection_atlas ;
rpi - > render_step = 0 ;
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return true ;
}
bool RasterizerSceneGLES3 : : reflection_probe_instance_postprocess_step ( RID p_instance ) {
ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , true ) ;
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ReflectionAtlas * reflection_atlas = reflection_atlas_owner . getornull ( rpi - > atlas ) ;
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ERR_FAIL_COND_V ( ! reflection_atlas , false ) ;
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ERR_FAIL_COND_V ( rpi - > render_step > = 6 , true ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , reflection_atlas - > fbo [ rpi - > render_step ] ) ;
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state . cube_to_dp_shader . bind ( ) ;
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int target_size = reflection_atlas - > size / reflection_atlas - > subdiv ;
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int cubemap_index = reflection_cubemaps . size ( ) - 1 ;
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for ( int i = reflection_cubemaps . size ( ) - 1 ; i > = 0 ; i - - ) {
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//find appropriate cubemap to render to
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if ( reflection_cubemaps [ i ] . size > target_size * 2 )
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break ;
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cubemap_index = i ;
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}
glDisable ( GL_BLEND ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_CUBE_MAP , reflection_cubemaps [ cubemap_index ] . cubemap ) ;
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glDisable ( GL_CULL_FACE ) ;
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storage - > shaders . cubemap_filter . set_conditional ( CubemapFilterShaderGLES3 : : USE_DUAL_PARABOLOID , true ) ;
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storage - > shaders . cubemap_filter . bind ( ) ;
int cell_size = reflection_atlas - > size / reflection_atlas - > subdiv ;
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for ( int i = 0 ; i < rpi - > render_step ; i + + ) {
cell_size > > = 1 ; //mipmaps!
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}
int x = ( rpi - > reflection_atlas_index % reflection_atlas - > subdiv ) * cell_size ;
int y = ( rpi - > reflection_atlas_index / reflection_atlas - > subdiv ) * cell_size ;
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int width = cell_size ;
int height = cell_size ;
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storage - > shaders . cubemap_filter . set_conditional ( CubemapFilterShaderGLES3 : : USE_DIRECT_WRITE , rpi - > render_step = = 0 ) ;
storage - > shaders . cubemap_filter . set_conditional ( CubemapFilterShaderGLES3 : : LOW_QUALITY , rpi - > probe_ptr - > update_mode = = VS : : REFLECTION_PROBE_UPDATE_ALWAYS ) ;
for ( int i = 0 ; i < 2 ; i + + ) {
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storage - > shaders . cubemap_filter . set_uniform ( CubemapFilterShaderGLES3 : : Z_FLIP , i = = 0 ) ;
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storage - > shaders . cubemap_filter . set_uniform ( CubemapFilterShaderGLES3 : : ROUGHNESS , rpi - > render_step / 5.0 ) ;
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uint32_t local_width = width , local_height = height ;
uint32_t local_x = x , local_y = y ;
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local_height / = 2 ;
local_y + = i * local_height ;
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glViewport ( local_x , local_y , local_width , local_height ) ;
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_copy_screen ( ) ;
}
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storage - > shaders . cubemap_filter . set_conditional ( CubemapFilterShaderGLES3 : : USE_DIRECT_WRITE , false ) ;
storage - > shaders . cubemap_filter . set_conditional ( CubemapFilterShaderGLES3 : : LOW_QUALITY , false ) ;
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rpi - > render_step + + ;
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return rpi - > render_step = = 6 ;
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}
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/* ENVIRONMENT API */
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RID RasterizerSceneGLES3 : : environment_create ( ) {
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Environment * env = memnew ( Environment ) ;
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return environment_owner . make_rid ( env ) ;
}
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void RasterizerSceneGLES3 : : environment_set_background ( RID p_env , VS : : EnvironmentBG p_bg ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > bg_mode = p_bg ;
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}
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void RasterizerSceneGLES3 : : environment_set_sky ( RID p_env , RID p_sky ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > sky = p_sky ;
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}
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void RasterizerSceneGLES3 : : environment_set_sky_scale ( RID p_env , float p_scale ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > sky_scale = p_scale ;
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}
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void RasterizerSceneGLES3 : : environment_set_bg_color ( RID p_env , const Color & p_color ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > bg_color = p_color ;
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}
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void RasterizerSceneGLES3 : : environment_set_bg_energy ( RID p_env , float p_energy ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > bg_energy = p_energy ;
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}
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void RasterizerSceneGLES3 : : environment_set_canvas_max_layer ( RID p_env , int p_max_layer ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > canvas_max_layer = p_max_layer ;
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}
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void RasterizerSceneGLES3 : : environment_set_ambient_light ( RID p_env , const Color & p_color , float p_energy , float p_sky_contribution ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > ambient_color = p_color ;
env - > ambient_energy = p_energy ;
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env - > ambient_sky_contribution = p_sky_contribution ;
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}
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void RasterizerSceneGLES3 : : environment_set_dof_blur_far ( RID p_env , bool p_enable , float p_distance , float p_transition , float p_amount , VS : : EnvironmentDOFBlurQuality p_quality ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > dof_blur_far_enabled = p_enable ;
env - > dof_blur_far_distance = p_distance ;
env - > dof_blur_far_transition = p_transition ;
env - > dof_blur_far_amount = p_amount ;
env - > dof_blur_far_quality = p_quality ;
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}
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void RasterizerSceneGLES3 : : environment_set_dof_blur_near ( RID p_env , bool p_enable , float p_distance , float p_transition , float p_amount , VS : : EnvironmentDOFBlurQuality p_quality ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > dof_blur_near_enabled = p_enable ;
env - > dof_blur_near_distance = p_distance ;
env - > dof_blur_near_transition = p_transition ;
env - > dof_blur_near_amount = p_amount ;
env - > dof_blur_near_quality = p_quality ;
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}
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void RasterizerSceneGLES3 : : environment_set_glow ( RID p_env , bool p_enable , int p_level_flags , float p_intensity , float p_strength , float p_bloom_threshold , VS : : EnvironmentGlowBlendMode p_blend_mode , float p_hdr_bleed_threshold , float p_hdr_bleed_scale , bool p_bicubic_upscale ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > glow_enabled = p_enable ;
env - > glow_levels = p_level_flags ;
env - > glow_intensity = p_intensity ;
env - > glow_strength = p_strength ;
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env - > glow_bloom = p_bloom_threshold ;
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env - > glow_blend_mode = p_blend_mode ;
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env - > glow_hdr_bleed_threshold = p_hdr_bleed_threshold ;
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env - > glow_hdr_bleed_scale = p_hdr_bleed_scale ;
env - > glow_bicubic_upscale = p_bicubic_upscale ;
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}
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void RasterizerSceneGLES3 : : environment_set_fog ( RID p_env , bool p_enable , float p_begin , float p_end , RID p_gradient_texture ) {
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}
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void RasterizerSceneGLES3 : : environment_set_ssr ( RID p_env , bool p_enable , int p_max_steps , float p_fade_in , float p_fade_out , float p_depth_tolerance , bool p_roughness ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > ssr_enabled = p_enable ;
env - > ssr_max_steps = p_max_steps ;
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env - > ssr_fade_in = p_fade_in ;
env - > ssr_fade_out = p_fade_out ;
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env - > ssr_depth_tolerance = p_depth_tolerance ;
env - > ssr_roughness = p_roughness ;
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}
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void RasterizerSceneGLES3 : : environment_set_ssao ( RID p_env , bool p_enable , float p_radius , float p_intensity , float p_radius2 , float p_intensity2 , float p_bias , float p_light_affect , const Color & p_color , bool p_blur ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > ssao_enabled = p_enable ;
env - > ssao_radius = p_radius ;
env - > ssao_intensity = p_intensity ;
env - > ssao_radius2 = p_radius2 ;
env - > ssao_intensity2 = p_intensity2 ;
env - > ssao_bias = p_bias ;
env - > ssao_light_affect = p_light_affect ;
env - > ssao_color = p_color ;
env - > ssao_filter = p_blur ;
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}
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void RasterizerSceneGLES3 : : environment_set_tonemap ( RID p_env , VS : : EnvironmentToneMapper p_tone_mapper , float p_exposure , float p_white , bool p_auto_exposure , float p_min_luminance , float p_max_luminance , float p_auto_exp_speed , float p_auto_exp_scale ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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ERR_FAIL_COND ( ! env ) ;
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env - > tone_mapper = p_tone_mapper ;
env - > tone_mapper_exposure = p_exposure ;
env - > tone_mapper_exposure_white = p_white ;
env - > auto_exposure = p_auto_exposure ;
env - > auto_exposure_speed = p_auto_exp_speed ;
env - > auto_exposure_min = p_min_luminance ;
env - > auto_exposure_max = p_max_luminance ;
env - > auto_exposure_grey = p_auto_exp_scale ;
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}
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void RasterizerSceneGLES3 : : environment_set_adjustment ( RID p_env , bool p_enable , float p_brightness , float p_contrast , float p_saturation , RID p_ramp ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > adjustments_enabled = p_enable ;
env - > adjustments_brightness = p_brightness ;
env - > adjustments_contrast = p_contrast ;
env - > adjustments_saturation = p_saturation ;
env - > color_correction = p_ramp ;
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}
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void RasterizerSceneGLES3 : : environment_set_fog ( RID p_env , bool p_enable , const Color & p_color , const Color & p_sun_color , float p_sun_amount ) {
Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > fog_enabled = p_enable ;
env - > fog_color = p_color ;
env - > fog_sun_color = p_sun_color ;
env - > fog_sun_amount = p_sun_amount ;
}
void RasterizerSceneGLES3 : : environment_set_fog_depth ( RID p_env , bool p_enable , float p_depth_begin , float p_depth_curve , bool p_transmit , float p_transmit_curve ) {
Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > fog_depth_enabled = p_enable ;
env - > fog_depth_begin = p_depth_begin ;
env - > fog_depth_curve = p_depth_curve ;
env - > fog_transmit_enabled = p_transmit ;
env - > fog_transmit_curve = p_transmit_curve ;
}
void RasterizerSceneGLES3 : : environment_set_fog_height ( RID p_env , bool p_enable , float p_min_height , float p_max_height , float p_height_curve ) {
Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > fog_height_enabled = p_enable ;
env - > fog_height_min = p_min_height ;
env - > fog_height_max = p_max_height ;
env - > fog_height_curve = p_height_curve ;
}
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bool RasterizerSceneGLES3 : : is_environment ( RID p_env ) {
return environment_owner . owns ( p_env ) ;
}
VS : : EnvironmentBG RasterizerSceneGLES3 : : environment_get_background ( RID p_env ) {
const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , VS : : ENV_BG_MAX ) ;
return env - > bg_mode ;
}
int RasterizerSceneGLES3 : : environment_get_canvas_max_layer ( RID p_env ) {
const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , - 1 ) ;
return env - > canvas_max_layer ;
}
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RID RasterizerSceneGLES3 : : light_instance_create ( RID p_light ) {
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LightInstance * light_instance = memnew ( LightInstance ) ;
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light_instance - > last_pass = 0 ;
light_instance - > last_scene_pass = 0 ;
light_instance - > last_scene_shadow_pass = 0 ;
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light_instance - > light = p_light ;
light_instance - > light_ptr = storage - > light_owner . getornull ( p_light ) ;
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ERR_FAIL_COND_V ( ! light_instance - > light_ptr , RID ( ) ) ;
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light_instance - > self = light_instance_owner . make_rid ( light_instance ) ;
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return light_instance - > self ;
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}
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void RasterizerSceneGLES3 : : light_instance_set_transform ( RID p_light_instance , const Transform & p_transform ) {
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LightInstance * light_instance = light_instance_owner . getornull ( p_light_instance ) ;
ERR_FAIL_COND ( ! light_instance ) ;
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light_instance - > transform = p_transform ;
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}
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void RasterizerSceneGLES3 : : light_instance_set_shadow_transform ( RID p_light_instance , const CameraMatrix & p_projection , const Transform & p_transform , float p_far , float p_split , int p_pass , float p_bias_scale ) {
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LightInstance * light_instance = light_instance_owner . getornull ( p_light_instance ) ;
ERR_FAIL_COND ( ! light_instance ) ;
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if ( light_instance - > light_ptr - > type ! = VS : : LIGHT_DIRECTIONAL ) {
p_pass = 0 ;
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}
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ERR_FAIL_INDEX ( p_pass , 4 ) ;
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light_instance - > shadow_transform [ p_pass ] . camera = p_projection ;
light_instance - > shadow_transform [ p_pass ] . transform = p_transform ;
light_instance - > shadow_transform [ p_pass ] . farplane = p_far ;
light_instance - > shadow_transform [ p_pass ] . split = p_split ;
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light_instance - > shadow_transform [ p_pass ] . bias_scale = p_bias_scale ;
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}
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void RasterizerSceneGLES3 : : light_instance_mark_visible ( RID p_light_instance ) {
LightInstance * light_instance = light_instance_owner . getornull ( p_light_instance ) ;
ERR_FAIL_COND ( ! light_instance ) ;
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light_instance - > last_scene_pass = scene_pass ;
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}
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//////////////////////
RID RasterizerSceneGLES3 : : gi_probe_instance_create ( ) {
GIProbeInstance * gipi = memnew ( GIProbeInstance ) ;
return gi_probe_instance_owner . make_rid ( gipi ) ;
}
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void RasterizerSceneGLES3 : : gi_probe_instance_set_light_data ( RID p_probe , RID p_base , RID p_data ) {
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GIProbeInstance * gipi = gi_probe_instance_owner . getornull ( p_probe ) ;
ERR_FAIL_COND ( ! gipi ) ;
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gipi - > data = p_data ;
gipi - > probe = storage - > gi_probe_owner . getornull ( p_base ) ;
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if ( p_data . is_valid ( ) ) {
RasterizerStorageGLES3 : : GIProbeData * gipd = storage - > gi_probe_data_owner . getornull ( p_data ) ;
ERR_FAIL_COND ( ! gipd ) ;
if ( gipd ) {
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gipi - > tex_cache = gipd - > tex_id ;
gipi - > cell_size_cache . x = 1.0 / gipd - > width ;
gipi - > cell_size_cache . y = 1.0 / gipd - > height ;
gipi - > cell_size_cache . z = 1.0 / gipd - > depth ;
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}
}
}
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void RasterizerSceneGLES3 : : gi_probe_instance_set_transform_to_data ( RID p_probe , const Transform & p_xform ) {
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GIProbeInstance * gipi = gi_probe_instance_owner . getornull ( p_probe ) ;
ERR_FAIL_COND ( ! gipi ) ;
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gipi - > transform_to_data = p_xform ;
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}
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void RasterizerSceneGLES3 : : gi_probe_instance_set_bounds ( RID p_probe , const Vector3 & p_bounds ) {
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GIProbeInstance * gipi = gi_probe_instance_owner . getornull ( p_probe ) ;
ERR_FAIL_COND ( ! gipi ) ;
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gipi - > bounds = p_bounds ;
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}
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////////////////////////////
////////////////////////////
////////////////////////////
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bool RasterizerSceneGLES3 : : _setup_material ( RasterizerStorageGLES3 : : Material * p_material , bool p_alpha_pass ) {
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/* this is handled outside
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if ( p_material - > shader - > spatial . cull_mode = = RasterizerStorageGLES3 : : Shader : : Spatial : : CULL_MODE_DISABLED ) {
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glDisable ( GL_CULL_FACE ) ;
} else {
glEnable ( GL_CULL_FACE ) ;
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} */
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if ( state . current_line_width ! = p_material - > line_width ) {
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//glLineWidth(MAX(p_material->line_width,1.0));
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state . current_line_width = p_material - > line_width ;
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}
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if ( state . current_depth_test ! = ( ! p_material - > shader - > spatial . ontop ) ) {
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if ( p_material - > shader - > spatial . ontop ) {
glDisable ( GL_DEPTH_TEST ) ;
} else {
glEnable ( GL_DEPTH_TEST ) ;
}
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state . current_depth_test = ! p_material - > shader - > spatial . ontop ;
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}
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if ( state . current_depth_draw ! = p_material - > shader - > spatial . depth_draw_mode ) {
switch ( p_material - > shader - > spatial . depth_draw_mode ) {
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case RasterizerStorageGLES3 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS :
case RasterizerStorageGLES3 : : Shader : : Spatial : : DEPTH_DRAW_OPAQUE : {
glDepthMask ( ! p_alpha_pass ) ;
} break ;
case RasterizerStorageGLES3 : : Shader : : Spatial : : DEPTH_DRAW_ALWAYS : {
glDepthMask ( GL_TRUE ) ;
} break ;
case RasterizerStorageGLES3 : : Shader : : Spatial : : DEPTH_DRAW_NEVER : {
glDepthMask ( GL_FALSE ) ;
} break ;
}
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state . current_depth_draw = p_material - > shader - > spatial . depth_draw_mode ;
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}
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//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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/*
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if ( p_material - > flags [ VS : : MATERIAL_FLAG_WIREFRAME ] )
glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
else
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
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if ( p_material - > line_width )
glLineWidth ( p_material - > line_width ) ;
*/
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#if 0
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//blend mode
if ( state . current_blend_mode ! = p_material - > shader - > spatial . blend_mode ) {
switch ( p_material - > shader - > spatial . blend_mode ) {
case RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_MIX : {
glBlendEquation ( GL_FUNC_ADD ) ;
if ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
}
} break ;
case RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_ADD : {
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( p_alpha_pass ? GL_SRC_ALPHA : GL_ONE , GL_ONE ) ;
} break ;
case RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_SUB : {
glBlendEquation ( GL_FUNC_REVERSE_SUBTRACT ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
} break ;
case RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_MUL : {
glBlendEquation ( GL_FUNC_ADD ) ;
if ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
}
} break ;
}
state . current_blend_mode = p_material - > shader - > spatial . blend_mode ;
}
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# endif
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//material parameters
state . scene_shader . set_custom_shader ( p_material - > shader - > custom_code_id ) ;
bool rebind = state . scene_shader . bind ( ) ;
if ( p_material - > ubo_id ) {
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glBindBufferBase ( GL_UNIFORM_BUFFER , 1 , p_material - > ubo_id ) ;
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}
int tc = p_material - > textures . size ( ) ;
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RID * textures = p_material - > textures . ptr ( ) ;
ShaderLanguage : : ShaderNode : : Uniform : : Hint * texture_hints = p_material - > shader - > texture_hints . ptr ( ) ;
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state . current_main_tex = 0 ;
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for ( int i = 0 ; i < tc ; i + + ) {
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glActiveTexture ( GL_TEXTURE0 + i ) ;
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GLenum target ;
GLuint tex ;
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RasterizerStorageGLES3 : : Texture * t = storage - > texture_owner . getornull ( textures [ i ] ) ;
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if ( ! t ) {
//check hints
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target = GL_TEXTURE_2D ;
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switch ( texture_hints [ i ] ) {
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case ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK_ALBEDO :
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case ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK : {
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tex = storage - > resources . black_tex ;
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} break ;
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case ShaderLanguage : : ShaderNode : : Uniform : : HINT_ANISO : {
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tex = storage - > resources . aniso_tex ;
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} break ;
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case ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL : {
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tex = storage - > resources . normal_tex ;
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} break ;
default : {
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tex = storage - > resources . white_tex ;
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} break ;
}
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} else {
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# ifdef TOOLS_ENABLED
if ( t - > detect_3d ) {
t - > detect_3d ( t - > detect_3d_ud ) ;
}
# endif
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# ifdef TOOLS_ENABLED
if ( t - > detect_normal & & texture_hints [ i ] = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL ) {
t - > detect_normal ( t - > detect_normal_ud ) ;
}
# endif
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if ( t - > render_target )
t - > render_target - > used_in_frame = true ;
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target = t - > target ;
tex = t - > tex_id ;
}
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glBindTexture ( target , tex ) ;
if ( t & & storage - > config . srgb_decode_supported ) {
//if SRGB decode extension is present, simply switch the texture to whathever is needed
bool must_srgb = false ;
if ( t - > srgb & & ( texture_hints [ i ] = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_ALBEDO | | texture_hints [ i ] = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK_ALBEDO ) ) {
must_srgb = true ;
}
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if ( t - > using_srgb ! = must_srgb ) {
if ( must_srgb ) {
glTexParameteri ( t - > target , _TEXTURE_SRGB_DECODE_EXT , _DECODE_EXT ) ;
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# ifdef TOOLS_ENABLED
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if ( t - > detect_srgb ) {
t - > detect_srgb ( t - > detect_srgb_ud ) ;
}
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# endif
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} else {
glTexParameteri ( t - > target , _TEXTURE_SRGB_DECODE_EXT , _SKIP_DECODE_EXT ) ;
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}
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t - > using_srgb = must_srgb ;
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}
}
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if ( i = = 0 ) {
state . current_main_tex = tex ;
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}
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}
return rebind ;
}
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struct RasterizerGLES3Particle {
float color [ 4 ] ;
float velocity_active [ 4 ] ;
float custom [ 4 ] ;
float xform_1 [ 4 ] ;
float xform_2 [ 4 ] ;
float xform_3 [ 4 ] ;
} ;
struct RasterizerGLES3ParticleSort {
Vector3 z_dir ;
bool operator ( ) ( const RasterizerGLES3Particle & p_a , const RasterizerGLES3Particle & p_b ) const {
return z_dir . dot ( Vector3 ( p_a . xform_1 [ 3 ] , p_a . xform_2 [ 3 ] , p_a . xform_3 [ 3 ] ) ) < z_dir . dot ( Vector3 ( p_b . xform_1 [ 3 ] , p_b . xform_2 [ 3 ] , p_b . xform_3 [ 3 ] ) ) ;
