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/*************************************************************************/
/* rasterizer_scene_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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_gles2.h"
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# include "core/math/math_funcs.h"
# include "core/math/transform.h"
# include "core/os/os.h"
# include "core/project_settings.h"
# include "core/vmap.h"
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# include "rasterizer_canvas_gles2.h"
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# include "servers/camera/camera_feed.h"
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# include "servers/visual/visual_server_raster.h"
# ifndef GLES_OVER_GL
# define glClearDepth glClearDepthf
# endif
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# ifndef GLES_OVER_GL
# ifdef IPHONE_ENABLED
# include <OpenGLES/ES2/glext.h>
//void *glResolveMultisampleFramebufferAPPLE;
# define GL_READ_FRAMEBUFFER 0x8CA8
# define GL_DRAW_FRAMEBUFFER 0x8CA9
# endif
# endif
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static const GLenum _cube_side_enum [ 6 ] = {
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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/* SHADOW ATLAS API */
RID RasterizerSceneGLES2 : : shadow_atlas_create ( ) {
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ShadowAtlas * shadow_atlas = memnew ( ShadowAtlas ) ;
shadow_atlas - > fbo = 0 ;
shadow_atlas - > depth = 0 ;
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shadow_atlas - > color = 0 ;
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shadow_atlas - > size = 0 ;
shadow_atlas - > smallest_subdiv = 0 ;
for ( int i = 0 ; i < 4 ; i + + ) {
shadow_atlas - > size_order [ i ] = i ;
}
return shadow_atlas_owner . make_rid ( shadow_atlas ) ;
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}
void RasterizerSceneGLES2 : : 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 ) ;
ERR_FAIL_COND ( p_size < 0 ) ;
p_size = next_power_of_2 ( p_size ) ;
if ( p_size = = shadow_atlas - > size )
return ;
// erase the old atlast
if ( shadow_atlas - > fbo ) {
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if ( storage - > config . use_rgba_3d_shadows ) {
glDeleteRenderbuffers ( 1 , & shadow_atlas - > depth ) ;
} else {
glDeleteTextures ( 1 , & shadow_atlas - > depth ) ;
}
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glDeleteFramebuffers ( 1 , & shadow_atlas - > fbo ) ;
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if ( shadow_atlas - > color ) {
glDeleteTextures ( 1 , & shadow_atlas - > color ) ;
}
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shadow_atlas - > fbo = 0 ;
shadow_atlas - > depth = 0 ;
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shadow_atlas - > color = 0 ;
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}
// erase shadow atlast references from lights
for ( Map < RID , uint32_t > : : Element * E = shadow_atlas - > shadow_owners . front ( ) ; E ; E = E - > next ( ) ) {
LightInstance * li = light_instance_owner . getornull ( E - > key ( ) ) ;
ERR_CONTINUE ( ! li ) ;
li - > shadow_atlases . erase ( p_atlas ) ;
}
shadow_atlas - > shadow_owners . clear ( ) ;
shadow_atlas - > size = p_size ;
if ( shadow_atlas - > size ) {
glGenFramebuffers ( 1 , & shadow_atlas - > fbo ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , shadow_atlas - > fbo ) ;
// create a depth texture
glActiveTexture ( GL_TEXTURE0 ) ;
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if ( storage - > config . use_rgba_3d_shadows ) {
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//maximum compatibility, renderbuffer and RGBA shadow
glGenRenderbuffers ( 1 , & shadow_atlas - > depth ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , directional_shadow . depth ) ;
glRenderbufferStorage ( GL_RENDERBUFFER , storage - > config . depth_internalformat , shadow_atlas - > size , shadow_atlas - > size ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , shadow_atlas - > depth ) ;
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glGenTextures ( 1 , & shadow_atlas - > color ) ;
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > color ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , shadow_atlas - > size , shadow_atlas - > size , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
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 ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , shadow_atlas - > color , 0 ) ;
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} else {
//just depth texture
glGenTextures ( 1 , & shadow_atlas - > depth ) ;