}
} ;
void RasterizerSceneGLES3 : : _setup_geometry ( RenderList : : Element * e , const Transform & p_view_transform ) {
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switch ( e - > instance - > base_type ) {
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case VS : : INSTANCE_MESH : {
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RasterizerStorageGLES3 : : Surface * s = static_cast < RasterizerStorageGLES3 : : Surface * > ( e - > geometry ) ;
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if ( s - > blend_shapes . size ( ) & & e - > instance - > blend_values . size ( ) ) {
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//blend shapes, use transform feedback
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storage - > mesh_render_blend_shapes ( s , e - > instance - > blend_values . ptr ( ) ) ;
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//rebind shader
state . scene_shader . bind ( ) ;
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# ifdef DEBUG_ENABLED
} else if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > array_wireframe_id ) {
glBindVertexArray ( s - > array_wireframe_id ) ; // everything is so easy nowadays
# endif
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} else {
glBindVertexArray ( s - > array_id ) ; // everything is so easy nowadays
}
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} break ;
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case VS : : INSTANCE_MULTIMESH : {
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RasterizerStorageGLES3 : : MultiMesh * multi_mesh = static_cast < RasterizerStorageGLES3 : : MultiMesh * > ( e - > owner ) ;
RasterizerStorageGLES3 : : Surface * s = static_cast < RasterizerStorageGLES3 : : Surface * > ( e - > geometry ) ;
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# ifdef DEBUG_ENABLED
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > instancing_array_wireframe_id ) {
glBindVertexArray ( s - > instancing_array_wireframe_id ) ; // use the instancing array ID
} else
# endif
{
glBindVertexArray ( s - > instancing_array_id ) ; // use the instancing array ID
}
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glBindBuffer ( GL_ARRAY_BUFFER , multi_mesh - > buffer ) ; //modify the buffer
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int stride = ( multi_mesh - > xform_floats + multi_mesh - > color_floats ) * 4 ;
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glEnableVertexAttribArray ( 8 ) ;
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glVertexAttribPointer ( 8 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + 0 ) ;
glVertexAttribDivisor ( 8 , 1 ) ;
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glEnableVertexAttribArray ( 9 ) ;
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glVertexAttribPointer ( 9 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + 4 * 4 ) ;
glVertexAttribDivisor ( 9 , 1 ) ;
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int color_ofs ;
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if ( multi_mesh - > transform_format = = VS : : MULTIMESH_TRANSFORM_3D ) {
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glEnableVertexAttribArray ( 10 ) ;
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glVertexAttribPointer ( 10 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + 8 * 4 ) ;
glVertexAttribDivisor ( 10 , 1 ) ;
color_ofs = 12 * 4 ;
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} else {
glDisableVertexAttribArray ( 10 ) ;
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glVertexAttrib4f ( 10 , 0 , 0 , 1 , 0 ) ;
color_ofs = 8 * 4 ;
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}
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switch ( multi_mesh - > color_format ) {
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case VS : : MULTIMESH_COLOR_NONE : {
glDisableVertexAttribArray ( 11 ) ;
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glVertexAttrib4f ( 11 , 1 , 1 , 1 , 1 ) ;
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} break ;
case VS : : MULTIMESH_COLOR_8BIT : {
glEnableVertexAttribArray ( 11 ) ;
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glVertexAttribPointer ( 11 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , stride , ( ( uint8_t * ) NULL ) + color_ofs ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
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} break ;
case VS : : MULTIMESH_COLOR_FLOAT : {
glEnableVertexAttribArray ( 11 ) ;
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glVertexAttribPointer ( 11 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + color_ofs ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
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} break ;
}
} break ;
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case VS : : INSTANCE_PARTICLES : {
RasterizerStorageGLES3 : : Particles * particles = static_cast < RasterizerStorageGLES3 : : Particles * > ( e - > owner ) ;
RasterizerStorageGLES3 : : Surface * s = static_cast < RasterizerStorageGLES3 : : Surface * > ( e - > geometry ) ;
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if ( particles - > draw_order = = VS : : PARTICLES_DRAW_ORDER_VIEW_DEPTH & & particles - > particle_valid_histories [ 1 ] ) {
glBindBuffer ( GL_ARRAY_BUFFER , particles - > particle_buffer_histories [ 1 ] ) ; //modify the buffer, this was used 2 frames ago so it should be good enough for flushing
RasterizerGLES3Particle * particle_array = ( RasterizerGLES3Particle * ) glMapBufferRange ( GL_ARRAY_BUFFER , 0 , particles - > amount * 24 * sizeof ( float ) , GL_MAP_READ_BIT | GL_MAP_WRITE_BIT ) ;
SortArray < RasterizerGLES3Particle , RasterizerGLES3ParticleSort > sorter ;
if ( particles - > use_local_coords ) {
sorter . compare . z_dir = e - > instance - > transform . affine_inverse ( ) . xform ( p_view_transform . basis . get_axis ( 2 ) ) . normalized ( ) ;
} else {
sorter . compare . z_dir = p_view_transform . basis . get_axis ( 2 ) . normalized ( ) ;
}
sorter . sort ( particle_array , particles - > amount ) ;
glUnmapBuffer ( GL_ARRAY_BUFFER ) ;
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# ifdef DEBUG_ENABLED
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > instancing_array_wireframe_id ) {
glBindVertexArray ( s - > instancing_array_wireframe_id ) ; // use the wireframe instancing array ID
} else
# endif
{
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glBindVertexArray ( s - > instancing_array_id ) ; // use the instancing array ID
}
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glBindBuffer ( GL_ARRAY_BUFFER , particles - > particle_buffer_histories [ 1 ] ) ; //modify the buffer
} else {
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# ifdef DEBUG_ENABLED
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > instancing_array_wireframe_id ) {
glBindVertexArray ( s - > instancing_array_wireframe_id ) ; // use the wireframe instancing array ID
} else
# endif
{
glBindVertexArray ( s - > instancing_array_id ) ; // use the instancing array ID
}
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glBindBuffer ( GL_ARRAY_BUFFER , particles - > particle_buffers [ 0 ] ) ; //modify the buffer
}
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int stride = sizeof ( float ) * 4 * 6 ;
//transform
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if ( particles - > draw_order ! = VS : : PARTICLES_DRAW_ORDER_LIFETIME ) {
glEnableVertexAttribArray ( 8 ) ; //xform x
glVertexAttribPointer ( 8 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + sizeof ( float ) * 4 * 3 ) ;
glVertexAttribDivisor ( 8 , 1 ) ;
glEnableVertexAttribArray ( 9 ) ; //xform y
glVertexAttribPointer ( 9 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + sizeof ( float ) * 4 * 4 ) ;
glVertexAttribDivisor ( 9 , 1 ) ;
glEnableVertexAttribArray ( 10 ) ; //xform z
glVertexAttribPointer ( 10 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + sizeof ( float ) * 4 * 5 ) ;
glVertexAttribDivisor ( 10 , 1 ) ;
glEnableVertexAttribArray ( 11 ) ; //color
glVertexAttribPointer ( 11 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + 0 ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
glEnableVertexAttribArray ( 12 ) ; //custom
glVertexAttribPointer ( 12 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + sizeof ( float ) * 4 * 2 ) ;
glVertexAttribDivisor ( 12 , 1 ) ;
}
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} break ;
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}
}
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static const GLenum gl_primitive [ ] = {
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GL_POINTS ,
GL_LINES ,
GL_LINE_STRIP ,
GL_LINE_LOOP ,
GL_TRIANGLES ,
GL_TRIANGLE_STRIP ,
GL_TRIANGLE_FAN
} ;
void RasterizerSceneGLES3 : : _render_geometry ( RenderList : : Element * e ) {
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switch ( e - > instance - > base_type ) {
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case VS : : INSTANCE_MESH : {
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RasterizerStorageGLES3 : : Surface * s = static_cast < RasterizerStorageGLES3 : : Surface * > ( e - > geometry ) ;
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# ifdef DEBUG_ENABLED
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > array_wireframe_id ) {
glDrawElements ( GL_LINES , s - > index_wireframe_len , GL_UNSIGNED_INT , 0 ) ;
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storage - > info . render . vertices_count + = s - > index_array_len ;
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} else
# endif
if ( s - > index_array_len > 0 ) {
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glDrawElements ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 ) ;
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2017-06-11 21:13:04 +00:00
storage - > info . render . vertices_count + = s - > index_array_len ;
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} else {
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glDrawArrays ( gl_primitive [ s - > primitive ] , 0 , s - > array_len ) ;
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storage - > info . render . vertices_count + = s - > array_len ;
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}
} break ;
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case VS : : INSTANCE_MULTIMESH : {
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RasterizerStorageGLES3 : : MultiMesh * multi_mesh = static_cast < RasterizerStorageGLES3 : : MultiMesh * > ( e - > owner ) ;
RasterizerStorageGLES3 : : Surface * s = static_cast < RasterizerStorageGLES3 : : Surface * > ( e - > geometry ) ;
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int amount = MAX ( multi_mesh - > size , multi_mesh - > visible_instances ) ;
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# ifdef DEBUG_ENABLED
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > array_wireframe_id ) {
glDrawElementsInstanced ( GL_LINES , s - > index_wireframe_len , GL_UNSIGNED_INT , 0 , amount ) ;
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storage - > info . render . vertices_count + = s - > index_array_len * amount ;
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} else
# endif
if ( s - > index_array_len > 0 ) {
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glDrawElementsInstanced ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 , amount ) ;
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2017-06-11 21:13:04 +00:00
storage - > info . render . vertices_count + = s - > index_array_len * amount ;
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} else {
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glDrawArraysInstanced ( gl_primitive [ s - > primitive ] , 0 , s - > array_len , amount ) ;
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storage - > info . render . vertices_count + = s - > array_len * amount ;
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}
} break ;
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case VS : : INSTANCE_IMMEDIATE : {
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bool restore_tex = false ;
const RasterizerStorageGLES3 : : Immediate * im = static_cast < const RasterizerStorageGLES3 : : Immediate * > ( e - > geometry ) ;
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if ( im - > building ) {
return ;
}
glBindBuffer ( GL_ARRAY_BUFFER , state . immediate_buffer ) ;
glBindVertexArray ( state . immediate_array ) ;
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for ( const List < RasterizerStorageGLES3 : : Immediate : : Chunk > : : Element * E = im - > chunks . front ( ) ; E ; E = E - > next ( ) ) {
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const RasterizerStorageGLES3 : : Immediate : : Chunk & c = E - > get ( ) ;
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if ( c . vertices . empty ( ) ) {
continue ;
}
int vertices = c . vertices . size ( ) ;
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uint32_t buf_ofs = 0 ;
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2017-06-11 21:13:04 +00:00
storage - > info . render . vertices_count + = vertices ;
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if ( c . texture . is_valid ( ) & & storage - > texture_owner . owns ( c . texture ) ) {
const RasterizerStorageGLES3 : : Texture * t = storage - > texture_owner . get ( c . texture ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( t - > target , t - > tex_id ) ;
restore_tex = true ;
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} else if ( restore_tex ) {
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , state . current_main_tex ) ;
restore_tex = false ;
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}
if ( ! c . normals . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_NORMAL ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Vector3 ) * vertices , c . normals . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_NORMAL , 3 , GL_FLOAT , false , sizeof ( Vector3 ) * vertices , ( ( uint8_t * ) NULL ) + buf_ofs ) ;
buf_ofs + = sizeof ( Vector3 ) * vertices ;
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} else {
glDisableVertexAttribArray ( VS : : ARRAY_NORMAL ) ;
}
if ( ! c . tangents . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_TANGENT ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Plane ) * vertices , c . tangents . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_TANGENT , 4 , GL_FLOAT , false , sizeof ( Plane ) * vertices , ( ( uint8_t * ) NULL ) + buf_ofs ) ;
buf_ofs + = sizeof ( Plane ) * vertices ;
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} else {
glDisableVertexAttribArray ( VS : : ARRAY_TANGENT ) ;
}
if ( ! c . colors . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Color ) * vertices , c . colors . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , false , sizeof ( Color ) , ( ( uint8_t * ) NULL ) + buf_ofs ) ;
buf_ofs + = sizeof ( Color ) * vertices ;
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} else {
glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
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glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
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}
if ( ! c . uvs . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Vector2 ) * vertices , c . uvs . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , false , sizeof ( Vector2 ) , ( ( uint8_t * ) NULL ) + buf_ofs ) ;
buf_ofs + = sizeof ( Vector2 ) * vertices ;
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} else {
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
}
if ( ! c . uvs2 . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV2 ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Vector2 ) * vertices , c . uvs2 . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_TEX_UV2 , 2 , GL_FLOAT , false , sizeof ( Vector2 ) , ( ( uint8_t * ) NULL ) + buf_ofs ) ;
buf_ofs + = sizeof ( Vector2 ) * vertices ;
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} else {
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV2 ) ;
}
glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Vector3 ) * vertices , c . vertices . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_VERTEX , 3 , GL_FLOAT , false , sizeof ( Vector3 ) , ( ( uint8_t * ) NULL ) + buf_ofs ) ;
glDrawArrays ( gl_primitive [ c . primitive ] , 0 , c . vertices . size ( ) ) ;
2016-11-23 11:00:15 +00:00
}
if ( restore_tex ) {
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , state . current_main_tex ) ;
restore_tex = false ;
2016-11-23 11:00:15 +00:00
}
} break ;
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case VS : : INSTANCE_PARTICLES : {
RasterizerStorageGLES3 : : Particles * particles = static_cast < RasterizerStorageGLES3 : : Particles * > ( e - > owner ) ;
RasterizerStorageGLES3 : : Surface * s = static_cast < RasterizerStorageGLES3 : : Surface * > ( e - > geometry ) ;
if ( ! particles - > use_local_coords ) //not using local coordinates? then clear transform..
state . scene_shader . set_uniform ( SceneShaderGLES3 : : WORLD_TRANSFORM , Transform ( ) ) ;
int amount = particles - > amount ;
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if ( particles - > draw_order = = VS : : PARTICLES_DRAW_ORDER_LIFETIME ) {
//split
int stride = sizeof ( float ) * 4 * 6 ;
int split = int ( Math : : ceil ( particles - > phase * particles - > amount ) ) ;
if ( amount - split > 0 ) {
glEnableVertexAttribArray ( 8 ) ; //xform x
glVertexAttribPointer ( 8 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + stride * split + sizeof ( float ) * 4 * 3 ) ;
glVertexAttribDivisor ( 8 , 1 ) ;
glEnableVertexAttribArray ( 9 ) ; //xform y
glVertexAttribPointer ( 9 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + stride * split + sizeof ( float ) * 4 * 4 ) ;
glVertexAttribDivisor ( 9 , 1 ) ;
glEnableVertexAttribArray ( 10 ) ; //xform z
glVertexAttribPointer ( 10 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + stride * split + sizeof ( float ) * 4 * 5 ) ;
glVertexAttribDivisor ( 10 , 1 ) ;
glEnableVertexAttribArray ( 11 ) ; //color
glVertexAttribPointer ( 11 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + stride * split + 0 ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
glEnableVertexAttribArray ( 12 ) ; //custom
glVertexAttribPointer ( 12 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + stride * split + sizeof ( float ) * 4 * 2 ) ;
glVertexAttribDivisor ( 12 , 1 ) ;
2017-06-11 18:52:03 +00:00
# ifdef DEBUG_ENABLED
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2017-06-11 18:52:03 +00:00
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > array_wireframe_id ) {
glDrawElementsInstanced ( GL_LINES , s - > index_wireframe_len , GL_UNSIGNED_INT , 0 , amount - split ) ;
2017-06-11 21:13:04 +00:00
storage - > info . render . vertices_count + = s - > index_array_len * ( amount - split ) ;
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} else
# endif
if ( s - > index_array_len > 0 ) {
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2017-04-09 01:38:11 +00:00
glDrawElementsInstanced ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 , amount - split ) ;
2017-06-11 21:13:04 +00:00
storage - > info . render . vertices_count + = s - > index_array_len * ( amount - split ) ;
2017-04-09 01:38:11 +00:00
} else {
glDrawArraysInstanced ( gl_primitive [ s - > primitive ] , 0 , s - > array_len , amount - split ) ;
2017-06-11 21:13:04 +00:00
storage - > info . render . vertices_count + = s - > array_len * ( amount - split ) ;
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}
}
if ( split > 0 ) {
glEnableVertexAttribArray ( 8 ) ; //xform x
glVertexAttribPointer ( 8 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + sizeof ( float ) * 4 * 3 ) ;
glVertexAttribDivisor ( 8 , 1 ) ;
glEnableVertexAttribArray ( 9 ) ; //xform y
glVertexAttribPointer ( 9 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + sizeof ( float ) * 4 * 4 ) ;
glVertexAttribDivisor ( 9 , 1 ) ;
glEnableVertexAttribArray ( 10 ) ; //xform z
glVertexAttribPointer ( 10 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + sizeof ( float ) * 4 * 5 ) ;
glVertexAttribDivisor ( 10 , 1 ) ;
glEnableVertexAttribArray ( 11 ) ; //color
glVertexAttribPointer ( 11 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + 0 ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
glEnableVertexAttribArray ( 12 ) ; //custom
glVertexAttribPointer ( 12 , 4 , GL_FLOAT , GL_FALSE , stride , ( ( uint8_t * ) NULL ) + sizeof ( float ) * 4 * 2 ) ;
glVertexAttribDivisor ( 12 , 1 ) ;
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# ifdef DEBUG_ENABLED
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2017-06-11 18:52:03 +00:00
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > array_wireframe_id ) {
glDrawElementsInstanced ( GL_LINES , s - > index_wireframe_len , GL_UNSIGNED_INT , 0 , split ) ;
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storage - > info . render . vertices_count + = s - > index_array_len * split ;
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} else
# endif
if ( s - > index_array_len > 0 ) {
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glDrawElementsInstanced ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 , split ) ;
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storage - > info . render . vertices_count + = s - > index_array_len * split ;
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} else {
glDrawArraysInstanced ( gl_primitive [ s - > primitive ] , 0 , s - > array_len , split ) ;
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storage - > info . render . vertices_count + = s - > array_len * split ;
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}
}
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} else {
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# ifdef DEBUG_ENABLED
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_WIREFRAME & & s - > array_wireframe_id ) {
glDrawElementsInstanced ( GL_LINES , s - > index_wireframe_len , GL_UNSIGNED_INT , 0 , amount ) ;
2017-06-11 21:13:04 +00:00
storage - > info . render . vertices_count + = s - > index_array_len * amount ;
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} else
# endif
if ( s - > index_array_len > 0 ) {
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2017-04-09 01:38:11 +00:00
glDrawElementsInstanced ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 , amount ) ;
2017-06-11 21:13:04 +00:00
storage - > info . render . vertices_count + = s - > index_array_len * amount ;
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} else {
glDrawArraysInstanced ( gl_primitive [ s - > primitive ] , 0 , s - > array_len , amount ) ;
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storage - > info . render . vertices_count + = s - > array_len * amount ;
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}
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}
} break ;
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}
}
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void RasterizerSceneGLES3 : : _setup_light ( RenderList : : Element * e , const Transform & p_view_transform ) {
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int omni_indices [ 16 ] ;
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int omni_count = 0 ;
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int spot_indices [ 16 ] ;
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int spot_count = 0 ;
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int reflection_indices [ 16 ] ;
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int reflection_count = 0 ;
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2017-03-05 15:44:50 +00:00
int maxobj = MIN ( 16 , state . max_forward_lights_per_object ) ;
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2017-03-05 15:44:50 +00:00
int lc = e - > instance - > light_instances . size ( ) ;
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if ( lc ) {
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const RID * lights = e - > instance - > light_instances . ptr ( ) ;
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2017-03-05 15:44:50 +00:00
for ( int i = 0 ; i < lc ; i + + ) {
LightInstance * li = light_instance_owner . getptr ( lights [ i ] ) ;
if ( li - > last_pass ! = render_pass ) //not visible
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continue ;
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if ( li - > light_ptr - > type = = VS : : LIGHT_OMNI ) {
if ( omni_count < maxobj & & e - > instance - > layer_mask & li - > light_ptr - > cull_mask ) {
omni_indices [ omni_count + + ] = li - > light_index ;
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}
}
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if ( li - > light_ptr - > type = = VS : : LIGHT_SPOT ) {
if ( spot_count < maxobj & & e - > instance - > layer_mask & li - > light_ptr - > cull_mask ) {
spot_indices [ spot_count + + ] = li - > light_index ;
2016-11-11 15:27:52 +00:00
}
}
}
}
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state . scene_shader . set_uniform ( SceneShaderGLES3 : : OMNI_LIGHT_COUNT , omni_count ) ;
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if ( omni_count ) {
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glUniform1iv ( state . scene_shader . get_uniform ( SceneShaderGLES3 : : OMNI_LIGHT_INDICES ) , omni_count , omni_indices ) ;
2016-11-11 15:27:52 +00:00
}
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state . scene_shader . set_uniform ( SceneShaderGLES3 : : SPOT_LIGHT_COUNT , spot_count ) ;
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if ( spot_count ) {
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glUniform1iv ( state . scene_shader . get_uniform ( SceneShaderGLES3 : : SPOT_LIGHT_INDICES ) , spot_count , spot_indices ) ;
2016-11-11 15:27:52 +00:00
}
2016-10-27 14:50:26 +00:00
2016-11-19 16:23:37 +00:00
int rc = e - > instance - > reflection_probe_instances . size ( ) ;
if ( rc ) {
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const RID * reflections = e - > instance - > reflection_probe_instances . ptr ( ) ;
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2017-03-05 15:44:50 +00:00
for ( int i = 0 ; i < rc ; i + + ) {
ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getptr ( reflections [ i ] ) ;
if ( rpi - > last_pass ! = render_pass ) //not visible
2016-11-19 16:23:37 +00:00
continue ;
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if ( reflection_count < maxobj ) {
reflection_indices [ reflection_count + + ] = rpi - > reflection_index ;
2016-11-19 16:23:37 +00:00
}
}
}
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state . scene_shader . set_uniform ( SceneShaderGLES3 : : REFLECTION_COUNT , reflection_count ) ;
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if ( reflection_count ) {
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glUniform1iv ( state . scene_shader . get_uniform ( SceneShaderGLES3 : : REFLECTION_INDICES ) , reflection_count , reflection_indices ) ;
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}
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int gi_probe_count = e - > instance - > gi_probe_instances . size ( ) ;
if ( gi_probe_count ) {
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const RID * ridp = e - > instance - > gi_probe_instances . ptr ( ) ;
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2016-12-20 03:21:07 +00:00
GIProbeInstance * gipi = gi_probe_instance_owner . getptr ( ridp [ 0 ] ) ;
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float bias_scale = e - > instance - > baked_light ? 1 : 0 ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 9 ) ;
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glBindTexture ( GL_TEXTURE_3D , gipi - > tex_cache ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_XFORM1 , gipi - > transform_to_data * p_view_transform ) ;
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_BOUNDS1 , gipi - > bounds ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_MULTIPLIER1 , gipi - > probe ? gipi - > probe - > dynamic_range * gipi - > probe - > energy : 0.0 ) ;
2017-07-16 02:24:37 +00:00
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_BIAS1 , gipi - > probe ? gipi - > probe - > bias * bias_scale : 0.0 ) ;
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_NORMAL_BIAS1 , gipi - > probe ? gipi - > probe - > normal_bias * bias_scale : 0.0 ) ;
2017-03-05 15:44:50 +00:00
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_BLEND_AMBIENT1 , gipi - > probe ? ! gipi - > probe - > interior : false ) ;
2016-12-20 03:21:07 +00:00
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_CELL_SIZE1 , gipi - > cell_size_cache ) ;
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if ( gi_probe_count > 1 ) {
2016-12-20 03:21:07 +00:00
GIProbeInstance * gipi2 = gi_probe_instance_owner . getptr ( ridp [ 1 ] ) ;
2017-06-06 01:33:01 +00:00
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 10 ) ;
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glBindTexture ( GL_TEXTURE_3D , gipi2 - > tex_cache ) ;
2016-12-20 03:21:07 +00:00
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_XFORM2 , gipi2 - > transform_to_data * p_view_transform ) ;
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_BOUNDS2 , gipi2 - > bounds ) ;
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_CELL_SIZE2 , gipi2 - > cell_size_cache ) ;
2017-03-05 15:44:50 +00:00
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_MULTIPLIER2 , gipi2 - > probe ? gipi2 - > probe - > dynamic_range * gipi2 - > probe - > energy : 0.0 ) ;
2017-07-16 02:24:37 +00:00
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_BIAS2 , gipi2 - > probe ? gipi2 - > probe - > bias * bias_scale : 0.0 ) ;
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_NORMAL_BIAS2 , gipi2 - > probe ? gipi2 - > probe - > normal_bias * bias_scale : 0.0 ) ;
2017-03-05 15:44:50 +00:00
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE_BLEND_AMBIENT2 , gipi2 - > probe ? ! gipi2 - > probe - > interior : false ) ;
state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE2_ENABLED , true ) ;
2016-12-20 03:21:07 +00:00
} else {
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state . scene_shader . set_uniform ( SceneShaderGLES3 : : GI_PROBE2_ENABLED , false ) ;
2016-12-20 03:21:07 +00:00
}
}
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}
2016-11-10 02:55:06 +00:00
2017-08-19 23:06:40 +00:00
void RasterizerSceneGLES3 : : _set_cull ( bool p_front , bool p_disabled , bool p_reverse_cull ) {
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bool front = p_front ;
if ( p_reverse_cull )
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front = ! front ;
2016-11-10 02:55:06 +00:00
2017-08-19 23:06:40 +00:00
if ( p_disabled ! = state . cull_disabled ) {
if ( p_disabled )
glDisable ( GL_CULL_FACE ) ;
else
glEnable ( GL_CULL_FACE ) ;
state . cull_disabled = p_disabled ;
}
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if ( front ! = state . cull_front ) {
2016-11-10 02:55:06 +00:00
2017-03-05 15:44:50 +00:00
glCullFace ( front ? GL_FRONT : GL_BACK ) ;
state . cull_front = front ;
2016-11-10 02:55:06 +00:00
}
}
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void RasterizerSceneGLES3 : : _render_list ( RenderList : : Element * * p_elements , int p_element_count , const Transform & p_view_transform , const CameraMatrix & p_projection , GLuint p_base_env , bool p_reverse_cull , bool p_alpha_pass , bool p_shadow , bool p_directional_add , bool p_directional_shadows ) {
2016-10-19 14:14:41 +00:00
2017-03-05 15:44:50 +00:00
glBindBufferBase ( GL_UNIFORM_BUFFER , 0 , state . scene_ubo ) ; //bind globals ubo
2016-10-27 14:50:26 +00:00
2017-07-08 15:34:05 +00:00
bool use_radiance_map = false ;
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if ( ! p_shadow & & ! p_directional_add ) {
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glBindBufferBase ( GL_UNIFORM_BUFFER , 2 , state . env_radiance_ubo ) ; //bind environment radiance info
2016-10-27 14:50:26 +00:00
2016-11-10 02:55:06 +00:00
if ( p_base_env ) {
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 2 ) ;
2017-07-05 02:52:23 +00:00
if ( storage - > config . use_texture_array_environment ) {
glBindTexture ( GL_TEXTURE_2D_ARRAY , p_base_env ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , p_base_env ) ;
}
2017-07-05 22:36:56 +00:00
2017-03-05 15:44:50 +00:00
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP , true ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP_ARRAY , storage - > config . use_texture_array_environment ) ;
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use_radiance_map = true ;
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} else {
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP_ARRAY , false ) ;
2016-11-10 02:55:06 +00:00
}
2016-10-29 23:48:09 +00:00
} else {
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP , false ) ;
2017-07-05 02:52:23 +00:00
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP_ARRAY , false ) ;
2016-10-27 14:50:26 +00:00
}
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state . cull_front = false ;
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state . cull_disabled = false ;
2016-11-10 02:55:06 +00:00
glCullFace ( GL_BACK ) ;
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glEnable ( GL_CULL_FACE ) ;
2016-10-29 23:48:09 +00:00
2017-03-05 15:44:50 +00:00
state . current_depth_test = true ;
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glEnable ( GL_DEPTH_TEST ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_SKELETON , false ) ;
2016-10-19 14:14:41 +00:00
2017-03-05 15:44:50 +00:00
state . current_blend_mode = - 1 ;
state . current_line_width = - 1 ;
state . current_depth_draw = - 1 ;
2016-10-19 14:14:41 +00:00
2017-03-05 15:44:50 +00:00
RasterizerStorageGLES3 : : Material * prev_material = NULL ;
RasterizerStorageGLES3 : : Geometry * prev_geometry = NULL ;
RasterizerStorageGLES3 : : GeometryOwner * prev_owner = NULL ;
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VS : : InstanceType prev_base_type = VS : : INSTANCE_MAX ;
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int current_blend_mode = - 1 ;
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2017-03-05 15:44:50 +00:00
int prev_shading = - 1 ;
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RID prev_skeleton ;
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2017-03-05 15:44:50 +00:00
state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADELESS , true ) ; //by default unshaded (easier to set)
2016-11-11 15:27:52 +00:00
2017-03-05 15:44:50 +00:00
bool first = true ;
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bool prev_use_instancing = false ;
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2017-06-11 21:13:04 +00:00
storage - > info . render . draw_call_count + = p_element_count ;
2016-12-21 17:20:35 +00:00
2017-03-05 15:44:50 +00:00
for ( int i = 0 ; i < p_element_count ; i + + ) {
2016-10-19 14:14:41 +00:00
RenderList : : Element * e = p_elements [ i ] ;
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RasterizerStorageGLES3 : : Material * material = e - > material ;
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RID skeleton = e - > instance - > skeleton ;
2016-10-19 14:14:41 +00:00
2017-03-05 15:44:50 +00:00
bool rebind = first ;
2017-02-15 11:29:46 +00:00
2017-03-05 15:44:50 +00:00
int shading = ( e - > sort_key > > RenderList : : SORT_KEY_SHADING_SHIFT ) & RenderList : : SORT_KEY_SHADING_MASK ;
2016-10-27 14:50:26 +00:00
2016-11-10 02:55:06 +00:00
if ( ! p_shadow ) {
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2016-11-11 15:27:52 +00:00
if ( p_directional_add ) {
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if ( e - > sort_key & SORT_KEY_UNSHADED_FLAG | | ! ( e - > instance - > layer_mask & directional_light - > light_ptr - > cull_mask ) ) {
2016-11-11 15:27:52 +00:00
continue ;
}
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shading & = ~ 1 ; //ignore the ignore directional for base pass
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}
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if ( shading ! = prev_shading ) {
2016-11-11 15:27:52 +00:00
2017-06-15 13:36:00 +00:00
if ( e - > sort_key & SORT_KEY_UNSHADED_FLAG ) {
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADELESS , true ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_FORWARD_LIGHTING , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_VERTEX_LIGHTING , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_LIGHT_DIRECTIONAL , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_DIRECTIONAL_SHADOW , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM4 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM2 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM_BLEND , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM_BLEND , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADOW_MODE_PCF_5 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADOW_MODE_PCF_13 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_GI_PROBES , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_CONTACT_SHADOWS , false ) ;
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//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
} else {
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_GI_PROBES , e - > instance - > gi_probe_instances . size ( ) > 0 ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADELESS , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_FORWARD_LIGHTING , ! p_directional_add ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_VERTEX_LIGHTING , ( e - > sort_key & SORT_KEY_VERTEX_LIT_FLAG ) ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_LIGHT_DIRECTIONAL , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_DIRECTIONAL_SHADOW , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM4 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM2 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM_BLEND , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADOW_MODE_PCF_5 , shadow_filter_mode = = SHADOW_FILTER_PCF5 ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADOW_MODE_PCF_13 , shadow_filter_mode = = SHADOW_FILTER_PCF13 ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP , use_radiance_map ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_CONTACT_SHADOWS , state . used_contact_shadows ) ;
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if ( p_directional_add | | ( directional_light & & ( e - > sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG ) = = 0 ) ) {
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_LIGHT_DIRECTIONAL , true ) ;
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if ( p_directional_shadows & & directional_light - > light_ptr - > shadow ) {
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_DIRECTIONAL_SHADOW , true ) ;
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switch ( directional_light - > light_ptr - > directional_shadow_mode ) {
case VS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL :
break ; //none
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case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS :
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM2 , true ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM_BLEND , directional_light - > light_ptr - > directional_blend_splits ) ;
break ;
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case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS :
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM4 , true ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM_BLEND , directional_light - > light_ptr - > directional_blend_splits ) ;
break ;
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}
}
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}
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}
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rebind = true ;
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}
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if ( p_alpha_pass | | p_directional_add ) {
int desired_blend_mode ;
if ( p_directional_add ) {
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desired_blend_mode = RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_ADD ;
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} else {
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desired_blend_mode = material - > shader - > spatial . blend_mode ;
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}
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if ( desired_blend_mode ! = current_blend_mode ) {
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switch ( desired_blend_mode ) {
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case RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_MIX : {
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glBlendEquation ( GL_FUNC_ADD ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
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glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
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} else {
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glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
}
2016-10-27 14:50:26 +00:00
2017-03-05 15:44:50 +00:00
} break ;
case RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_ADD : {
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glBlendEquation ( GL_FUNC_ADD ) ;
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glBlendFunc ( p_alpha_pass ? GL_SRC_ALPHA : GL_ONE , GL_ONE ) ;
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2017-03-05 15:44:50 +00:00
} break ;
case RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_SUB : {
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glBlendEquation ( GL_FUNC_REVERSE_SUBTRACT ) ;
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glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
} break ;
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case RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_MUL : {
glBlendEquation ( GL_FUNC_ADD ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
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glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
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} else {
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glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
}
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2016-11-11 15:27:52 +00:00
} break ;
}
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current_blend_mode = desired_blend_mode ;
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}
}
}
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bool use_instancing = e - > instance - > base_type = = VS : : INSTANCE_MULTIMESH | | e - > instance - > base_type = = VS : : INSTANCE_PARTICLES ;
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if ( use_instancing ! = prev_use_instancing ) {
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_INSTANCING , use_instancing ) ;
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rebind = true ;
}
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if ( prev_skeleton ! = skeleton ) {
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if ( prev_skeleton . is_valid ( ) ! = skeleton . is_valid ( ) ) {
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_SKELETON , skeleton . is_valid ( ) ) ;
rebind = true ;
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}
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if ( skeleton . is_valid ( ) ) {
RasterizerStorageGLES3 : : Skeleton * sk = storage - > skeleton_owner . getornull ( skeleton ) ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 1 ) ;
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glBindTexture ( GL_TEXTURE_2D , sk - > texture ) ;
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}
}
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if ( material ! = prev_material | | rebind ) {
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2017-06-11 21:13:04 +00:00
storage - > info . render . material_switch_count + + ;
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rebind = _setup_material ( material , p_alpha_pass ) ;
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if ( rebind ) {
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storage - > info . render . shader_rebind_count + + ;
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}
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}
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if ( ! ( e - > sort_key & SORT_KEY_UNSHADED_FLAG ) & & ! p_directional_add & & ! p_shadow ) {
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_setup_light ( e , p_view_transform ) ;
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}
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if ( e - > owner ! = prev_owner | | prev_base_type ! = e - > instance - > base_type | | prev_geometry ! = e - > geometry ) {
2017-02-16 11:55:11 +00:00
2017-04-09 01:38:11 +00:00
_setup_geometry ( e , p_view_transform ) ;
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storage - > info . render . surface_switch_count + + ;
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}
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_set_cull ( e - > sort_key & RenderList : : SORT_KEY_MIRROR_FLAG , e - > sort_key & RenderList : : SORT_KEY_CULL_DISABLED_FLAG , p_reverse_cull ) ;
2016-10-19 14:14:41 +00:00
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state . scene_shader . set_uniform ( SceneShaderGLES3 : : NORMAL_MULT , e - > instance - > mirror ? - 1.0 : 1.0 ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES3 : : WORLD_TRANSFORM , e - > instance - > transform ) ;
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_render_geometry ( e ) ;
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prev_material = material ;
prev_base_type = e - > instance - > base_type ;
prev_geometry = e - > geometry ;
prev_owner = e - > owner ;
prev_shading = shading ;
prev_skeleton = skeleton ;
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prev_use_instancing = use_instancing ;
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first = false ;
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}
glFrontFace ( GL_CW ) ;
glBindVertexArray ( 0 ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_INSTANCING , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_SKELETON , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_RADIANCE_MAP , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_FORWARD_LIGHTING , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_LIGHT_DIRECTIONAL , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_DIRECTIONAL_SHADOW , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM4 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM2 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : LIGHT_USE_PSSM_BLEND , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADELESS , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADOW_MODE_PCF_5 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : SHADOW_MODE_PCF_13 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_GI_PROBES , false ) ;
2017-07-22 17:07:38 +00:00
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_CONTACT_SHADOWS , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_VERTEX_LIGHTING , false ) ;
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}
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void RasterizerSceneGLES3 : : _add_geometry ( RasterizerStorageGLES3 : : Geometry * p_geometry , InstanceBase * p_instance , RasterizerStorageGLES3 : : GeometryOwner * p_owner , int p_material , bool p_shadow ) {
2016-11-10 02:55:06 +00:00
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RasterizerStorageGLES3 : : Material * m = NULL ;
RID m_src = p_instance - > material_override . is_valid ( ) ? p_instance - > material_override : ( p_material > = 0 ? p_instance - > materials [ p_material ] : p_geometry - > material ) ;
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2017-06-11 18:52:03 +00:00
if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ) {
m_src = default_overdraw_material ;
}
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/*
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# ifdef DEBUG_ENABLED
if ( current_debug = = VS : : SCENARIO_DEBUG_OVERDRAW ) {
m_src = overdraw_material ;
}
# endif
*/
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if ( m_src . is_valid ( ) ) {
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m = storage - > material_owner . getornull ( m_src ) ;
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2017-06-12 22:23:37 +00:00
if ( ! m - > shader | | ! m - > shader - > valid ) {
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m = NULL ;
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}
}
if ( ! m ) {
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m = storage - > material_owner . getptr ( default_material ) ;
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}
ERR_FAIL_COND ( ! m ) ;
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_add_geometry_with_material ( p_geometry , p_instance , p_owner , m , p_shadow ) ;
while ( m - > next_pass . is_valid ( ) ) {
m = storage - > material_owner . getornull ( m - > next_pass ) ;
if ( ! m )
break ;
_add_geometry_with_material ( p_geometry , p_instance , p_owner , m , p_shadow ) ;
}
}
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void RasterizerSceneGLES3 : : _add_geometry_with_material ( RasterizerStorageGLES3 : : Geometry * p_geometry , InstanceBase * p_instance , RasterizerStorageGLES3 : : GeometryOwner * p_owner , RasterizerStorageGLES3 : : Material * p_material , bool p_shadow ) {
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2017-08-11 19:10:05 +00:00
bool has_base_alpha = ( p_material - > shader - > spatial . uses_alpha & & ! p_material - > shader - > spatial . uses_alpha_scissor ) | | p_material - > shader - > spatial . uses_screen_texture | | p_material - > shader - > spatial . unshaded ;
bool has_blend_alpha = p_material - > shader - > spatial . blend_mode ! = RasterizerStorageGLES3 : : Shader : : Spatial : : BLEND_MODE_MIX | | p_material - > shader - > spatial . ontop ;
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bool has_alpha = has_base_alpha | | has_blend_alpha ;
bool shadow = false ;
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bool mirror = p_instance - > mirror ;
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bool no_cull = false ;
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if ( p_material - > shader - > spatial . cull_mode = = RasterizerStorageGLES3 : : Shader : : Spatial : : CULL_MODE_DISABLED ) {
no_cull = true ;
mirror = false ;
} else if ( p_material - > shader - > spatial . cull_mode = = RasterizerStorageGLES3 : : Shader : : Spatial : : CULL_MODE_FRONT ) {
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mirror = ! mirror ;
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}
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if ( p_material - > shader - > spatial . uses_sss ) {
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state . used_sss = true ;
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}
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if ( p_material - > shader - > spatial . uses_screen_texture ) {
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state . used_screen_texture = true ;
}
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if ( p_shadow ) {
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if ( has_blend_alpha | | ( has_base_alpha & & p_material - > shader - > spatial . depth_draw_mode ! = RasterizerStorageGLES3 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) )
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return ; //bye
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if ( ! p_material - > shader - > spatial . uses_alpha_scissor & & ! p_material - > shader - > spatial . writes_modelview_or_projection & & ! p_material - > shader - > spatial . uses_vertex & & ! p_material - > shader - > spatial . uses_discard & & p_material - > shader - > spatial . depth_draw_mode ! = RasterizerStorageGLES3 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) {
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//shader does not use discard and does not write a vertex position, use generic material
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if ( p_instance - > cast_shadows = = VS : : SHADOW_CASTING_SETTING_DOUBLE_SIDED ) {
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p_material = storage - > material_owner . getptr ( default_material_twosided ) ;
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no_cull = true ;
mirror = false ;
} else {
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p_material = storage - > material_owner . getptr ( default_material ) ;
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}
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}
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has_alpha = false ;
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}
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RenderList : : Element * e = has_alpha ? render_list . add_alpha_element ( ) : render_list . add_element ( ) ;
if ( ! e )
return ;
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e - > geometry = p_geometry ;
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e - > material = p_material ;
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e - > instance = p_instance ;
e - > owner = p_owner ;
e - > sort_key = 0 ;
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if ( e - > geometry - > last_pass ! = render_pass ) {
e - > geometry - > last_pass = render_pass ;
e - > geometry - > index = current_geometry_index + + ;
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}
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if ( ! p_shadow & & directional_light & & ( directional_light - > light_ptr - > cull_mask & e - > instance - > layer_mask ) = = 0 ) {
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e - > sort_key | = SORT_KEY_NO_DIRECTIONAL_FLAG ;
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}
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e - > sort_key | = uint64_t ( e - > geometry - > index ) < < RenderList : : SORT_KEY_GEOMETRY_INDEX_SHIFT ;
e - > sort_key | = uint64_t ( e - > instance - > base_type ) < < RenderList : : SORT_KEY_GEOMETRY_TYPE_SHIFT ;
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if ( ! p_shadow ) {
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if ( e - > material - > last_pass ! = render_pass ) {
e - > material - > last_pass = render_pass ;
e - > material - > index = current_material_index + + ;
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}
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e - > sort_key | = uint64_t ( e - > material - > index ) < < RenderList : : SORT_KEY_MATERIAL_INDEX_SHIFT ;
e - > sort_key | = uint64_t ( e - > instance - > depth_layer ) < < RenderList : : SORT_KEY_DEPTH_LAYER_SHIFT ;
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if ( ! has_blend_alpha & & has_alpha & & p_material - > shader - > spatial . depth_draw_mode = = RasterizerStorageGLES3 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) {
2016-10-19 14:14:41 +00:00
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//if nothing exists, add this element as opaque too
RenderList : : Element * oe = render_list . add_element ( ) ;
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if ( ! oe )
return ;
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copymem ( oe , e , sizeof ( RenderList : : Element ) ) ;
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}
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if ( e - > instance - > gi_probe_instances . size ( ) ) {
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e - > sort_key | = SORT_KEY_GI_PROBES_FLAG ;
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}
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}
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/*
if ( e - > geometry - > type = = RasterizerStorageGLES3 : : Geometry : : GEOMETRY_MULTISURFACE )
e - > sort_flags | = RenderList : : SORT_FLAG_INSTANCING ;
*/
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if ( mirror ) {
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e - > sort_key | = RenderList : : SORT_KEY_MIRROR_FLAG ;
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}
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if ( no_cull ) {
e - > sort_key | = RenderList : : SORT_KEY_CULL_DISABLED_FLAG ;
}
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//e->light_type=0xFF; // no lights!