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , storage - > config . depth_internalformat , shadow_atlas - > size , shadow_atlas - > size , 0 , GL_DEPTH_COMPONENT , storage - > config . depth_type , NULL ) ;
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 ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , shadow_atlas - > depth , 0 ) ;
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}
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glViewport ( 0 , 0 , shadow_atlas - > size , shadow_atlas - > size ) ;
glDepthMask ( GL_TRUE ) ;
glClearDepth ( 0.0f ) ;
glClear ( GL_DEPTH_BUFFER_BIT ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , 0 ) ;
}
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}
void RasterizerSceneGLES2 : : 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 ) ;
ERR_FAIL_INDEX ( p_quadrant , 4 ) ;
ERR_FAIL_INDEX ( p_subdivision , 16384 ) ;
uint32_t subdiv = next_power_of_2 ( p_subdivision ) ;
if ( subdiv & 0xaaaaaaaa ) { // sqrt(subdiv) must be integer
subdiv < < = 1 ;
}
subdiv = int ( Math : : sqrt ( ( float ) subdiv ) ) ;
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if ( shadow_atlas - > quadrants [ p_quadrant ] . shadows . size ( ) = = ( int ) subdiv )
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return ;
// erase all data from the quadrant
for ( int i = 0 ; i < shadow_atlas - > quadrants [ p_quadrant ] . shadows . size ( ) ; i + + ) {
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 ) ;
shadow_atlas - > quadrants [ p_quadrant ] . shadows . resize ( subdiv ) ;
shadow_atlas - > quadrants [ p_quadrant ] . subdivision = subdiv ;
// cache the smallest subdivision for faster allocations
shadow_atlas - > smallest_subdiv = 1 < < 30 ;
for ( int i = 0 ; i < 4 ; i + + ) {
if ( shadow_atlas - > quadrants [ i ] . subdivision ) {
shadow_atlas - > smallest_subdiv = MIN ( shadow_atlas - > smallest_subdiv , shadow_atlas - > quadrants [ i ] . subdivision ) ;
}
}
if ( shadow_atlas - > smallest_subdiv = = 1 < < 30 ) {
shadow_atlas - > smallest_subdiv = 0 ;
}
// re-sort the quadrants
int swaps = 0 ;
do {
swaps = 0 ;
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 ] ) ;
swaps + + ;
}
}
} while ( swaps > 0 ) ;
}
bool RasterizerSceneGLES2 : : _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 ) {
for ( int i = p_quadrant_count - 1 ; i > = 0 ; i - - ) {
int qidx = p_in_quadrants [ i ] ;
if ( shadow_atlas - > quadrants [ qidx ] . subdivision = = ( uint32_t ) p_current_subdiv ) {
return false ;
}
// look for an empty space
int sc = shadow_atlas - > quadrants [ qidx ] . shadows . size ( ) ;
ShadowAtlas : : Quadrant : : Shadow * sarr = shadow_atlas - > quadrants [ qidx ] . shadows . ptrw ( ) ;
int found_free_idx = - 1 ; // found a free one
int found_used_idx = - 1 ; // found an existing one, must steal it
uint64_t min_pass = 0 ; // pass of the existing one, try to use the least recently
for ( int j = 0 ; j < sc ; j + + ) {
if ( ! sarr [ j ] . owner . is_valid ( ) ) {
found_free_idx = j ;
break ;
}
LightInstance * sli = light_instance_owner . getornull ( sarr [ j ] . owner ) ;
ERR_CONTINUE ( ! sli ) ;
if ( sli - > last_scene_pass ! = scene_pass ) {
// was just allocated, don't kill it so soon, wait a bit...
if ( p_tick - sarr [ j ] . alloc_tick < shadow_atlas_realloc_tolerance_msec ) {
continue ;
}
if ( found_used_idx = = - 1 | | sli - > last_scene_pass < min_pass ) {
found_used_idx = j ;
min_pass = sli - > last_scene_pass ;
}
}
}
if ( found_free_idx = = - 1 & & found_used_idx = = - 1 ) {
continue ; // nothing found
}
if ( found_free_idx = = - 1 & & found_used_idx ! = - 1 ) {
found_free_idx = found_used_idx ;
}
r_quadrant = qidx ;
r_shadow = found_free_idx ;
return true ;
}
return false ;
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}
bool RasterizerSceneGLES2 : : 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 ) ;
ERR_FAIL_COND_V ( ! shadow_atlas , false ) ;
LightInstance * li = light_instance_owner . getornull ( p_light_intance ) ;
ERR_FAIL_COND_V ( ! li , false ) ;
if ( shadow_atlas - > size = = 0 | | shadow_atlas - > smallest_subdiv = = 0 ) {
return false ;
}
uint32_t quad_size = shadow_atlas - > size > > 1 ;
int desired_fit = MIN ( quad_size / shadow_atlas - > smallest_subdiv , next_power_of_2 ( quad_size * p_coverage ) ) ;
int valid_quadrants [ 4 ] ;
int valid_quadrant_count = 0 ;
int best_size = - 1 ;
int best_subdiv = - 1 ;
for ( int i = 0 ; i < 4 ; i + + ) {
int q = shadow_atlas - > size_order [ i ] ;
int sd = shadow_atlas - > quadrants [ q ] . subdivision ;
if ( sd = = 0 ) {
continue ;
}
int max_fit = quad_size / sd ;
if ( best_size ! = - 1 & & max_fit > best_size ) {
break ; // what we asked for is bigger than this.