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if ( shadow | | p_material - > shader - > spatial . unshaded | | state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_UNSHADED ) {
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e - > sort_key | = SORT_KEY_UNSHADED_FLAG ;
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}
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if ( ! shadow & & ( p_material - > shader - > spatial . uses_vertex_lighting | | storage - > config . force_vertex_shading ) ) {
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e - > sort_key | = SORT_KEY_VERTEX_LIT_FLAG ;
}
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if ( ! shadow & & has_alpha & & p_material - > shader - > spatial . depth_draw_mode = = RasterizerStorageGLES3 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) {
//depth prepass for alpha
RenderList : : Element * eo = render_list . add_element ( ) ;
eo - > instance = e - > instance ;
eo - > geometry = e - > geometry ;
eo - > material = e - > material ;
eo - > sort_key = e - > sort_key ;
}
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}
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void RasterizerSceneGLES3 : : _draw_sky ( RasterizerStorageGLES3 : : Sky * p_sky , const CameraMatrix & p_projection , const Transform & p_transform , bool p_vflip , float p_scale , float p_energy ) {
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if ( ! p_sky )
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return ;
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RasterizerStorageGLES3 : : Texture * tex = storage - > texture_owner . getornull ( p_sky - > panorama ) ;
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ERR_FAIL_COND ( ! tex ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( tex - > target , tex - > tex_id ) ;
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if ( storage - > config . srgb_decode_supported & & tex - > srgb & & ! tex - > using_srgb ) {
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glTexParameteri ( tex - > target , _TEXTURE_SRGB_DECODE_EXT , _DECODE_EXT ) ;
tex - > using_srgb = true ;
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# ifdef TOOLS_ENABLED
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if ( ! ( tex - > flags & VS : : TEXTURE_FLAG_CONVERT_TO_LINEAR ) ) {
tex - > flags | = VS : : TEXTURE_FLAG_CONVERT_TO_LINEAR ;
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//notify that texture must be set to linear beforehand, so it works in other platforms when exported
}
# endif
}
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glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
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glDepthFunc ( GL_LEQUAL ) ;
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glColorMask ( 1 , 1 , 1 , 1 ) ;
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float flip_sign = p_vflip ? - 1 : 1 ;
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Vector3 vertices [ 8 ] = {
Vector3 ( - 1 , - 1 * flip_sign , 1 ) ,
Vector3 ( 0 , 1 , 0 ) ,
Vector3 ( 1 , - 1 * flip_sign , 1 ) ,
Vector3 ( 1 , 1 , 0 ) ,
Vector3 ( 1 , 1 * flip_sign , 1 ) ,
Vector3 ( 1 , 0 , 0 ) ,
Vector3 ( - 1 , 1 * flip_sign , 1 ) ,
Vector3 ( 0 , 0 , 0 )
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} ;
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//sky uv vectors
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float vw , vh , zn ;
p_projection . get_viewport_size ( vw , vh ) ;
zn = p_projection . get_z_near ( ) ;
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float scale = p_scale ;
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for ( int i = 0 ; i < 4 ; i + + ) {
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Vector3 uv = vertices [ i * 2 + 1 ] ;
uv . x = ( uv . x * 2.0 - 1.0 ) * vw * scale ;
uv . y = - ( uv . y * 2.0 - 1.0 ) * vh * scale ;
uv . z = - zn ;
vertices [ i * 2 + 1 ] = p_transform . basis . xform ( uv ) . normalized ( ) ;
vertices [ i * 2 + 1 ] . z = - vertices [ i * 2 + 1 ] . z ;
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}
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glBindBuffer ( GL_ARRAY_BUFFER , state . sky_verts ) ;
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glBufferSubData ( GL_ARRAY_BUFFER , 0 , sizeof ( Vector3 ) * 8 , vertices ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
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glBindVertexArray ( state . sky_array ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_PANORAMA , true ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_MULTIPLIER , true ) ;
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storage - > shaders . copy . bind ( ) ;
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storage - > shaders . copy . set_uniform ( CopyShaderGLES3 : : MULTIPLIER , p_energy ) ;
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glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
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glBindVertexArray ( 0 ) ;
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glColorMask ( 1 , 1 , 1 , 1 ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_MULTIPLIER , false ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_PANORAMA , false ) ;
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}
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void RasterizerSceneGLES3 : : _setup_environment ( Environment * env , const CameraMatrix & p_cam_projection , const Transform & p_cam_transform ) {
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//store camera into ubo
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store_camera ( p_cam_projection , state . ubo_data . projection_matrix ) ;
store_transform ( p_cam_transform , state . ubo_data . camera_matrix ) ;
store_transform ( p_cam_transform . affine_inverse ( ) , state . ubo_data . camera_inverse_matrix ) ;
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//time global variables
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state . ubo_data . time = storage - > frame . time [ 0 ] ;
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state . ubo_data . z_far = p_cam_projection . get_z_far ( ) ;
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//bg and ambient
if ( env ) {
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state . ubo_data . bg_energy = env - > bg_energy ;
state . ubo_data . ambient_energy = env - > ambient_energy ;
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Color linear_ambient_color = env - > ambient_color . to_linear ( ) ;
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state . ubo_data . ambient_light_color [ 0 ] = linear_ambient_color . r ;
state . ubo_data . ambient_light_color [ 1 ] = linear_ambient_color . g ;
state . ubo_data . ambient_light_color [ 2 ] = linear_ambient_color . b ;
state . ubo_data . ambient_light_color [ 3 ] = linear_ambient_color . a ;
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Color bg_color ;
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switch ( env - > bg_mode ) {
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case VS : : ENV_BG_CLEAR_COLOR : {
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bg_color = storage - > frame . clear_request_color . to_linear ( ) ;
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} break ;
case VS : : ENV_BG_COLOR : {
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bg_color = env - > bg_color . to_linear ( ) ;
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} break ;
default : {
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bg_color = Color ( 0 , 0 , 0 , 1 ) ;
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} break ;
}
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state . ubo_data . bg_color [ 0 ] = bg_color . r ;
state . ubo_data . bg_color [ 1 ] = bg_color . g ;
state . ubo_data . bg_color [ 2 ] = bg_color . b ;
state . ubo_data . bg_color [ 3 ] = bg_color . a ;
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state . env_radiance_data . ambient_contribution = env - > ambient_sky_contribution ;
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state . ubo_data . ambient_occlusion_affect_light = env - > ssao_light_affect ;
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//fog
Color linear_fog = env - > fog_color . to_linear ( ) ;
state . ubo_data . fog_color_enabled [ 0 ] = linear_fog . r ;
state . ubo_data . fog_color_enabled [ 1 ] = linear_fog . g ;
state . ubo_data . fog_color_enabled [ 2 ] = linear_fog . b ;
state . ubo_data . fog_color_enabled [ 3 ] = env - > fog_enabled ? 1.0 : 0.0 ;
Color linear_sun = env - > fog_sun_color . to_linear ( ) ;
state . ubo_data . fog_sun_color_amount [ 0 ] = linear_sun . r ;
state . ubo_data . fog_sun_color_amount [ 1 ] = linear_sun . g ;
state . ubo_data . fog_sun_color_amount [ 2 ] = linear_sun . b ;
state . ubo_data . fog_sun_color_amount [ 3 ] = env - > fog_sun_amount ;
state . ubo_data . fog_depth_enabled = env - > fog_depth_enabled ;
state . ubo_data . fog_depth_begin = env - > fog_depth_begin ;
state . ubo_data . fog_depth_curve = env - > fog_depth_curve ;
state . ubo_data . fog_transmit_enabled = env - > fog_transmit_enabled ;
state . ubo_data . fog_transmit_curve = env - > fog_transmit_curve ;
state . ubo_data . fog_height_enabled = env - > fog_height_enabled ;
state . ubo_data . fog_height_min = env - > fog_height_min ;
state . ubo_data . fog_height_max = env - > fog_height_max ;
state . ubo_data . fog_height_curve = env - > fog_height_curve ;
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} else {
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state . ubo_data . bg_energy = 1.0 ;
state . ubo_data . ambient_energy = 1.0 ;
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//use from clear color instead, since there is no ambient
Color linear_ambient_color = storage - > frame . clear_request_color . to_linear ( ) ;
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state . ubo_data . ambient_light_color [ 0 ] = linear_ambient_color . r ;
state . ubo_data . ambient_light_color [ 1 ] = linear_ambient_color . g ;
state . ubo_data . ambient_light_color [ 2 ] = linear_ambient_color . b ;
state . ubo_data . ambient_light_color [ 3 ] = linear_ambient_color . a ;
state . ubo_data . bg_color [ 0 ] = linear_ambient_color . r ;
state . ubo_data . bg_color [ 1 ] = linear_ambient_color . g ;
state . ubo_data . bg_color [ 2 ] = linear_ambient_color . b ;
state . ubo_data . bg_color [ 3 ] = linear_ambient_color . a ;
state . env_radiance_data . ambient_contribution = 0 ;
state . ubo_data . ambient_occlusion_affect_light = 0 ;
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state . ubo_data . fog_color_enabled [ 3 ] = 0.0 ;
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}
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{
//directional shadow
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state . ubo_data . shadow_directional_pixel_size [ 0 ] = 1.0 / directional_shadow . size ;
state . ubo_data . shadow_directional_pixel_size [ 1 ] = 1.0 / directional_shadow . size ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 4 ) ;
glBindTexture ( GL_TEXTURE_2D , directional_shadow . depth ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_COMPARE_REF_TO_TEXTURE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_FUNC , GL_LESS ) ;
}
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glBindBuffer ( GL_UNIFORM_BUFFER , state . scene_ubo ) ;
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glBufferSubData ( GL_UNIFORM_BUFFER , 0 , sizeof ( State : : SceneDataUBO ) , & state . ubo_data ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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//fill up environment
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store_transform ( p_cam_transform , state . env_radiance_data . transform ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , state . env_radiance_ubo ) ;
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glBufferSubData ( GL_UNIFORM_BUFFER , 0 , sizeof ( State : : EnvironmentRadianceUBO ) , & state . env_radiance_data ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
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void RasterizerSceneGLES3 : : _setup_directional_light ( int p_index , const Transform & p_camera_inverse_transform , bool p_use_shadows ) {
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LightInstance * li = directional_lights [ p_index ] ;
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LightDataUBO ubo_data ; //used for filling
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float sign = li - > light_ptr - > negative ? - 1 : 1 ;
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Color linear_col = li - > light_ptr - > color . to_linear ( ) ;
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ubo_data . light_color_energy [ 0 ] = linear_col . r * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 1 ] = linear_col . g * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 2 ] = linear_col . b * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 3 ] = 0 ;
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//omni, keep at 0
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ubo_data . light_pos_inv_radius [ 0 ] = 0.0 ;
ubo_data . light_pos_inv_radius [ 1 ] = 0.0 ;
ubo_data . light_pos_inv_radius [ 2 ] = 0.0 ;
ubo_data . light_pos_inv_radius [ 3 ] = 0.0 ;
Vector3 direction = p_camera_inverse_transform . basis . xform ( li - > transform . basis . xform ( Vector3 ( 0 , 0 , - 1 ) ) ) . normalized ( ) ;
ubo_data . light_direction_attenuation [ 0 ] = direction . x ;
ubo_data . light_direction_attenuation [ 1 ] = direction . y ;
ubo_data . light_direction_attenuation [ 2 ] = direction . z ;
ubo_data . light_direction_attenuation [ 3 ] = 1.0 ;
ubo_data . light_params [ 0 ] = 0 ;
ubo_data . light_params [ 1 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_SPECULAR ] ;
ubo_data . light_params [ 2 ] = 0 ;
ubo_data . light_params [ 3 ] = 0 ;
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Color shadow_color = li - > light_ptr - > shadow_color . to_linear ( ) ;
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ubo_data . light_shadow_color_contact [ 0 ] = shadow_color . r ;
ubo_data . light_shadow_color_contact [ 1 ] = shadow_color . g ;
ubo_data . light_shadow_color_contact [ 2 ] = shadow_color . b ;
ubo_data . light_shadow_color_contact [ 3 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_CONTACT_SHADOW_SIZE ] ;
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if ( p_use_shadows & & li - > light_ptr - > shadow ) {
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int shadow_count = 0 ;
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switch ( li - > light_ptr - > directional_shadow_mode ) {
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case VS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL : {
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shadow_count = 1 ;
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} break ;
case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS : {
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shadow_count = 2 ;
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} break ;
case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS : {
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shadow_count = 4 ;
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} break ;
}
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for ( int j = 0 ; j < shadow_count ; j + + ) {
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uint32_t x = li - > directional_rect . position . x ;
uint32_t y = li - > directional_rect . position . y ;
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uint32_t width = li - > directional_rect . size . x ;
uint32_t height = li - > directional_rect . size . y ;
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if ( li - > light_ptr - > directional_shadow_mode = = VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS ) {
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width / = 2 ;
height / = 2 ;
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if ( j = = 0 ) {
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} else if ( j = = 1 ) {
x + = width ;
} else if ( j = = 2 ) {
y + = height ;
} else if ( j = = 3 ) {
x + = width ;
y + = height ;
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}
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} else if ( li - > light_ptr - > directional_shadow_mode = = VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ) {
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height / = 2 ;
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if ( j = = 0 ) {
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} else {
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y + = height ;
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}
}
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ubo_data . shadow_split_offsets [ j ] = 1.0 / li - > shadow_transform [ j ] . split ;
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Transform modelview = ( p_camera_inverse_transform * li - > shadow_transform [ j ] . transform ) . inverse ( ) ;
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CameraMatrix bias ;
bias . set_light_bias ( ) ;
CameraMatrix rectm ;
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Rect2 atlas_rect = Rect2 ( float ( x ) / directional_shadow . size , float ( y ) / directional_shadow . size , float ( width ) / directional_shadow . size , float ( height ) / directional_shadow . size ) ;
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rectm . set_light_atlas_rect ( atlas_rect ) ;
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CameraMatrix shadow_mtx = rectm * bias * li - > shadow_transform [ j ] . camera * modelview ;
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store_camera ( shadow_mtx , & ubo_data . shadow_matrix1 [ 16 * j ] ) ;
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ubo_data . light_clamp [ 0 ] = atlas_rect . position . x ;
ubo_data . light_clamp [ 1 ] = atlas_rect . position . y ;
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ubo_data . light_clamp [ 2 ] = atlas_rect . size . x ;
ubo_data . light_clamp [ 3 ] = atlas_rect . size . y ;
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}
}
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glBindBuffer ( GL_UNIFORM_BUFFER , state . directional_ubo ) ;
glBufferSubData ( GL_UNIFORM_BUFFER , 0 , sizeof ( LightDataUBO ) , & ubo_data ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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directional_light = li ;
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glBindBufferBase ( GL_UNIFORM_BUFFER , 3 , state . directional_ubo ) ;
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}
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void RasterizerSceneGLES3 : : _setup_lights ( RID * p_light_cull_result , int p_light_cull_count , const Transform & p_camera_inverse_transform , const CameraMatrix & p_camera_projection , RID p_shadow_atlas ) {
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state . omni_light_count = 0 ;
state . spot_light_count = 0 ;
state . directional_light_count = 0 ;
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directional_light = NULL ;
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
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for ( int i = 0 ; i < p_light_cull_count ; i + + ) {
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ERR_BREAK ( i > = RenderList : : MAX_LIGHTS ) ;
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LightInstance * li = light_instance_owner . getptr ( p_light_cull_result [ i ] ) ;
LightDataUBO ubo_data ; //used for filling
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switch ( li - > light_ptr - > type ) {
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case VS : : LIGHT_DIRECTIONAL : {
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if ( state . directional_light_count < RenderList : : MAX_DIRECTIONAL_LIGHTS ) {
directional_lights [ state . directional_light_count + + ] = li ;
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}
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} break ;
case VS : : LIGHT_OMNI : {
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float sign = li - > light_ptr - > negative ? - 1 : 1 ;
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Color linear_col = li - > light_ptr - > color . to_linear ( ) ;
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ubo_data . light_color_energy [ 0 ] = linear_col . r * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 1 ] = linear_col . g * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 2 ] = linear_col . b * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 3 ] = 0 ;
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Vector3 pos = p_camera_inverse_transform . xform ( li - > transform . origin ) ;
//directional, keep at 0
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ubo_data . light_pos_inv_radius [ 0 ] = pos . x ;
ubo_data . light_pos_inv_radius [ 1 ] = pos . y ;
ubo_data . light_pos_inv_radius [ 2 ] = pos . z ;
ubo_data . light_pos_inv_radius [ 3 ] = 1.0 / MAX ( 0.001 , li - > light_ptr - > param [ VS : : LIGHT_PARAM_RANGE ] ) ;
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ubo_data . light_direction_attenuation [ 0 ] = 0 ;
ubo_data . light_direction_attenuation [ 1 ] = 0 ;
ubo_data . light_direction_attenuation [ 2 ] = 0 ;
ubo_data . light_direction_attenuation [ 3 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_ATTENUATION ] ;
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ubo_data . light_params [ 0 ] = 0 ;
ubo_data . light_params [ 1 ] = 0 ;
ubo_data . light_params [ 2 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_SPECULAR ] ;
ubo_data . light_params [ 3 ] = 0 ;
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Color shadow_color = li - > light_ptr - > shadow_color . to_linear ( ) ;
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ubo_data . light_shadow_color_contact [ 0 ] = shadow_color . r ;
ubo_data . light_shadow_color_contact [ 1 ] = shadow_color . g ;
ubo_data . light_shadow_color_contact [ 2 ] = shadow_color . b ;
ubo_data . light_shadow_color_contact [ 3 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_CONTACT_SHADOW_SIZE ] ;
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if ( li - > light_ptr - > shadow & & shadow_atlas & & shadow_atlas - > shadow_owners . has ( li - > self ) ) {
// fill in the shadow information
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uint32_t key = shadow_atlas - > shadow_owners [ li - > self ] ;
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uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
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uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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ERR_CONTINUE ( shadow > = shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) ) ;
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uint32_t atlas_size = shadow_atlas - > size ;
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uint32_t quadrant_size = atlas_size > > 1 ;
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uint32_t x = ( quadrant & 1 ) * quadrant_size ;
uint32_t y = ( quadrant > > 1 ) * quadrant_size ;
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uint32_t shadow_size = ( quadrant_size / shadow_atlas - > quadrants [ quadrant ] . subdivision ) ;
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x + = ( shadow % shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
y + = ( shadow / shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
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uint32_t width = shadow_size ;
uint32_t height = shadow_size ;
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if ( li - > light_ptr - > omni_shadow_detail = = VS : : LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL ) {
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height / = 2 ;
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} else {
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width / = 2 ;
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}
Transform proj = ( p_camera_inverse_transform * li - > transform ) . inverse ( ) ;
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store_transform ( proj , ubo_data . shadow_matrix1 ) ;
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ubo_data . light_params [ 3 ] = 1.0 ; //means it has shadow
ubo_data . light_clamp [ 0 ] = float ( x ) / atlas_size ;