}
valid_quadrants [ valid_quadrant_count ] = q ;
valid_quadrant_count + + ;
best_subdiv = sd ;
if ( max_fit > = desired_fit ) {
best_size = max_fit ;
}
}
ERR_FAIL_COND_V ( valid_quadrant_count = = 0 , false ) ; // no suitable block available
uint64_t tick = OS : : get_singleton ( ) - > get_ticks_msec ( ) ;
if ( shadow_atlas - > shadow_owners . has ( p_light_intance ) ) {
// light was already known!
uint32_t key = shadow_atlas - > shadow_owners [ p_light_intance ] ;
uint32_t q = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t s = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
bool should_realloc = shadow_atlas - > quadrants [ q ] . subdivision ! = ( uint32_t ) 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 ;
if ( ! should_realloc ) {
shadow_atlas - > quadrants [ q ] . shadows . write [ s ] . version = p_light_version ;
return should_redraw ;
}
int new_quadrant ;
int new_shadow ;
// find a better place
if ( _shadow_atlas_find_shadow ( shadow_atlas , valid_quadrants , valid_quadrant_count , shadow_atlas - > quadrants [ q ] . subdivision , tick , new_quadrant , new_shadow ) ) {
// found a better place
ShadowAtlas : : Quadrant : : Shadow * sh = & shadow_atlas - > quadrants [ new_quadrant ] . shadows . write [ new_shadow ] ;
if ( sh - > owner . is_valid ( ) ) {
// it is take but invalid, so we can take it
shadow_atlas - > shadow_owners . erase ( sh - > owner ) ;
LightInstance * sli = light_instance_owner . get ( sh - > owner ) ;
sli - > shadow_atlases . erase ( p_atlas ) ;
}
// erase previous
shadow_atlas - > quadrants [ q ] . shadows . write [ s ] . version = 0 ;
shadow_atlas - > quadrants [ q ] . shadows . write [ s ] . owner = RID ( ) ;
sh - > owner = p_light_intance ;
sh - > alloc_tick = tick ;
sh - > version = p_light_version ;
li - > shadow_atlases . insert ( p_atlas ) ;
// make a new key
key = new_quadrant < < ShadowAtlas : : QUADRANT_SHIFT ;
key | = new_shadow ;
// update it in the map
shadow_atlas - > shadow_owners [ p_light_intance ] = key ;
// make it dirty, so we redraw
return true ;
}
// no better place found, so we keep the current place
shadow_atlas - > quadrants [ q ] . shadows . write [ s ] . version = p_light_version ;
return should_redraw ;
}
int new_quadrant ;
int new_shadow ;
if ( _shadow_atlas_find_shadow ( shadow_atlas , valid_quadrants , valid_quadrant_count , - 1 , tick , new_quadrant , new_shadow ) ) {
// found a better place
ShadowAtlas : : Quadrant : : Shadow * sh = & shadow_atlas - > quadrants [ new_quadrant ] . shadows . write [ new_shadow ] ;
if ( sh - > owner . is_valid ( ) ) {
// it is take but invalid, so we can take it
shadow_atlas - > shadow_owners . erase ( sh - > owner ) ;
LightInstance * sli = light_instance_owner . get ( sh - > owner ) ;
sli - > shadow_atlases . erase ( p_atlas ) ;
}
sh - > owner = p_light_intance ;
sh - > alloc_tick = tick ;
sh - > version = p_light_version ;
li - > shadow_atlases . insert ( p_atlas ) ;
// make a new key
uint32_t key = new_quadrant < < ShadowAtlas : : QUADRANT_SHIFT ;
key | = new_shadow ;
// update it in the map
shadow_atlas - > shadow_owners [ p_light_intance ] = key ;
// make it dirty, so we redraw
return true ;
}
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return false ;
}
void RasterizerSceneGLES2 : : 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 RasterizerSceneGLES2 : : get_directional_light_shadow_size ( RID p_light_intance ) {
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ERR_FAIL_COND_V ( directional_shadow . light_count = = 0 , 0 ) ;
int shadow_size ;
if ( directional_shadow . light_count = = 1 ) {
shadow_size = directional_shadow . size ;
} else {
shadow_size = directional_shadow . size / 2 ; //more than 4 not supported anyway
}
LightInstance * light_instance = light_instance_owner . getornull ( p_light_intance ) ;
ERR_FAIL_COND_V ( ! light_instance , 0 ) ;
switch ( light_instance - > light_ptr - > directional_shadow_mode ) {
case VS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL :
break ; //none
case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS :
case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS :
shadow_size / = 2 ;
break ;
}
return shadow_size ;
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}
//////////////////////////////////////////////////////
RID RasterizerSceneGLES2 : : reflection_atlas_create ( ) {
return RID ( ) ;
}
void RasterizerSceneGLES2 : : reflection_atlas_set_size ( RID p_ref_atlas , int p_size ) {
}
void RasterizerSceneGLES2 : : reflection_atlas_set_subdivision ( RID p_ref_atlas , int p_subdiv ) {
}
////////////////////////////////////////////////////
RID RasterizerSceneGLES2 : : reflection_probe_instance_create ( RID p_probe ) {