ubo_data . light_clamp [ 1 ] = float ( y ) / atlas_size ;
ubo_data . light_clamp [ 2 ] = float ( width ) / atlas_size ;
ubo_data . light_clamp [ 3 ] = float ( height ) / atlas_size ;
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}
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li - > light_index = state . omni_light_count ;
copymem ( & state . omni_array_tmp [ li - > light_index * state . ubo_light_size ] , & ubo_data , state . ubo_light_size ) ;
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state . omni_light_count + + ;
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#if 0
if ( li - > light_ptr - > shadow_enabled ) {
li - > shadow_projection [ 0 ] = Transform ( camera_transform_inverse * li - > transform ) . inverse ( ) ;
lights_use_shadow = true ;
}
# endif
} break ;
case VS : : LIGHT_SPOT : {
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float sign = li - > light_ptr - > negative ? - 1 : 1 ;
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Color linear_col = li - > light_ptr - > color . to_linear ( ) ;
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ubo_data . light_color_energy [ 0 ] = linear_col . r * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 1 ] = linear_col . g * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 2 ] = linear_col . b * sign * li - > light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
ubo_data . light_color_energy [ 3 ] = 0 ;
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Vector3 pos = p_camera_inverse_transform . xform ( li - > transform . origin ) ;
//directional, keep at 0
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ubo_data . light_pos_inv_radius [ 0 ] = pos . x ;
ubo_data . light_pos_inv_radius [ 1 ] = pos . y ;
ubo_data . light_pos_inv_radius [ 2 ] = pos . z ;
ubo_data . light_pos_inv_radius [ 3 ] = 1.0 / MAX ( 0.001 , li - > light_ptr - > param [ VS : : LIGHT_PARAM_RANGE ] ) ;
Vector3 direction = p_camera_inverse_transform . basis . xform ( li - > transform . basis . xform ( Vector3 ( 0 , 0 , - 1 ) ) ) . normalized ( ) ;
ubo_data . light_direction_attenuation [ 0 ] = direction . x ;
ubo_data . light_direction_attenuation [ 1 ] = direction . y ;
ubo_data . light_direction_attenuation [ 2 ] = direction . z ;
ubo_data . light_direction_attenuation [ 3 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_ATTENUATION ] ;
ubo_data . light_params [ 0 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_SPOT_ATTENUATION ] ;
ubo_data . light_params [ 1 ] = Math : : cos ( Math : : deg2rad ( li - > light_ptr - > param [ VS : : LIGHT_PARAM_SPOT_ANGLE ] ) ) ;
ubo_data . light_params [ 2 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_SPECULAR ] ;
ubo_data . light_params [ 3 ] = 0 ;
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Color shadow_color = li - > light_ptr - > shadow_color . to_linear ( ) ;
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ubo_data . light_shadow_color_contact [ 0 ] = shadow_color . r ;
ubo_data . light_shadow_color_contact [ 1 ] = shadow_color . g ;
ubo_data . light_shadow_color_contact [ 2 ] = shadow_color . b ;
ubo_data . light_shadow_color_contact [ 3 ] = li - > light_ptr - > param [ VS : : LIGHT_PARAM_CONTACT_SHADOW_SIZE ] ;
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if ( li - > light_ptr - > shadow & & shadow_atlas & & shadow_atlas - > shadow_owners . has ( li - > self ) ) {
// fill in the shadow information
uint32_t key = shadow_atlas - > shadow_owners [ li - > self ] ;
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uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
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uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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ERR_CONTINUE ( shadow > = shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) ) ;
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uint32_t atlas_size = shadow_atlas - > size ;
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uint32_t quadrant_size = atlas_size > > 1 ;
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uint32_t x = ( quadrant & 1 ) * quadrant_size ;
uint32_t y = ( quadrant > > 1 ) * quadrant_size ;
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uint32_t shadow_size = ( quadrant_size / shadow_atlas - > quadrants [ quadrant ] . subdivision ) ;
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x + = ( shadow % shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
y + = ( shadow / shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
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uint32_t width = shadow_size ;
uint32_t height = shadow_size ;
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Rect2 rect ( float ( x ) / atlas_size , float ( y ) / atlas_size , float ( width ) / atlas_size , float ( height ) / atlas_size ) ;
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ubo_data . light_params [ 3 ] = 1.0 ; //means it has shadow
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ubo_data . light_clamp [ 0 ] = rect . position . x ;
ubo_data . light_clamp [ 1 ] = rect . position . y ;
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ubo_data . light_clamp [ 2 ] = rect . size . x ;
ubo_data . light_clamp [ 3 ] = rect . size . y ;
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Transform modelview = ( p_camera_inverse_transform * li - > transform ) . inverse ( ) ;
CameraMatrix bias ;
bias . set_light_bias ( ) ;
CameraMatrix rectm ;
rectm . set_light_atlas_rect ( rect ) ;
CameraMatrix shadow_mtx = rectm * bias * li - > shadow_transform [ 0 ] . camera * modelview ;
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store_camera ( shadow_mtx , ubo_data . shadow_matrix1 ) ;
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}
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li - > light_index = state . spot_light_count ;
copymem ( & state . spot_array_tmp [ li - > light_index * state . ubo_light_size ] , & ubo_data , state . ubo_light_size ) ;
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state . spot_light_count + + ;
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#if 0
if ( li - > light_ptr - > shadow_enabled ) {
CameraMatrix bias ;
bias . set_light_bias ( ) ;
Transform modelview = Transform ( camera_transform_inverse * li - > transform ) . inverse ( ) ;
li - > shadow_projection [ 0 ] = bias * li - > projection * modelview ;
lights_use_shadow = true ;
}
# endif
} break ;
}
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li - > last_pass = render_pass ;
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//update UBO for forward rendering, blit to texture for clustered
}
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if ( state . omni_light_count ) {
glBindBuffer ( GL_UNIFORM_BUFFER , state . omni_array_ubo ) ;
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glBufferSubData ( GL_UNIFORM_BUFFER , 0 , state . omni_light_count * state . ubo_light_size , state . omni_array_tmp ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
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glBindBufferBase ( GL_UNIFORM_BUFFER , 4 , state . omni_array_ubo ) ;
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if ( state . spot_light_count ) {
glBindBuffer ( GL_UNIFORM_BUFFER , state . spot_array_ubo ) ;
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glBufferSubData ( GL_UNIFORM_BUFFER , 0 , state . spot_light_count * state . ubo_light_size , state . spot_array_tmp ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
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glBindBufferBase ( GL_UNIFORM_BUFFER , 5 , state . spot_array_ubo ) ;
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}
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void RasterizerSceneGLES3 : : _setup_reflections ( RID * p_reflection_probe_cull_result , int p_reflection_probe_cull_count , const Transform & p_camera_inverse_transform , const CameraMatrix & p_camera_projection , RID p_reflection_atlas , Environment * p_env ) {
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state . reflection_probe_count = 0 ;
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for ( int i = 0 ; i < p_reflection_probe_cull_count ; i + + ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_reflection_probe_cull_result [ i ] ) ;
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ERR_CONTINUE ( ! rpi ) ;
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ReflectionAtlas * reflection_atlas = reflection_atlas_owner . getornull ( p_reflection_atlas ) ;
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ERR_CONTINUE ( ! reflection_atlas ) ;
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ERR_CONTINUE ( rpi - > reflection_atlas_index < 0 ) ;
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if ( state . reflection_probe_count > = state . max_ubo_reflections )
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break ;
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rpi - > last_pass = render_pass ;
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ReflectionProbeDataUBO reflection_ubo ;
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reflection_ubo . box_extents [ 0 ] = rpi - > probe_ptr - > extents . x ;
reflection_ubo . box_extents [ 1 ] = rpi - > probe_ptr - > extents . y ;
reflection_ubo . box_extents [ 2 ] = rpi - > probe_ptr - > extents . z ;
reflection_ubo . box_extents [ 3 ] = 0 ;
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reflection_ubo . box_ofs [ 0 ] = rpi - > probe_ptr - > origin_offset . x ;
reflection_ubo . box_ofs [ 1 ] = rpi - > probe_ptr - > origin_offset . y ;
reflection_ubo . box_ofs [ 2 ] = rpi - > probe_ptr - > origin_offset . z ;
reflection_ubo . box_ofs [ 3 ] = 0 ;
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reflection_ubo . params [ 0 ] = rpi - > probe_ptr - > intensity ;
reflection_ubo . params [ 1 ] = 0 ;
reflection_ubo . params [ 2 ] = rpi - > probe_ptr - > interior ? 1.0 : 0.0 ;
reflection_ubo . params [ 3 ] = rpi - > probe_ptr - > box_projection ? 1.0 : 0.0 ;
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if ( rpi - > probe_ptr - > interior ) {
Color ambient_linear = rpi - > probe_ptr - > interior_ambient . to_linear ( ) ;
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reflection_ubo . ambient [ 0 ] = ambient_linear . r * rpi - > probe_ptr - > interior_ambient_energy ;
reflection_ubo . ambient [ 1 ] = ambient_linear . g * rpi - > probe_ptr - > interior_ambient_energy ;
reflection_ubo . ambient [ 2 ] = ambient_linear . b * rpi - > probe_ptr - > interior_ambient_energy ;
reflection_ubo . ambient [ 3 ] = rpi - > probe_ptr - > interior_ambient_probe_contrib ;
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} else {
Color ambient_linear ;
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float contrib = 0 ;
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if ( p_env ) {
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ambient_linear = p_env - > ambient_color . to_linear ( ) ;
ambient_linear . r * = p_env - > ambient_energy ;
ambient_linear . g * = p_env - > ambient_energy ;
ambient_linear . b * = p_env - > ambient_energy ;
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contrib = p_env - > ambient_sky_contribution ;
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}
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reflection_ubo . ambient [ 0 ] = ambient_linear . r ;
reflection_ubo . ambient [ 1 ] = ambient_linear . g ;
reflection_ubo . ambient [ 2 ] = ambient_linear . b ;
reflection_ubo . ambient [ 3 ] = 0 ;
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}
int cell_size = reflection_atlas - > size / reflection_atlas - > subdiv ;
int x = ( rpi - > reflection_atlas_index % reflection_atlas - > subdiv ) * cell_size ;
int y = ( rpi - > reflection_atlas_index / reflection_atlas - > subdiv ) * cell_size ;
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int width = cell_size ;
int height = cell_size ;
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reflection_ubo . atlas_clamp [ 0 ] = float ( x ) / reflection_atlas - > size ;
reflection_ubo . atlas_clamp [ 1 ] = float ( y ) / reflection_atlas - > size ;
reflection_ubo . atlas_clamp [ 2 ] = float ( width ) / reflection_atlas - > size ;
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reflection_ubo . atlas_clamp [ 3 ] = float ( height ) / reflection_atlas - > size ;
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Transform proj = ( p_camera_inverse_transform * rpi - > transform ) . inverse ( ) ;
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store_transform ( proj , reflection_ubo . local_matrix ) ;
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rpi - > reflection_index = state . reflection_probe_count ;
copymem ( & state . reflection_array_tmp [ rpi - > reflection_index * sizeof ( ReflectionProbeDataUBO ) ] , & reflection_ubo , sizeof ( ReflectionProbeDataUBO ) ) ;
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state . reflection_probe_count + + ;
}
if ( state . reflection_probe_count ) {
glBindBuffer ( GL_UNIFORM_BUFFER , state . reflection_array_ubo ) ;
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glBufferSubData ( GL_UNIFORM_BUFFER , 0 , state . reflection_probe_count * sizeof ( ReflectionProbeDataUBO ) , state . reflection_array_tmp ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
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glBindBufferBase ( GL_UNIFORM_BUFFER , 6 , state . reflection_array_ubo ) ;
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}
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void RasterizerSceneGLES3 : : _copy_screen ( bool p_invalidate_color , bool p_invalidate_depth ) {
# ifndef GLES_OVER_GL
if ( p_invalidate_color ) {
GLenum attachments [ 2 ] = {
GL_COLOR_ATTACHMENT0 ,
GL_DEPTH_STENCIL_ATTACHMENT
} ;
glInvalidateFramebuffer ( GL_FRAMEBUFFER , p_invalidate_depth ? 2 : 1 , attachments ) ;
}
# endif
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glBindVertexArray ( storage - > resources . quadie_array ) ;
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
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glBindVertexArray ( 0 ) ;
}
void RasterizerSceneGLES3 : : _copy_to_front_buffer ( Environment * env ) {
//copy to front buffer
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
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glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
glDepthFunc ( GL_LEQUAL ) ;
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glColorMask ( 1 , 1 , 1 , 1 ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > buffers . diffuse ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , true ) ;
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if ( ! env ) {
//no environment, simply convert from linear to srgb
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : LINEAR_TO_SRGB , true ) ;
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} else {
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/* FIXME: Why are both statements equal? */
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : LINEAR_TO_SRGB , true ) ;
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}
storage - > shaders . copy . bind ( ) ;
_copy_screen ( ) ;
//turn off everything used
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : LINEAR_TO_SRGB , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , false ) ;
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}
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void RasterizerSceneGLES3 : : _copy_texture_to_front_buffer ( GLuint p_texture ) {
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//copy to front buffer
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
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glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
glDepthFunc ( GL_LEQUAL ) ;
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glColorMask ( 1 , 1 , 1 , 1 ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , p_texture ) ;
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glViewport ( 0 , 0 , storage - > frame . current_rt - > width * 0.5 , storage - > frame . current_rt - > height * 0.5 ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , true ) ;
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storage - > shaders . copy . bind ( ) ;
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_copy_screen ( ) ;
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//turn off everything used
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : LINEAR_TO_SRGB , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , false ) ;
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}
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void RasterizerSceneGLES3 : : _fill_render_list ( InstanceBase * * p_cull_result , int p_cull_count , bool p_shadow ) {
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current_geometry_index = 0 ;
current_material_index = 0 ;
state . used_sss = false ;
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state . used_screen_texture = false ;
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//fill list
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for ( int i = 0 ; i < p_cull_count ; i + + ) {
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InstanceBase * inst = p_cull_result [ i ] ;
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switch ( inst - > base_type ) {
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case VS : : INSTANCE_MESH : {
RasterizerStorageGLES3 : : Mesh * mesh = storage - > mesh_owner . getptr ( inst - > base ) ;
ERR_CONTINUE ( ! mesh ) ;
int ssize = mesh - > surfaces . size ( ) ;
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for ( int i = 0 ; i < ssize ; i + + ) {
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int mat_idx = inst - > materials [ i ] . is_valid ( ) ? i : - 1 ;
RasterizerStorageGLES3 : : Surface * s = mesh - > surfaces [ i ] ;
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_add_geometry ( s , inst , NULL , mat_idx , p_shadow ) ;
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}
//mesh->last_pass=frame;
} break ;
case VS : : INSTANCE_MULTIMESH : {
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RasterizerStorageGLES3 : : MultiMesh * multi_mesh = storage - > multimesh_owner . getptr ( inst - > base ) ;
ERR_CONTINUE ( ! multi_mesh ) ;
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if ( multi_mesh - > size = = 0 | | multi_mesh - > visible_instances = = 0 )
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continue ;
RasterizerStorageGLES3 : : Mesh * mesh = storage - > mesh_owner . getptr ( multi_mesh - > mesh ) ;
if ( ! mesh )
continue ; //mesh not assigned
int ssize = mesh - > surfaces . size ( ) ;
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for ( int i = 0 ; i < ssize ; i + + ) {
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RasterizerStorageGLES3 : : Surface * s = mesh - > surfaces [ i ] ;
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_add_geometry ( s , inst , multi_mesh , - 1 , p_shadow ) ;
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}
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} break ;
case VS : : INSTANCE_IMMEDIATE : {
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RasterizerStorageGLES3 : : Immediate * immediate = storage - > immediate_owner . getptr ( inst - > base ) ;
ERR_CONTINUE ( ! immediate ) ;
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_add_geometry ( immediate , inst , NULL , - 1 , p_shadow ) ;
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} break ;
case VS : : INSTANCE_PARTICLES : {
RasterizerStorageGLES3 : : Particles * particles = storage - > particles_owner . getptr ( inst - > base ) ;
ERR_CONTINUE ( ! particles ) ;
for ( int i = 0 ; i < particles - > draw_passes . size ( ) ; i + + ) {
RID pmesh = particles - > draw_passes [ i ] ;
if ( ! pmesh . is_valid ( ) )
continue ;
RasterizerStorageGLES3 : : Mesh * mesh = storage - > mesh_owner . get ( pmesh ) ;
if ( ! mesh )
continue ; //mesh not assigned
int ssize = mesh - > surfaces . size ( ) ;
for ( int j = 0 ; j < ssize ; j + + ) {
RasterizerStorageGLES3 : : Surface * s = mesh - > surfaces [ j ] ;
_add_geometry ( s , inst , particles , - 1 , p_shadow ) ;
}
}
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} break ;
}
}
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}
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void RasterizerSceneGLES3 : : _blur_effect_buffer ( ) {
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
for ( int i = 0 ; i < storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes . size ( ) ; i + + ) {
int vp_w = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . width ;
int vp_h = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . height ;
glViewport ( 0 , 0 , vp_w , vp_h ) ;
//horizontal pass
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_HORIZONTAL , true ) ;
state . effect_blur_shader . bind ( ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD , float ( i ) ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ; //previous level, since mipmaps[0] starts one level bigger
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . fbo ) ;
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_copy_screen ( true ) ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_HORIZONTAL , false ) ;
//vertical pass
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_VERTICAL , true ) ;
state . effect_blur_shader . bind ( ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD , float ( i ) ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 1 ] . color ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ i + 1 ] . fbo ) ; //next level, since mipmaps[0] starts one level bigger
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_copy_screen ( true ) ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_VERTICAL , false ) ;
}
}
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void RasterizerSceneGLES3 : : _render_mrts ( Environment * env , const CameraMatrix & p_cam_projection ) {
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glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
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if ( env - > ssao_enabled ) {
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//copy diffuse to front buffer
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT , GL_NEAREST ) ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
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//copy from depth, convert to linear
GLint ss [ 2 ] ;
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ss [ 0 ] = storage - > frame . current_rt - > width ;
ss [ 1 ] = storage - > frame . current_rt - > height ;
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for ( int i = 0 ; i < storage - > frame . current_rt - > effects . ssao . depth_mipmap_fbos . size ( ) ; i + + ) {
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state . ssao_minify_shader . set_conditional ( SsaoMinifyShaderGLES3 : : MINIFY_START , i = = 0 ) ;
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state . ssao_minify_shader . bind ( ) ;
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state . ssao_minify_shader . set_uniform ( SsaoMinifyShaderGLES3 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
state . ssao_minify_shader . set_uniform ( SsaoMinifyShaderGLES3 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . ssao_minify_shader . set_uniform ( SsaoMinifyShaderGLES3 : : SOURCE_MIPMAP , MAX ( 0 , i - 1 ) ) ;
glUniform2iv ( state . ssao_minify_shader . get_uniform ( SsaoMinifyShaderGLES3 : : FROM_SIZE ) , 1 , ss ) ;
ss [ 0 ] > > = 1 ;
ss [ 1 ] > > = 1 ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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if ( i = = 0 ) {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
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} else {
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . ssao . linear_depth ) ;
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}
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . ssao . depth_mipmap_fbos [ i ] ) ; //copy to front first
glViewport ( 0 , 0 , ss [ 0 ] , ss [ 1 ] ) ;
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_copy_screen ( true ) ;
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}
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ss [ 0 ] = storage - > frame . current_rt - > width ;
ss [ 1 ] = storage - > frame . current_rt - > height ;
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glViewport ( 0 , 0 , ss [ 0 ] , ss [ 1 ] ) ;
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glEnable ( GL_DEPTH_TEST ) ;
glDepthFunc ( GL_GREATER ) ;
// do SSAO!
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state . ssao_shader . set_conditional ( SsaoShaderGLES3 : : ENABLE_RADIUS2 , env - > ssao_radius2 > 0.001 ) ;
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state . ssao_shader . bind ( ) ;
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state . ssao_shader . set_uniform ( SsaoShaderGLES3 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
state . ssao_shader . set_uniform ( SsaoShaderGLES3 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
glUniform2iv ( state . ssao_shader . get_uniform ( SsaoShaderGLES3 : : SCREEN_SIZE ) , 1 , ss ) ;
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float radius = env - > ssao_radius ;
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state . ssao_shader . set_uniform ( SsaoShaderGLES3 : : RADIUS , radius ) ;
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float intensity = env - > ssao_intensity ;
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state . ssao_shader . set_uniform ( SsaoShaderGLES3 : : INTENSITY_DIV_R6 , intensity / pow ( radius , 6.0f ) ) ;
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if ( env - > ssao_radius2 > 0.001 ) {
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float radius2 = env - > ssao_radius2 ;
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state . ssao_shader . set_uniform ( SsaoShaderGLES3 : : RADIUS2 , radius2 ) ;
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float intensity2 = env - > ssao_intensity2 ;
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state . ssao_shader . set_uniform ( SsaoShaderGLES3 : : INTENSITY_DIV_R62 , intensity2 / pow ( radius2 , 6.0f ) ) ;
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}
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float proj_info [ 4 ] = {
- 2.0f / ( ss [ 0 ] * p_cam_projection . matrix [ 0 ] [ 0 ] ) ,
- 2.0f / ( ss [ 1 ] * p_cam_projection . matrix [ 1 ] [ 1 ] ) ,
( 1.0f - p_cam_projection . matrix [ 0 ] [ 2 ] ) / p_cam_projection . matrix [ 0 ] [ 0 ] ,
( 1.0f + p_cam_projection . matrix [ 1 ] [ 2 ] ) / p_cam_projection . matrix [ 1 ] [ 1 ]
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} ;
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glUniform4fv ( state . ssao_shader . get_uniform ( SsaoShaderGLES3 : : PROJ_INFO ) , 1 , proj_info ) ;
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float pixels_per_meter = float ( p_cam_projection . get_pixels_per_meter ( ss [ 0 ] ) ) ;
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state . ssao_shader . set_uniform ( SsaoShaderGLES3 : : PROJ_SCALE , pixels_per_meter ) ;
state . ssao_shader . set_uniform ( SsaoShaderGLES3 : : BIAS , env - > ssao_bias ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . ssao . linear_depth ) ;
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glActiveTexture ( GL_TEXTURE2 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > buffers . effect ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . ssao . blur_fbo [ 0 ] ) ; //copy to front first
Color white ( 1 , 1 , 1 , 1 ) ;
glClearBufferfv ( GL_COLOR , 0 , white . components ) ; // specular
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_copy_screen ( true ) ;
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//do the batm, i mean blur
state . ssao_blur_shader . bind ( ) ;
if ( env - > ssao_filter ) {
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for ( int i = 0 ; i < 2 ; i + + ) {
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state . ssao_blur_shader . set_uniform ( SsaoBlurShaderGLES3 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
state . ssao_blur_shader . set_uniform ( SsaoBlurShaderGLES3 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
GLint axis [ 2 ] = { i , 1 - i } ;
glUniform2iv ( state . ssao_blur_shader . get_uniform ( SsaoBlurShaderGLES3 : : AXIS ) , 1 , axis ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . ssao . blur_red [ i ] ) ;
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . ssao . blur_fbo [ 1 - i ] ) ;
if ( i = = 0 ) {
glClearBufferfv ( GL_COLOR , 0 , white . components ) ; // specular
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}
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_copy_screen ( true ) ;
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}
}
glDisable ( GL_DEPTH_TEST ) ;
glDepthFunc ( GL_LEQUAL ) ;
// just copy diffuse while applying SSAO
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : SSAO_MERGE , true ) ;
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state . effect_blur_shader . bind ( ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : SSAO_COLOR , env - > ssao_color ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ; //previous level, since mipmaps[0] starts one level bigger
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . ssao . blur_red [ 0 ] ) ; //previous level, since mipmaps[0] starts one level bigger
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ; // copy to base level
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_copy_screen ( true ) ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : SSAO_MERGE , false ) ;
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} else {
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//copy diffuse to effect buffer
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ;
glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT , GL_NEAREST ) ;
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glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
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}
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if ( state . used_sss ) { //sss enabled
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//copy diffuse while performing sss
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//copy normal and roughness to effect buffer
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT3 ) ;
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glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > effects . ssao . blur_fbo [ 0 ] ) ;
glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_COLOR_BUFFER_BIT , GL_LINEAR ) ;
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state . sss_shader . set_conditional ( SubsurfScatteringShaderGLES3 : : USE_11_SAMPLES , subsurface_scatter_quality = = SSS_QUALITY_LOW ) ;
state . sss_shader . set_conditional ( SubsurfScatteringShaderGLES3 : : USE_17_SAMPLES , subsurface_scatter_quality = = SSS_QUALITY_MEDIUM ) ;
state . sss_shader . set_conditional ( SubsurfScatteringShaderGLES3 : : USE_25_SAMPLES , subsurface_scatter_quality = = SSS_QUALITY_HIGH ) ;
state . sss_shader . set_conditional ( SubsurfScatteringShaderGLES3 : : ENABLE_FOLLOW_SURFACE , subsurface_scatter_follow_surface ) ;
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state . sss_shader . bind ( ) ;
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state . sss_shader . set_uniform ( SubsurfScatteringShaderGLES3 : : MAX_RADIUS , subsurface_scatter_size ) ;
state . sss_shader . set_uniform ( SubsurfScatteringShaderGLES3 : : FOVY , p_cam_projection . get_fov ( ) ) ;
state . sss_shader . set_uniform ( SubsurfScatteringShaderGLES3 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . sss_shader . set_uniform ( SubsurfScatteringShaderGLES3 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
state . sss_shader . set_uniform ( SubsurfScatteringShaderGLES3 : : DIR , Vector2 ( 1 , 0 ) ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ; //disable filter (fixes bugs on AMD)
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . ssao . blur_red [ 0 ] ) ;
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glActiveTexture ( GL_TEXTURE2 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_NONE ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ; //copy to front first
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_copy_screen ( true ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
state . sss_shader . set_uniform ( SubsurfScatteringShaderGLES3 : : DIR , Vector2 ( 0 , 1 ) ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ; // copy to base level
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_copy_screen ( true ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ; //restore filter
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
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}
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if ( env - > ssr_enabled ) {
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//copy normal and roughness to effect buffer
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT2 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > buffers . effect_fbo ) ;
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glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_COLOR_BUFFER_BIT , GL_NEAREST ) ;
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//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
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_blur_effect_buffer ( ) ;
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//perform SSR
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state . ssr_shader . set_conditional ( ScreenSpaceReflectionShaderGLES3 : : REFLECT_ROUGHNESS , env - > ssr_roughness ) ;
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state . ssr_shader . bind ( ) ;
int ssr_w = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ 0 ] . width ;
int ssr_h = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ 0 ] . height ;
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state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / ( ssr_w * 0.5 ) , 1.0 / ( ssr_h * 0.5 ) ) ) ;
state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : PROJECTION , p_cam_projection ) ;
state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : INVERSE_PROJECTION , p_cam_projection . inverse ( ) ) ;
state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : VIEWPORT_SIZE , Size2 ( ssr_w , ssr_h ) ) ;
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//state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass));
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state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : FILTER_MIPMAP_LEVELS , float ( storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes . size ( ) ) ) ;
state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : NUM_STEPS , env - > ssr_max_steps ) ;
state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : DEPTH_TOLERANCE , env - > ssr_depth_tolerance ) ;
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state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : DISTANCE_FADE , env - > ssr_fade_out ) ;
state . ssr_shader . set_uniform ( ScreenSpaceReflectionShaderGLES3 : : CURVE_FADE_IN , env - > ssr_fade_in ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > buffers . effect ) ;
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glActiveTexture ( GL_TEXTURE2 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_NONE ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ 0 ] . fbo ) ;
glViewport ( 0 , 0 , ssr_w , ssr_h ) ;
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_copy_screen ( true ) ;
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glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
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}
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glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT1 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
//glDrawBuffer(GL_COLOR_ATTACHMENT0);
glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_COLOR_BUFFER_BIT , GL_NEAREST ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT0 ) ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
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//copy reflection over diffuse, resolving SSR if needed
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state . resolve_shader . set_conditional ( ResolveShaderGLES3 : : USE_SSR , env - > ssr_enabled ) ;
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state . resolve_shader . bind ( ) ;
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state . resolve_shader . set_uniform ( ResolveShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / storage - > frame . current_rt - > width , 1.0 / storage - > frame . current_rt - > height ) ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
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if ( env - > ssr_enabled ) {
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 1 ] . color ) ;
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}
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ;
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glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
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glBlendFunc ( GL_ONE , GL_ONE ) ; //use additive to accumulate one over the other
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_copy_screen ( true ) ;
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glDisable ( GL_BLEND ) ; //end additive
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if ( state . used_screen_texture ) {
_blur_effect_buffer ( ) ;
//restored framebuffer
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ;
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
}
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : SIMPLE_COPY , true ) ;
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state . effect_blur_shader . bind ( ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD , float ( 0 ) ) ;
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{
GLuint db = GL_COLOR_ATTACHMENT0 ;
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glDrawBuffers ( 1 , & db ) ;
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}
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
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_copy_screen ( true ) ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : SIMPLE_COPY , false ) ;
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}
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void RasterizerSceneGLES3 : : _post_process ( Environment * env , const CameraMatrix & p_cam_projection ) {
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//copy to front buffer
glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
glDepthFunc ( GL_LEQUAL ) ;
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glColorMask ( 1 , 1 , 1 , 1 ) ;
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//turn off everything used
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//copy specular to front buffer
//copy diffuse to effect buffer
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if ( storage - > frame . current_rt - > buffers . active ) {
//transfer to effect buffer if using buffers, also resolve MSAA
glReadBuffer ( GL_COLOR_ATTACHMENT0 ) ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ;
glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_COLOR_BUFFER_BIT , GL_NEAREST ) ;
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glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
}
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if ( ! env | | storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
//no environment or transparent render, simply return and convert to SRGB
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : LINEAR_TO_SRGB , true ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : V_FLIP , storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) ;
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storage - > shaders . copy . bind ( ) ;
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_copy_screen ( true ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : LINEAR_TO_SRGB , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , false ) ; //compute luminance
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storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : V_FLIP , false ) ;
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return ;
}
//order of operation
//1) DOF Blur (first blur, then copy to buffer applying the blur)
//2) Motion Blur
//3) Bloom
//4) Tonemap
//5) Adjustments
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GLuint composite_from = storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ;
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if ( env - > dof_blur_far_enabled ) {
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
int vp_h = storage - > frame . current_rt - > height ;
int vp_w = storage - > frame . current_rt - > width ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_FAR_BLUR , true ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_LOW , env - > dof_blur_far_quality = = VS : : ENV_DOF_BLUR_QUALITY_LOW ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_MEDIUM , env - > dof_blur_far_quality = = VS : : ENV_DOF_BLUR_QUALITY_MEDIUM ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_HIGH , env - > dof_blur_far_quality = = VS : : ENV_DOF_BLUR_QUALITY_HIGH ) ;
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state . effect_blur_shader . bind ( ) ;
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int qsteps [ 3 ] = { 4 , 10 , 20 } ;
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float radius = ( env - > dof_blur_far_amount * env - > dof_blur_far_amount ) / qsteps [ env - > dof_blur_far_quality ] ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_BEGIN , env - > dof_blur_far_distance ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_END , env - > dof_blur_far_distance + env - > dof_blur_far_transition ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_DIR , Vector2 ( 1 , 0 ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_RADIUS , radius ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , composite_from ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ; //copy to front first
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_copy_screen ( true ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_DIR , Vector2 ( 0 , 1 ) ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ; // copy to base level
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_copy_screen ( ) ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_FAR_BLUR , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_LOW , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_MEDIUM , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_HIGH , false ) ;
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composite_from = storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ;
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}
if ( env - > dof_blur_near_enabled ) {
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
int vp_h = storage - > frame . current_rt - > height ;
int vp_w = storage - > frame . current_rt - > width ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_NEAR_BLUR , true ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_NEAR_FIRST_TAP , true ) ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_LOW , env - > dof_blur_near_quality = = VS : : ENV_DOF_BLUR_QUALITY_LOW ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_MEDIUM , env - > dof_blur_near_quality = = VS : : ENV_DOF_BLUR_QUALITY_MEDIUM ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_HIGH , env - > dof_blur_near_quality = = VS : : ENV_DOF_BLUR_QUALITY_HIGH ) ;
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state . effect_blur_shader . bind ( ) ;
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int qsteps [ 3 ] = { 4 , 10 , 20 } ;
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float radius = ( env - > dof_blur_near_amount * env - > dof_blur_near_amount ) / qsteps [ env - > dof_blur_near_quality ] ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_BEGIN , env - > dof_blur_near_distance ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_END , env - > dof_blur_near_distance - env - > dof_blur_near_transition ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_DIR , Vector2 ( 1 , 0 ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_RADIUS , radius ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , composite_from ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ; //copy to front first
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_copy_screen ( ) ;
//manually do the blend if this is the first operation resolving from the diffuse buffer
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_NEAR_BLUR_MERGE , composite_from = = storage - > frame . current_rt - > buffers . diffuse ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_NEAR_FIRST_TAP , false ) ;
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state . effect_blur_shader . bind ( ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_BEGIN , env - > dof_blur_near_distance ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_END , env - > dof_blur_near_distance - env - > dof_blur_near_transition ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_DIR , Vector2 ( 0 , 1 ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : DOF_RADIUS , radius ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ; // copy to base level
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if ( composite_from ! = storage - > frame . current_rt - > buffers . diffuse ) {
glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
glActiveTexture ( GL_TEXTURE2 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > buffers . diffuse ) ;
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}
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_copy_screen ( true ) ;
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if ( composite_from ! = storage - > frame . current_rt - > buffers . diffuse ) {
glDisable ( GL_BLEND ) ;
}
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_NEAR_BLUR , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_NEAR_FIRST_TAP , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_NEAR_BLUR_MERGE , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_LOW , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_MEDIUM , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : DOF_QUALITY_HIGH , false ) ;
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composite_from = storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ;
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}
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if ( env - > dof_blur_near_enabled | | env - > dof_blur_far_enabled ) {
//these needed to disable filtering, reenamble
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameterf ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
}
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if ( env - > auto_exposure ) {
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//compute auto exposure
//first step, copy from image to luminance buffer
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state . exposure_shader . set_conditional ( ExposureShaderGLES3 : : EXPOSURE_BEGIN , true ) ;
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state . exposure_shader . bind ( ) ;
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int ss [ 2 ] = {
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storage - > frame . current_rt - > width ,
storage - > frame . current_rt - > height ,
} ;
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int ds [ 2 ] = {
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exposure_shrink_size ,
exposure_shrink_size ,
} ;
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glUniform2iv ( state . exposure_shader . get_uniform ( ExposureShaderGLES3 : : SOURCE_RENDER_SIZE ) , 1 , ss ) ;
glUniform2iv ( state . exposure_shader . get_uniform ( ExposureShaderGLES3 : : TARGET_SIZE ) , 1 , ds ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , composite_from ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , exposure_shrink [ 0 ] . fbo ) ;
glViewport ( 0 , 0 , exposure_shrink_size , exposure_shrink_size ) ;
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_copy_screen ( true ) ;
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//second step, shrink to 2x2 pixels
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state . exposure_shader . set_conditional ( ExposureShaderGLES3 : : EXPOSURE_BEGIN , false ) ;
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state . exposure_shader . bind ( ) ;
//shrink from second to previous to last level
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int s_size = exposure_shrink_size / 3 ;
for ( int i = 1 ; i < exposure_shrink . size ( ) - 1 ; i + + ) {
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glBindFramebuffer ( GL_FRAMEBUFFER , exposure_shrink [ i ] . fbo ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , exposure_shrink [ i - 1 ] . color ) ;
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_copy_screen ( ) ;
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glViewport ( 0 , 0 , s_size , s_size ) ;
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s_size / = 3 ;
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}
//third step, shrink to 1x1 pixel taking in consideration the previous exposure
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state . exposure_shader . set_conditional ( ExposureShaderGLES3 : : EXPOSURE_END , true ) ;
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uint64_t tick = OS : : get_singleton ( ) - > get_ticks_usec ( ) ;
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uint64_t tick_diff = storage - > frame . current_rt - > last_exposure_tick = = 0 ? 0 : tick - storage - > frame . current_rt - > last_exposure_tick ;
storage - > frame . current_rt - > last_exposure_tick = tick ;
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if ( tick_diff = = 0 | | tick_diff > 1000000 ) {
state . exposure_shader . set_conditional ( ExposureShaderGLES3 : : EXPOSURE_FORCE_SET , true ) ;
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}
state . exposure_shader . bind ( ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , exposure_shrink [ exposure_shrink . size ( ) - 1 ] . fbo ) ;
glViewport ( 0 , 0 , 1 , 1 ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , exposure_shrink [ exposure_shrink . size ( ) - 2 ] . color ) ;
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > exposure . color ) ; //read from previous
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state . exposure_shader . set_uniform ( ExposureShaderGLES3 : : EXPOSURE_ADJUST , env - > auto_exposure_speed * ( tick_diff / 1000000.0 ) ) ;
state . exposure_shader . set_uniform ( ExposureShaderGLES3 : : MAX_LUMINANCE , env - > auto_exposure_max ) ;
state . exposure_shader . set_uniform ( ExposureShaderGLES3 : : MIN_LUMINANCE , env - > auto_exposure_min ) ;
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_copy_screen ( true ) ;
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state . exposure_shader . set_conditional ( ExposureShaderGLES3 : : EXPOSURE_FORCE_SET , false ) ;
state . exposure_shader . set_conditional ( ExposureShaderGLES3 : : EXPOSURE_END , false ) ;
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//last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer
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SWAP ( exposure_shrink [ exposure_shrink . size ( ) - 1 ] . fbo , storage - > frame . current_rt - > exposure . fbo ) ;
SWAP ( exposure_shrink [ exposure_shrink . size ( ) - 1 ] . color , storage - > frame . current_rt - > exposure . color ) ;
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glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
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}
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int max_glow_level = - 1 ;
int glow_mask = 0 ;
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if ( env - > glow_enabled ) {
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for ( int i = 0 ; i < VS : : MAX_GLOW_LEVELS ; i + + ) {
if ( env - > glow_levels & ( 1 < < i ) ) {
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if ( i > = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes . size ( ) ) {
max_glow_level = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes . size ( ) - 1 ;
glow_mask | = 1 < < max_glow_level ;
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} else {
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max_glow_level = i ;
glow_mask | = ( 1 < < i ) ;
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}
}
}
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
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for ( int i = 0 ; i < ( max_glow_level + 1 ) ; i + + ) {
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int vp_w = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . width ;
int vp_h = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . height ;
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glViewport ( 0 , 0 , vp_w , vp_h ) ;
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//horizontal pass
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if ( i = = 0 ) {
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GLOW_FIRST_PASS , true ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GLOW_USE_AUTO_EXPOSURE , env - > auto_exposure ) ;
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}
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GLOW_GAUSSIAN_HORIZONTAL , true ) ;
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state . effect_blur_shader . bind ( ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD , float ( i ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : GLOW_STRENGTH , env - > glow_strength ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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if ( i = = 0 ) {
glBindTexture ( GL_TEXTURE_2D , composite_from ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : EXPOSURE , env - > tone_mapper_exposure ) ;
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if ( env - > auto_exposure ) {
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : AUTO_EXPOSURE_GREY , env - > auto_exposure_grey ) ;
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}
glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > exposure . color ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : GLOW_BLOOM , env - > glow_bloom ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : GLOW_HDR_THRESHOLD , env - > glow_hdr_bleed_threshold ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : GLOW_HDR_SCALE , env - > glow_hdr_bleed_scale ) ;
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} else {
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ; //previous level, since mipmaps[0] starts one level bigger
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}
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . fbo ) ;
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_copy_screen ( true ) ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GLOW_GAUSSIAN_HORIZONTAL , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GLOW_FIRST_PASS , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GLOW_USE_AUTO_EXPOSURE , false ) ;
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//vertical pass
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GLOW_GAUSSIAN_VERTICAL , true ) ;
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state . effect_blur_shader . bind ( ) ;
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state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD , float ( i ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : GLOW_STRENGTH , env - > glow_strength ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 1 ] . color ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ i + 1 ] . fbo ) ; //next level, since mipmaps[0] starts one level bigger
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_copy_screen ( ) ;
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state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GLOW_GAUSSIAN_VERTICAL , false ) ;
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}
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glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
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}
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , composite_from ) ;
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state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_FILMIC_TONEMAPPER , env - > tone_mapper = = VS : : ENV_TONE_MAPPER_FILMIC ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_ACES_TONEMAPPER , env - > tone_mapper = = VS : : ENV_TONE_MAPPER_ACES ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_REINDHART_TONEMAPPER , env - > tone_mapper = = VS : : ENV_TONE_MAPPER_REINHARDT ) ;
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state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_AUTO_EXPOSURE , env - > auto_exposure ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_FILTER_BICUBIC , env - > glow_bicubic_upscale ) ;
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if ( max_glow_level > = 0 ) {
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for ( int i = 0 ; i < ( max_glow_level + 1 ) ; i + + ) {
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if ( glow_mask & ( 1 < < i ) ) {
if ( i = = 0 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL1 , true ) ;
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}
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if ( i = = 1 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL2 , true ) ;
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}
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if ( i = = 2 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL3 , true ) ;
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}
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if ( i = = 3 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL4 , true ) ;
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}
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if ( i = = 4 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL5 , true ) ;
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}
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if ( i = = 5 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL6 , true ) ;
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}
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if ( i = = 6 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL7 , true ) ;
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}
}
}
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state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_SCREEN , env - > glow_blend_mode = = VS : : GLOW_BLEND_MODE_SCREEN ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_SOFTLIGHT , env - > glow_blend_mode = = VS : : GLOW_BLEND_MODE_SOFTLIGHT ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_REPLACE , env - > glow_blend_mode = = VS : : GLOW_BLEND_MODE_REPLACE ) ;
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glActiveTexture ( GL_TEXTURE2 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
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}
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if ( env - > adjustments_enabled ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_BCS , true ) ;
RasterizerStorageGLES3 : : Texture * tex = storage - > texture_owner . getornull ( env - > color_correction ) ;
if ( tex ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_COLOR_CORRECTION , true ) ;
glActiveTexture ( GL_TEXTURE3 ) ;
glBindTexture ( tex - > target , tex - > tex_id ) ;
}
}
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state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : V_FLIP , storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) ;
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state . tonemap_shader . bind ( ) ;
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state . tonemap_shader . set_uniform ( TonemapShaderGLES3 : : EXPOSURE , env - > tone_mapper_exposure ) ;
state . tonemap_shader . set_uniform ( TonemapShaderGLES3 : : WHITE , env - > tone_mapper_exposure_white ) ;
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if ( max_glow_level > = 0 ) {
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state . tonemap_shader . set_uniform ( TonemapShaderGLES3 : : GLOW_INTENSITY , env - > glow_intensity ) ;
int ss [ 2 ] = {
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storage - > frame . current_rt - > width ,
storage - > frame . current_rt - > height ,
} ;
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glUniform2iv ( state . tonemap_shader . get_uniform ( TonemapShaderGLES3 : : GLOW_TEXTURE_SIZE ) , 1 , ss ) ;
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}
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if ( env - > auto_exposure ) {
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glActiveTexture ( GL_TEXTURE1 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > exposure . color ) ;
state . tonemap_shader . set_uniform ( TonemapShaderGLES3 : : AUTO_EXPOSURE_GREY , env - > auto_exposure_grey ) ;
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}
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if ( env - > adjustments_enabled ) {
state . tonemap_shader . set_uniform ( TonemapShaderGLES3 : : BCS , Vector3 ( env - > adjustments_brightness , env - > adjustments_contrast , env - > adjustments_saturation ) ) ;
}
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_copy_screen ( true , true ) ;
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//turn off everything used
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state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_AUTO_EXPOSURE , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_FILMIC_TONEMAPPER , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_ACES_TONEMAPPER , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_REINDHART_TONEMAPPER , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL1 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL2 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL3 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL4 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL5 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL6 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_LEVEL7 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_REPLACE , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_SCREEN , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_SOFTLIGHT , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_GLOW_FILTER_BICUBIC , false ) ;
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state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_BCS , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : USE_COLOR_CORRECTION , false ) ;
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state . tonemap_shader . set_conditional ( TonemapShaderGLES3 : : V_FLIP , false ) ;
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}
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void RasterizerSceneGLES3 : : render_scene ( const Transform & p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_ortogonal , InstanceBase * * p_cull_result , int p_cull_count , RID * p_light_cull_result , int p_light_cull_count , RID * p_reflection_probe_cull_result , int p_reflection_probe_cull_count , RID p_environment , RID p_shadow_atlas , RID p_reflection_atlas , RID p_reflection_probe , int p_reflection_probe_pass ) {
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//first of all, make a new render pass
render_pass + + ;
//fill up ubo
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storage - > info . render . object_count + = p_cull_count ;
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Environment * env = environment_owner . getornull ( p_environment ) ;
ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
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ReflectionAtlas * reflection_atlas = reflection_atlas_owner . getornull ( p_reflection_atlas ) ;
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if ( shadow_atlas & & shadow_atlas - > size ) {
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 5 ) ;
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glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_COMPARE_REF_TO_TEXTURE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_FUNC , GL_LESS ) ;
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state . ubo_data . shadow_atlas_pixel_size [ 0 ] = 1.0 / shadow_atlas - > size ;
state . ubo_data . shadow_atlas_pixel_size [ 1 ] = 1.0 / shadow_atlas - > size ;
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}
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if ( reflection_atlas & & reflection_atlas - > size ) {
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 3 ) ;
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glBindTexture ( GL_TEXTURE_2D , reflection_atlas - > color ) ;
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}
if ( p_reflection_probe . is_valid ( ) ) {
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state . ubo_data . reflection_multiplier = 0.0 ;
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} else {
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state . ubo_data . reflection_multiplier = 1.0 ;
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}
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state . ubo_data . subsurface_scatter_width = subsurface_scatter_size ;
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state . ubo_data . z_offset = 0 ;
state . ubo_data . z_slope_scale = 0 ;
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state . ubo_data . shadow_dual_paraboloid_render_side = 0 ;
state . ubo_data . shadow_dual_paraboloid_render_zfar = 0 ;
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if ( storage - > frame . current_rt ) {
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state . ubo_data . screen_pixel_size [ 0 ] = 1.0 / storage - > frame . current_rt - > width ;
state . ubo_data . screen_pixel_size [ 1 ] = 1.0 / storage - > frame . current_rt - > height ;
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}
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_setup_environment ( env , p_cam_projection , p_cam_transform ) ;
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bool fb_cleared = false ;
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glDepthFunc ( GL_LEQUAL ) ;
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state . used_contact_shadows = true ;
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if ( ! storage - > config . no_depth_prepass & & storage - > frame . current_rt & & state . debug_draw ! = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ) { //detect with state.used_contact_shadows too
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//pre z pass
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glDisable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glDrawBuffers ( 0 , NULL ) ;
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glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
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glColorMask ( 0 , 0 , 0 , 0 ) ;
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glClearDepth ( 1.0f ) ;
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glClear ( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ) ;
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render_list . clear ( ) ;
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_fill_render_list ( p_cull_result , p_cull_count , true ) ;
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render_list . sort_by_depth ( false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : RENDER_DEPTH , true ) ;
_render_list ( render_list . elements , render_list . element_count , p_cam_transform , p_cam_projection , 0 , false , false , true , false , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : RENDER_DEPTH , false ) ;
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glColorMask ( 1 , 1 , 1 , 1 ) ;
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if ( state . used_contact_shadows ) {
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_DEPTH_BUFFER_BIT , GL_NEAREST ) ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
//bind depth for read
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 8 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
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}
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fb_cleared = true ;
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render_pass + + ;
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state . using_contact_shadows = true ;
} else {
state . using_contact_shadows = false ;
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}
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_setup_lights ( p_light_cull_result , p_light_cull_count , p_cam_transform . affine_inverse ( ) , p_cam_projection , p_shadow_atlas ) ;
_setup_reflections ( p_reflection_probe_cull_result , p_reflection_probe_cull_count , p_cam_transform . affine_inverse ( ) , p_cam_projection , p_reflection_atlas , env ) ;
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render_list . clear ( ) ;
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bool use_mrt = false ;
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_fill_render_list ( p_cull_result , p_cull_count , false ) ;
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//
glEnable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
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//rendering to a probe cubemap side
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ReflectionProbeInstance * probe = reflection_probe_instance_owner . getornull ( p_reflection_probe ) ;
GLuint current_fbo ;
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if ( probe ) {
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ReflectionAtlas * ref_atlas = reflection_atlas_owner . getptr ( probe - > atlas ) ;
ERR_FAIL_COND ( ! ref_atlas ) ;
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int target_size = ref_atlas - > size / ref_atlas - > subdiv ;
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int cubemap_index = reflection_cubemaps . size ( ) - 1 ;
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for ( int i = reflection_cubemaps . size ( ) - 1 ; i > = 0 ; i - - ) {
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//find appropriate cubemap to render to
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if ( reflection_cubemaps [ i ] . size > target_size * 2 )
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break ;
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cubemap_index = i ;
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}
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current_fbo = reflection_cubemaps [ cubemap_index ] . fbo_id [ p_reflection_probe_pass ] ;
use_mrt = false ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_MULTIPLE_RENDER_TARGETS , false ) ;
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glViewport ( 0 , 0 , reflection_cubemaps [ cubemap_index ] . size , reflection_cubemaps [ cubemap_index ] . size ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , current_fbo ) ;
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} else {
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use_mrt = env & & ( state . used_sss | | env - > ssao_enabled | | env - > ssr_enabled ) ; //only enable MRT rendering if any of these is enabled
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//effects disabled and transparency also prevent using MRTs
use_mrt = use_mrt & & ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ;
use_mrt = use_mrt & & ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_NO_3D_EFFECTS ] ;
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use_mrt = use_mrt & & state . debug_draw ! = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ;
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use_mrt = use_mrt & & env & & ( env - > bg_mode ! = VS : : ENV_BG_KEEP & & env - > bg_mode ! = VS : : ENV_BG_CANVAS ) ;
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glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
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if ( use_mrt ) {
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current_fbo = storage - > frame . current_rt - > buffers . fbo ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_MULTIPLE_RENDER_TARGETS , true ) ;
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Vector < GLenum > draw_buffers ;
draw_buffers . push_back ( GL_COLOR_ATTACHMENT0 ) ;
draw_buffers . push_back ( GL_COLOR_ATTACHMENT1 ) ;
draw_buffers . push_back ( GL_COLOR_ATTACHMENT2 ) ;
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if ( state . used_sss ) {
draw_buffers . push_back ( GL_COLOR_ATTACHMENT3 ) ;
}
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glDrawBuffers ( draw_buffers . size ( ) , draw_buffers . ptr ( ) ) ;
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Color black ( 0 , 0 , 0 , 0 ) ;
glClearBufferfv ( GL_COLOR , 1 , black . components ) ; // specular
glClearBufferfv ( GL_COLOR , 2 , black . components ) ; // normal metal rough
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if ( state . used_sss ) {
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glClearBufferfv ( GL_COLOR , 3 , black . components ) ; // normal metal rough
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}
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} else {
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if ( storage - > frame . current_rt - > buffers . active ) {
current_fbo = storage - > frame . current_rt - > buffers . fbo ;
} else {
current_fbo = storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ;
}
glBindFramebuffer ( GL_FRAMEBUFFER , current_fbo ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_MULTIPLE_RENDER_TARGETS , false ) ;
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Vector < GLenum > draw_buffers ;
draw_buffers . push_back ( GL_COLOR_ATTACHMENT0 ) ;
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glDrawBuffers ( draw_buffers . size ( ) , draw_buffers . ptr ( ) ) ;
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}
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}
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if ( ! fb_cleared ) {
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glClearBufferfi ( GL_DEPTH_STENCIL , 0 , 1.0 , 0 ) ;
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}
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Color clear_color ( 0 , 0 , 0 , 0 ) ;
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RasterizerStorageGLES3 : : Sky * sky = NULL ;
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GLuint env_radiance_tex = 0 ;
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if ( state . debug_draw = = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ) {
clear_color = Color ( 0 , 0 , 0 , 0 ) ;
storage - > frame . clear_request = false ;
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} else if ( ! probe & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
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clear_color = Color ( 0 , 0 , 0 , 0 ) ;
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storage - > frame . clear_request = false ;
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} else if ( ! env | | env - > bg_mode = = VS : : ENV_BG_CLEAR_COLOR ) {
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if ( storage - > frame . clear_request ) {
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clear_color = storage - > frame . clear_request_color . to_linear ( ) ;
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storage - > frame . clear_request = false ;
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}
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} else if ( env - > bg_mode = = VS : : ENV_BG_CANVAS ) {
clear_color = env - > bg_color . to_linear ( ) ;
storage - > frame . clear_request = false ;
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} else if ( env - > bg_mode = = VS : : ENV_BG_COLOR ) {
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clear_color = env - > bg_color . to_linear ( ) ;
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storage - > frame . clear_request = false ;
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} else if ( env - > bg_mode = = VS : : ENV_BG_SKY ) {
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sky = storage - > sky_owner . getornull ( env - > sky ) ;
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if ( sky ) {
env_radiance_tex = sky - > radiance ;
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}
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storage - > frame . clear_request = false ;
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} else {
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storage - > frame . clear_request = false ;
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}
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if ( ! env | | env - > bg_mode ! = VS : : ENV_BG_KEEP ) {
glClearBufferfv ( GL_COLOR , 0 , clear_color . components ) ; // specular
}
if ( env & & env - > bg_mode = = VS : : ENV_BG_CANVAS ) {
//copy canvas to 3d buffer and convert it to linear
glDisable ( GL_BLEND ) ;
glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : SRGB_TO_LINEAR , true ) ;
storage - > shaders . copy . bind ( ) ;
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_copy_screen ( true , true ) ;
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//turn off everything used
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : SRGB_TO_LINEAR , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : DISABLE_ALPHA , false ) ;
//restore
glEnable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glEnable ( GL_CULL_FACE ) ;
}
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state . texscreen_copied = false ;
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glBlendEquation ( GL_FUNC_ADD ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
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glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
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glEnable ( GL_BLEND ) ;
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} else {
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
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glDisable ( GL_BLEND ) ;
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}
render_list . sort_by_key ( false ) ;
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if ( state . directional_light_count = = 0 ) {
directional_light = NULL ;
_render_list ( render_list . elements , render_list . element_count , p_cam_transform , p_cam_projection , env_radiance_tex , false , false , false , false , shadow_atlas ! = NULL ) ;
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} else {
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for ( int i = 0 ; i < state . directional_light_count ; i + + ) {
directional_light = directional_lights [ i ] ;
if ( i > 0 ) {
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glEnable ( GL_BLEND ) ;
}
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_setup_directional_light ( i , p_cam_transform . affine_inverse ( ) , shadow_atlas ! = NULL ) ;
_render_list ( render_list . elements , render_list . element_count , p_cam_transform , p_cam_projection , env_radiance_tex , false , false , false , i > 0 , shadow_atlas ! = NULL ) ;
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}
}
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : USE_MULTIPLE_RENDER_TARGETS , false ) ;
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if ( use_mrt ) {
GLenum gldb = GL_COLOR_ATTACHMENT0 ;
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glDrawBuffers ( 1 , & gldb ) ;
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}
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if ( env & & env - > bg_mode = = VS : : ENV_BG_SKY & & ( ! storage - > frame . current_rt | | ( ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] & & state . debug_draw ! = VS : : VIEWPORT_DEBUG_DRAW_OVERDRAW ) ) ) {
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/*
if ( use_mrt ) {
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ; //switch to alpha fbo for sky, only diffuse/ambient matters
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*/
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_draw_sky ( sky , p_cam_projection , p_cam_transform , false , env - > sky_scale , env - > bg_energy ) ;
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}
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//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
//glColorMask(1,1,1,1);
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//state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
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if ( use_mrt ) {
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_render_mrts ( env , p_cam_projection ) ;
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} else {
//FIXME: check that this is possible to use
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > buffers . active & & state . used_screen_texture ) {
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glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ;
glBlitFramebuffer ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT , GL_NEAREST ) ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
_blur_effect_buffer ( ) ;
//restored framebuffer
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > buffers . fbo ) ;
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
}
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}
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if ( storage - > frame . current_rt & & state . used_screen_texture & & storage - > frame . current_rt - > buffers . active ) {
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 7 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
}
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glEnable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
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render_list . sort_by_reverse_depth ( true ) ;
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if ( state . directional_light_count = = 0 ) {
directional_light = NULL ;
_render_list ( & render_list . elements [ render_list . max_elements - render_list . alpha_element_count ] , render_list . alpha_element_count , p_cam_transform , p_cam_projection , env_radiance_tex , false , true , false , false , shadow_atlas ! = NULL ) ;
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} else {
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for ( int i = 0 ; i < state . directional_light_count ; i + + ) {
directional_light = directional_lights [ i ] ;
_setup_directional_light ( i , p_cam_transform . affine_inverse ( ) , shadow_atlas ! = NULL ) ;
_render_list ( & render_list . elements [ render_list . max_elements - render_list . alpha_element_count ] , render_list . alpha_element_count , p_cam_transform , p_cam_projection , env_radiance_tex , false , true , false , i > 0 , shadow_atlas ! = NULL ) ;
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}
}
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if ( probe ) {
//rendering a probe, do no more!
return ;
}
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_post_process ( env , p_cam_projection ) ;
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if ( false & & shadow_atlas ) {
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//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_NONE ) ;
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storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 2 , storage - > frame . current_rt - > height / 2 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
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}
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if ( false & & storage - > frame . current_rt ) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , exposure_shrink [ 4 ] . color ) ;
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//glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
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storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 16 , storage - > frame . current_rt - > height / 16 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
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}
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if ( false & & reflection_atlas & & storage - > frame . current_rt ) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , reflection_atlas - > color ) ;
storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 2 , storage - > frame . current_rt - > height / 2 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
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}
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if ( false & & directional_shadow . fbo ) {
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//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , directional_shadow . depth ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_COMPARE_MODE , GL_NONE ) ;
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storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 2 , storage - > frame . current_rt - > height / 2 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
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}
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if ( false & & env_radiance_tex ) {
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//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage - > canvas - > canvas_begin ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_2D , env_radiance_tex ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
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storage - > canvas - > draw_generic_textured_rect ( Rect2 ( 0 , 0 , storage - > frame . current_rt - > width / 2 , storage - > frame . current_rt - > height / 2 ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
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}
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//disable all stuff
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}
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void RasterizerSceneGLES3 : : render_shadow ( RID p_light , RID p_shadow_atlas , int p_pass , InstanceBase * * p_cull_result , int p_cull_count ) {
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render_pass + + ;
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directional_light = NULL ;
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LightInstance * light_instance = light_instance_owner . getornull ( p_light ) ;
ERR_FAIL_COND ( ! light_instance ) ;
RasterizerStorageGLES3 : : Light * light = storage - > light_owner . getornull ( light_instance - > light ) ;
ERR_FAIL_COND ( ! light ) ;
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uint32_t x , y , width , height , vp_height ;
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float dp_direction = 0.0 ;
float zfar = 0 ;
bool flip_facing = false ;
int custom_vp_size = 0 ;
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GLuint fbo ;
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int current_cubemap = - 1 ;
float bias = 0 ;
float normal_bias = 0 ;
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state . using_contact_shadows = false ;
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CameraMatrix light_projection ;
Transform light_transform ;
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if ( light - > type = = VS : : LIGHT_DIRECTIONAL ) {
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//set pssm stuff
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if ( light_instance - > last_scene_shadow_pass ! = scene_pass ) {
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//assign rect if unassigned
light_instance - > light_directional_index = directional_shadow . current_light ;
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light_instance - > last_scene_shadow_pass = scene_pass ;
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directional_shadow . current_light + + ;
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if ( directional_shadow . light_count = = 1 ) {
light_instance - > directional_rect = Rect2 ( 0 , 0 , directional_shadow . size , directional_shadow . size ) ;
} else if ( directional_shadow . light_count = = 2 ) {
light_instance - > directional_rect = Rect2 ( 0 , 0 , directional_shadow . size , directional_shadow . size / 2 ) ;
if ( light_instance - > light_directional_index = = 1 ) {
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light_instance - > directional_rect . position . x + = light_instance - > directional_rect . size . x ;
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}
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} else { //3 and 4
light_instance - > directional_rect = Rect2 ( 0 , 0 , directional_shadow . size / 2 , directional_shadow . size / 2 ) ;
if ( light_instance - > light_directional_index & 1 ) {
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light_instance - > directional_rect . position . x + = light_instance - > directional_rect . size . x ;
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}
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if ( light_instance - > light_directional_index / 2 ) {
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light_instance - > directional_rect . position . y + = light_instance - > directional_rect . size . y ;
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}
}
}
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light_projection = light_instance - > shadow_transform [ p_pass ] . camera ;
light_transform = light_instance - > shadow_transform [ p_pass ] . transform ;
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x = light_instance - > directional_rect . position . x ;
y = light_instance - > directional_rect . position . y ;
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width = light_instance - > directional_rect . size . x ;
height = light_instance - > directional_rect . size . y ;
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if ( light - > directional_shadow_mode = = VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS ) {
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width / = 2 ;
height / = 2 ;
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if ( p_pass = = 0 ) {
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} else if ( p_pass = = 1 ) {
x + = width ;
} else if ( p_pass = = 2 ) {
y + = height ;
} else if ( p_pass = = 3 ) {
x + = width ;
y + = height ;
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}
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} else if ( light - > directional_shadow_mode = = VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ) {
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height / = 2 ;
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if ( p_pass = = 0 ) {
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} else {
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y + = height ;
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}
}
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zfar = light - > param [ VS : : LIGHT_PARAM_RANGE ] ;
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bias = light - > param [ VS : : LIGHT_PARAM_SHADOW_BIAS ] * light_instance - > shadow_transform [ p_pass ] . bias_scale ;
normal_bias = light - > param [ VS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ] * light_instance - > shadow_transform [ p_pass ] . bias_scale ;
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fbo = directional_shadow . fbo ;
vp_height = directional_shadow . size ;
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} else {
//set from shadow atlas
ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
ERR_FAIL_COND ( ! shadow_atlas ) ;
ERR_FAIL_COND ( ! shadow_atlas - > shadow_owners . has ( p_light ) ) ;
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fbo = shadow_atlas - > fbo ;
vp_height = shadow_atlas - > size ;
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uint32_t key = shadow_atlas - > shadow_owners [ p_light ] ;
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uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
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uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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ERR_FAIL_INDEX ( shadow , shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) ) ;
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uint32_t quadrant_size = shadow_atlas - > size > > 1 ;
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x = ( quadrant & 1 ) * quadrant_size ;
y = ( quadrant > > 1 ) * quadrant_size ;
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uint32_t shadow_size = ( quadrant_size / shadow_atlas - > quadrants [ quadrant ] . subdivision ) ;
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x + = ( shadow % shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
y + = ( shadow / shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
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width = shadow_size ;
height = shadow_size ;
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if ( light - > type = = VS : : LIGHT_OMNI ) {
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if ( light - > omni_shadow_mode = = VS : : LIGHT_OMNI_SHADOW_CUBE ) {
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int cubemap_index = shadow_cubemaps . size ( ) - 1 ;
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for ( int i = shadow_cubemaps . size ( ) - 1 ; i > = 0 ; i - - ) {
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//find appropriate cubemap to render to
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if ( shadow_cubemaps [ i ] . size > shadow_size * 2 )
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break ;
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cubemap_index = i ;
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}
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fbo = shadow_cubemaps [ cubemap_index ] . fbo_id [ p_pass ] ;
light_projection = light_instance - > shadow_transform [ 0 ] . camera ;
light_transform = light_instance - > shadow_transform [ 0 ] . transform ;
custom_vp_size = shadow_cubemaps [ cubemap_index ] . size ;
zfar = light - > param [ VS : : LIGHT_PARAM_RANGE ] ;
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current_cubemap = cubemap_index ;
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} else {
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light_projection = light_instance - > shadow_transform [ 0 ] . camera ;
light_transform = light_instance - > shadow_transform [ 0 ] . transform ;
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if ( light - > omni_shadow_detail = = VS : : LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL ) {
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height / = 2 ;
y + = p_pass * height ;
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} else {
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width / = 2 ;
x + = p_pass * width ;
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}
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dp_direction = p_pass = = 0 ? 1.0 : - 1.0 ;
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flip_facing = ( p_pass = = 1 ) ;
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zfar = light - > param [ VS : : LIGHT_PARAM_RANGE ] ;
bias = light - > param [ VS : : LIGHT_PARAM_SHADOW_BIAS ] ;
2016-11-10 02:55:06 +00:00
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : RENDER_DEPTH_DUAL_PARABOLOID , true ) ;
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}
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} else if ( light - > type = = VS : : LIGHT_SPOT ) {
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light_projection = light_instance - > shadow_transform [ 0 ] . camera ;
light_transform = light_instance - > shadow_transform [ 0 ] . transform ;
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dp_direction = 1.0 ;
flip_facing = false ;
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zfar = light - > param [ VS : : LIGHT_PARAM_RANGE ] ;
bias = light - > param [ VS : : LIGHT_PARAM_SHADOW_BIAS ] ;
normal_bias = light - > param [ VS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ] ;
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}
}
//todo hacer que se redibuje cuando corresponde
render_list . clear ( ) ;
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_fill_render_list ( p_cull_result , p_cull_count , true ) ;
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render_list . sort_by_depth ( false ) ; //shadow is front to back for performance
glDisable ( GL_BLEND ) ;
glDisable ( GL_DITHER ) ;
glEnable ( GL_DEPTH_TEST ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , fbo ) ;
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glDepthMask ( true ) ;
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glColorMask ( 0 , 0 , 0 , 0 ) ;
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if ( custom_vp_size ) {
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glViewport ( 0 , 0 , custom_vp_size , custom_vp_size ) ;
glScissor ( 0 , 0 , custom_vp_size , custom_vp_size ) ;
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} else {
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glViewport ( x , y , width , height ) ;
glScissor ( x , y , width , height ) ;
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}
glEnable ( GL_SCISSOR_TEST ) ;
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glClearDepth ( 1.0f ) ;
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glClear ( GL_DEPTH_BUFFER_BIT ) ;
glDisable ( GL_SCISSOR_TEST ) ;
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state . ubo_data . z_offset = bias ;
state . ubo_data . z_slope_scale = normal_bias ;
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state . ubo_data . shadow_dual_paraboloid_render_side = dp_direction ;
state . ubo_data . shadow_dual_paraboloid_render_zfar = zfar ;
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_setup_environment ( NULL , light_projection , light_transform ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : RENDER_DEPTH , true ) ;
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if ( light - > reverse_cull ) {
flip_facing = ! flip_facing ;
}
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_render_list ( render_list . elements , render_list . element_count , light_transform , light_projection , 0 , flip_facing , false , true , false , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : RENDER_DEPTH , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES3 : : RENDER_DEPTH_DUAL_PARABOLOID , false ) ;
2016-11-10 02:55:06 +00:00
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if ( light - > type = = VS : : LIGHT_OMNI & & light - > omni_shadow_mode = = VS : : LIGHT_OMNI_SHADOW_CUBE & & p_pass = = 5 ) {
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//convert the chosen cubemap to dual paraboloid!
ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , shadow_atlas - > fbo ) ;
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state . cube_to_dp_shader . bind ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_CUBE_MAP , shadow_cubemaps [ current_cubemap ] . cubemap ) ;
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glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_COMPARE_MODE , GL_NONE ) ;
glDisable ( GL_CULL_FACE ) ;
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for ( int i = 0 ; i < 2 ; i + + ) {
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state . cube_to_dp_shader . set_uniform ( CubeToDpShaderGLES3 : : Z_FLIP , i = = 1 ) ;
state . cube_to_dp_shader . set_uniform ( CubeToDpShaderGLES3 : : Z_NEAR , light_projection . get_z_near ( ) ) ;
state . cube_to_dp_shader . set_uniform ( CubeToDpShaderGLES3 : : Z_FAR , light_projection . get_z_far ( ) ) ;
state . cube_to_dp_shader . set_uniform ( CubeToDpShaderGLES3 : : BIAS , light - > param [ VS : : LIGHT_PARAM_SHADOW_BIAS ] ) ;
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uint32_t local_width = width , local_height = height ;
uint32_t local_x = x , local_y = y ;
if ( light - > omni_shadow_detail = = VS : : LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL ) {
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local_height / = 2 ;
local_y + = i * local_height ;
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} else {
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local_width / = 2 ;
local_x + = i * local_width ;
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}
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glViewport ( local_x , local_y , local_width , local_height ) ;
glScissor ( local_x , local_y , local_width , local_height ) ;
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glEnable ( GL_SCISSOR_TEST ) ;
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glClearDepth ( 1.0f ) ;
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glClear ( GL_DEPTH_BUFFER_BIT ) ;
glDisable ( GL_SCISSOR_TEST ) ;
//glDisable(GL_DEPTH_TEST);
glDisable ( GL_BLEND ) ;
_copy_screen ( ) ;
}
}
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glColorMask ( 1 , 1 , 1 , 1 ) ;
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}
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void RasterizerSceneGLES3 : : set_scene_pass ( uint64_t p_pass ) {
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scene_pass = p_pass ;
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}
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bool RasterizerSceneGLES3 : : free ( RID p_rid ) {
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if ( light_instance_owner . owns ( p_rid ) ) {
LightInstance * light_instance = light_instance_owner . getptr ( p_rid ) ;
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//remove from shadow atlases..
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for ( Set < RID > : : Element * E = light_instance - > shadow_atlases . front ( ) ; E ; E = E - > next ( ) ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . get ( E - > get ( ) ) ;
ERR_CONTINUE ( ! shadow_atlas - > shadow_owners . has ( p_rid ) ) ;
uint32_t key = shadow_atlas - > shadow_owners [ p_rid ] ;
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uint32_t q = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t s = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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shadow_atlas - > quadrants [ q ] . shadows [ s ] . owner = RID ( ) ;
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shadow_atlas - > shadow_owners . erase ( p_rid ) ;
}
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light_instance_owner . free ( p_rid ) ;
memdelete ( light_instance ) ;
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} else if ( shadow_atlas_owner . owns ( p_rid ) ) {
ShadowAtlas * shadow_atlas = shadow_atlas_owner . get ( p_rid ) ;
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shadow_atlas_set_size ( p_rid , 0 ) ;
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shadow_atlas_owner . free ( p_rid ) ;
memdelete ( shadow_atlas ) ;
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} else if ( reflection_atlas_owner . owns ( p_rid ) ) {
ReflectionAtlas * reflection_atlas = reflection_atlas_owner . get ( p_rid ) ;
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reflection_atlas_set_size ( p_rid , 0 ) ;
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reflection_atlas_owner . free ( p_rid ) ;
memdelete ( reflection_atlas ) ;
} else if ( reflection_probe_instance_owner . owns ( p_rid ) ) {
ReflectionProbeInstance * reflection_instance = reflection_probe_instance_owner . get ( p_rid ) ;
reflection_probe_release_atlas_index ( p_rid ) ;
reflection_probe_instance_owner . free ( p_rid ) ;
memdelete ( reflection_instance ) ;
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} else {
return false ;
}
return true ;
}
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void RasterizerSceneGLES3 : : set_debug_draw_mode ( VS : : ViewportDebugDraw p_debug_draw ) {
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state . debug_draw = p_debug_draw ;
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}
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void RasterizerSceneGLES3 : : initialize ( ) {
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render_pass = 0 ;
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state . scene_shader . init ( ) ;
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{
//default material and shader
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default_shader = storage - > shader_create ( ) ;
storage - > shader_set_code ( default_shader , " shader_type spatial; \n " ) ;
default_material = storage - > material_create ( ) ;
storage - > material_set_shader ( default_material , default_shader ) ;
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default_shader_twosided = storage - > shader_create ( ) ;
default_material_twosided = storage - > material_create ( ) ;
storage - > shader_set_code ( default_shader_twosided , " shader_type spatial; render_mode cull_disabled; \n " ) ;
storage - > material_set_shader ( default_material_twosided , default_shader_twosided ) ;
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}
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{
//default material and shader
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default_overdraw_shader = storage - > shader_create ( ) ;
storage - > shader_set_code ( default_overdraw_shader , " shader_type spatial; \n render_mode blend_add,unshaded; \n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; } " ) ;
default_overdraw_material = storage - > material_create ( ) ;
storage - > material_set_shader ( default_overdraw_material , default_overdraw_shader ) ;
}
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glGenBuffers ( 1 , & state . scene_ubo ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . scene_ubo ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( State : : SceneDataUBO ) , & state . scene_ubo , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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glGenBuffers ( 1 , & state . env_radiance_ubo ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . env_radiance_ubo ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( State : : EnvironmentRadianceUBO ) , & state . env_radiance_ubo , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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render_list . max_elements = GLOBAL_DEF ( " rendering/limits/rendering/max_renderable_elements " , ( int ) RenderList : : DEFAULT_MAX_ELEMENTS ) ;
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if ( render_list . max_elements > 1000000 )
render_list . max_elements = 1000000 ;
if ( render_list . max_elements < 1024 )
render_list . max_elements = 1024 ;
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{
//quad buffers
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glGenBuffers ( 1 , & state . sky_verts ) ;
glBindBuffer ( GL_ARRAY_BUFFER , state . sky_verts ) ;
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glBufferData ( GL_ARRAY_BUFFER , sizeof ( Vector3 ) * 8 , NULL , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
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glGenVertexArrays ( 1 , & state . sky_array ) ;
glBindVertexArray ( state . sky_array ) ;
glBindBuffer ( GL_ARRAY_BUFFER , state . sky_verts ) ;
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glVertexAttribPointer ( VS : : ARRAY_VERTEX , 3 , GL_FLOAT , GL_FALSE , sizeof ( Vector3 ) * 2 , 0 ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
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glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 3 , GL_FLOAT , GL_FALSE , sizeof ( Vector3 ) * 2 , ( ( uint8_t * ) NULL ) + sizeof ( Vector3 ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glBindVertexArray ( 0 ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
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}
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render_list . init ( ) ;
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state . cube_to_dp_shader . init ( ) ;
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shadow_atlas_realloc_tolerance_msec = 500 ;
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int max_shadow_cubemap_sampler_size = 512 ;
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int cube_size = max_shadow_cubemap_sampler_size ;
glActiveTexture ( GL_TEXTURE0 ) ;
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while ( cube_size > = 32 ) {
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ShadowCubeMap cube ;
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cube . size = cube_size ;
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glGenTextures ( 1 , & cube . cubemap ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , cube . cubemap ) ;
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//gen cubemap first
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for ( int i = 0 ; i < 6 ; i + + ) {
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glTexImage2D ( _cube_side_enum [ i ] , 0 , GL_DEPTH_COMPONENT24 , cube . size , cube . size , 0 , GL_DEPTH_COMPONENT , GL_UNSIGNED_INT , NULL ) ;
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}
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
// Remove artifact on the edges of the shadowmap
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_R , GL_CLAMP_TO_EDGE ) ;
//gen renderbuffers second, because it needs a complete cubemap
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for ( int i = 0 ; i < 6 ; i + + ) {
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glGenFramebuffers ( 1 , & cube . fbo_id [ i ] ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , cube . fbo_id [ i ] ) ;
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glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , _cube_side_enum [ i ] , cube . cubemap , 0 ) ;
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GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
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ERR_CONTINUE ( status ! = GL_FRAMEBUFFER_COMPLETE ) ;
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}
shadow_cubemaps . push_back ( cube ) ;
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cube_size > > = 1 ;
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}
{
//directional light shadow
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directional_shadow . light_count = 0 ;
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directional_shadow . size = next_power_of_2 ( GLOBAL_GET ( " rendering/quality/directional_shadow/size " ) ) ;
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glGenFramebuffers ( 1 , & directional_shadow . fbo ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , directional_shadow . fbo ) ;
glGenTextures ( 1 , & directional_shadow . depth ) ;
glBindTexture ( GL_TEXTURE_2D , directional_shadow . depth ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_DEPTH_COMPONENT24 , directional_shadow . size , directional_shadow . size , 0 , GL_DEPTH_COMPONENT , GL_UNSIGNED_INT , NULL ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_R , GL_CLAMP_TO_EDGE ) ;
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glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , directional_shadow . depth , 0 ) ;
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GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
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if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
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ERR_PRINT ( " Directional shadow framebuffer status invalid " ) ;
}
}
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{
//spot and omni ubos
int max_ubo_size ;
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glGetIntegerv ( GL_MAX_UNIFORM_BLOCK_SIZE , & max_ubo_size ) ;
const int ubo_light_size = 160 ;
state . ubo_light_size = ubo_light_size ;
state . max_ubo_lights = MIN ( RenderList : : MAX_LIGHTS , max_ubo_size / ubo_light_size ) ;
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print_line ( " GLES3: max ubo light: " + itos ( state . max_ubo_lights ) ) ;
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state . spot_array_tmp = ( uint8_t * ) memalloc ( ubo_light_size * state . max_ubo_lights ) ;
state . omni_array_tmp = ( uint8_t * ) memalloc ( ubo_light_size * state . max_ubo_lights ) ;
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glGenBuffers ( 1 , & state . spot_array_ubo ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . spot_array_ubo ) ;
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glBufferData ( GL_UNIFORM_BUFFER , ubo_light_size * state . max_ubo_lights , NULL , GL_DYNAMIC_DRAW ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
glGenBuffers ( 1 , & state . omni_array_ubo ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . omni_array_ubo ) ;
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glBufferData ( GL_UNIFORM_BUFFER , ubo_light_size * state . max_ubo_lights , NULL , GL_DYNAMIC_DRAW ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
glGenBuffers ( 1 , & state . directional_ubo ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . directional_ubo ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( LightDataUBO ) , NULL , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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state . max_forward_lights_per_object = 8 ;
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state . scene_shader . add_custom_define ( " #define MAX_LIGHT_DATA_STRUCTS " + itos ( state . max_ubo_lights ) + " \n " ) ;
state . scene_shader . add_custom_define ( " #define MAX_FORWARD_LIGHTS " + itos ( state . max_forward_lights_per_object ) + " \n " ) ;
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state . max_ubo_reflections = MIN ( RenderList : : MAX_REFLECTIONS , max_ubo_size / sizeof ( ReflectionProbeDataUBO ) ) ;
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print_line ( " GLES3: max ubo reflections: " + itos ( state . max_ubo_reflections ) + " , ubo size: " + itos ( sizeof ( ReflectionProbeDataUBO ) ) ) ;
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state . reflection_array_tmp = ( uint8_t * ) memalloc ( sizeof ( ReflectionProbeDataUBO ) * state . max_ubo_reflections ) ;
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glGenBuffers ( 1 , & state . reflection_array_ubo ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . reflection_array_ubo ) ;
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glBufferData ( GL_UNIFORM_BUFFER , sizeof ( ReflectionProbeDataUBO ) * state . max_ubo_reflections , NULL , GL_DYNAMIC_DRAW ) ;
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glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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state . scene_shader . add_custom_define ( " #define MAX_REFLECTION_DATA_STRUCTS " + itos ( state . max_ubo_reflections ) + " \n " ) ;
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state . max_skeleton_bones = MIN ( 2048 , max_ubo_size / ( 12 * sizeof ( float ) ) ) ;
state . scene_shader . add_custom_define ( " #define MAX_SKELETON_BONES " + itos ( state . max_skeleton_bones ) + " \n " ) ;
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}
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shadow_filter_mode = SHADOW_FILTER_NEAREST ;
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{ //reflection cubemaps
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int max_reflection_cubemap_sampler_size = 512 ;
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int cube_size = max_reflection_cubemap_sampler_size ;
glActiveTexture ( GL_TEXTURE0 ) ;
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bool use_float = true ;
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GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2 ;
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GLenum format = GL_RGBA ;
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GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV ;
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while ( cube_size > = 32 ) {
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ReflectionCubeMap cube ;
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cube . size = cube_size ;
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glGenTextures ( 1 , & cube . depth ) ;
glBindTexture ( GL_TEXTURE_2D , cube . depth ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_DEPTH_COMPONENT24 , cube . size , cube . size , 0 , GL_DEPTH_COMPONENT , GL_UNSIGNED_INT , NULL ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
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glGenTextures ( 1 , & cube . cubemap ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , cube . cubemap ) ;
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//gen cubemap first
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for ( int i = 0 ; i < 6 ; i + + ) {
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glTexImage2D ( _cube_side_enum [ i ] , 0 , internal_format , cube . size , cube . size , 0 , format , type , NULL ) ;
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}
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
// Remove artifact on the edges of the reflectionmap
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_R , GL_CLAMP_TO_EDGE ) ;
//gen renderbuffers second, because it needs a complete cubemap
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for ( int i = 0 ; i < 6 ; i + + ) {
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glGenFramebuffers ( 1 , & cube . fbo_id [ i ] ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , cube . fbo_id [ i ] ) ;
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glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , _cube_side_enum [ i ] , cube . cubemap , 0 ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , cube . depth , 0 ) ;
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GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
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ERR_CONTINUE ( status ! = GL_FRAMEBUFFER_COMPLETE ) ;
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}
reflection_cubemaps . push_back ( cube ) ;
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cube_size > > = 1 ;
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}
}
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{
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uint32_t immediate_buffer_size = GLOBAL_DEF ( " rendering/limits/buffers/immediate_buffer_size_kb " , 2048 ) ;
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glGenBuffers ( 1 , & state . immediate_buffer ) ;
glBindBuffer ( GL_ARRAY_BUFFER , state . immediate_buffer ) ;
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glBufferData ( GL_ARRAY_BUFFER , immediate_buffer_size * 1024 , NULL , GL_DYNAMIC_DRAW ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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glGenVertexArrays ( 1 , & state . immediate_array ) ;
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}
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# ifdef GLES_OVER_GL
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//"desktop" opengl needs this.
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glEnable ( GL_PROGRAM_POINT_SIZE ) ;
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# endif
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state . resolve_shader . init ( ) ;
state . ssr_shader . init ( ) ;
state . effect_blur_shader . init ( ) ;
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state . sss_shader . init ( ) ;
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state . ssao_minify_shader . init ( ) ;
state . ssao_shader . init ( ) ;
state . ssao_blur_shader . init ( ) ;
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state . exposure_shader . init ( ) ;
state . tonemap_shader . init ( ) ;
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{
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GLOBAL_DEF ( " rendering/quality/subsurface_scattering/quality " , 1 ) ;
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ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " rendering/quality/subsurface_scattering/quality " , PropertyInfo ( Variant : : INT , " rendering/quality/subsurface_scattering/quality " , PROPERTY_HINT_ENUM , " Low,Medium,High " ) ) ;
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GLOBAL_DEF ( " rendering/quality/subsurface_scattering/scale " , 1.0 ) ;
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ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " rendering/quality/subsurface_scattering/scale " , PropertyInfo ( Variant : : INT , " rendering/quality/subsurface_scattering/scale " , PROPERTY_HINT_RANGE , " 0.01,8,0.01 " ) ) ;
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GLOBAL_DEF ( " rendering/quality/subsurface_scattering/follow_surface " , false ) ;
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GLOBAL_DEF ( " rendering/quality/voxel_cone_tracing/high_quality " , true ) ;
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}
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exposure_shrink_size = 243 ;
int max_exposure_shrink_size = exposure_shrink_size ;
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while ( max_exposure_shrink_size > 0 ) {
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RasterizerStorageGLES3 : : RenderTarget : : Exposure e ;
glGenFramebuffers ( 1 , & e . fbo ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , e . fbo ) ;
glGenTextures ( 1 , & e . color ) ;
glBindTexture ( GL_TEXTURE_2D , e . color ) ;
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# ifdef IPHONE_ENABLED
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///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures...
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glTexImage2D ( GL_TEXTURE_2D , 0 , GL_R16F , max_exposure_shrink_size , max_exposure_shrink_size , 0 , GL_RED , GL_FLOAT , NULL ) ;
# else
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glTexImage2D ( GL_TEXTURE_2D , 0 , GL_R32F , max_exposure_shrink_size , max_exposure_shrink_size , 0 , GL_RED , GL_FLOAT , NULL ) ;
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# endif
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glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , e . color , 0 ) ;
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glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
exposure_shrink . push_back ( e ) ;
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max_exposure_shrink_size / = 3 ;
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GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
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ERR_CONTINUE ( status ! = GL_FRAMEBUFFER_COMPLETE ) ;
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}
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state . debug_draw = VS : : VIEWPORT_DEBUG_DRAW_DISABLED ;
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}
void RasterizerSceneGLES3 : : iteration ( ) {
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shadow_filter_mode = ShadowFilterMode ( int ( ProjectSettings : : get_singleton ( ) - > get ( " rendering/quality/shadows/filter_mode " ) ) ) ;
subsurface_scatter_follow_surface = ProjectSettings : : get_singleton ( ) - > get ( " rendering/quality/subsurface_scattering/follow_surface " ) ;
subsurface_scatter_quality = SubSurfaceScatterQuality ( int ( ProjectSettings : : get_singleton ( ) - > get ( " rendering/quality/subsurface_scattering/quality " ) ) ) ;
subsurface_scatter_size = ProjectSettings : : get_singleton ( ) - > get ( " rendering/quality/subsurface_scattering/scale " ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES3 : : VCT_QUALITY_HIGH , ProjectSettings : : get_singleton ( ) - > get ( " rendering/quality/voxel_cone_tracing/high_quality " ) ) ;
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}
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void RasterizerSceneGLES3 : : finalize ( ) {
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}
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RasterizerSceneGLES3 : : RasterizerSceneGLES3 ( ) {
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}