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RasterizerStorageGLES2 : : ReflectionProbe * probe = storage - > reflection_probe_owner . getornull ( p_probe ) ;
ERR_FAIL_COND_V ( ! probe , RID ( ) ) ;
ReflectionProbeInstance * rpi = memnew ( ReflectionProbeInstance ) ;
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 ;
rpi - > current_resolution = 0 ;
rpi - > dirty = true ;
rpi - > index = 0 ;
for ( int i = 0 ; i < 6 ; i + + ) {
glGenFramebuffers ( 1 , & rpi - > fbo [ i ] ) ;
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glGenTextures ( 1 , & rpi - > color [ i ] ) ;
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}
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glGenRenderbuffers ( 1 , & rpi - > depth ) ;
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rpi - > cubemap = 0 ;
//glGenTextures(1, &rpi->cubemap);
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return rpi - > self ;
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}
void RasterizerSceneGLES2 : : 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 ) ;
rpi - > transform = p_transform ;
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}
void RasterizerSceneGLES2 : : reflection_probe_release_atlas_index ( RID p_instance ) {
}
bool RasterizerSceneGLES2 : : reflection_probe_instance_needs_redraw ( RID p_instance ) {
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const ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND_V ( ! rpi , false ) ;
bool need_redraw = rpi - > probe_ptr - > resolution ! = rpi - > current_resolution | | rpi - > dirty | | rpi - > probe_ptr - > update_mode = = VS : : REFLECTION_PROBE_UPDATE_ALWAYS ;
rpi - > dirty = false ;
return need_redraw ;
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}
bool RasterizerSceneGLES2 : : reflection_probe_instance_has_reflection ( RID p_instance ) {
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return true ;
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}
bool RasterizerSceneGLES2 : : 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 ) ;
ERR_FAIL_COND_V ( ! rpi , false ) ;
rpi - > render_step = 0 ;
if ( rpi - > probe_ptr - > resolution ! = rpi - > current_resolution ) {
//update cubemap if resolution changed
int size = rpi - > probe_ptr - > resolution ;
rpi - > current_resolution = size ;
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GLenum internal_format = GL_RGB ;
GLenum format = GL_RGB ;
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GLenum type = GL_UNSIGNED_BYTE ;
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindRenderbuffer ( GL_RENDERBUFFER , rpi - > depth ) ;
glRenderbufferStorage ( GL_RENDERBUFFER , storage - > config . depth_internalformat , size , size ) ;
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if ( rpi - > cubemap ! = 0 ) {
glDeleteTextures ( 1 , & rpi - > cubemap ) ;
}
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glGenTextures ( 1 , & rpi - > cubemap ) ;
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glBindTexture ( GL_TEXTURE_CUBE_MAP , rpi - > cubemap ) ;
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# if 1
//Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
for ( int i = 0 ; i < 6 ; i + + ) {
glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X + i , 0 , internal_format , size , size , 0 , format , type , NULL ) ;
}
glGenerateMipmap ( GL_TEXTURE_CUBE_MAP ) ;
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//Generate framebuffers for rendering
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for ( int i = 0 ; i < 6 ; i + + ) {
glBindFramebuffer ( GL_FRAMEBUFFER , rpi - > fbo [ i ] ) ;
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glBindTexture ( GL_TEXTURE_2D , rpi - > color [ i ] ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , internal_format , size , size , 0 , format , type , NULL ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , rpi - > color [ i ] , 0 ) ;
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glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , rpi - > depth ) ;
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GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
ERR_CONTINUE ( status ! = GL_FRAMEBUFFER_COMPLETE ) ;
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}
# else
int lod = 0 ;
//the approach below is fatal for powervr
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// Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
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while ( size > = 1 ) {
for ( int i = 0 ; i < 6 ; i + + ) {
glTexImage2D ( _cube_side_enum [ i ] , lod , internal_format , size , size , 0 , format , type , NULL ) ;
if ( size = = rpi - > current_resolution ) {
//adjust framebuffer
glBindFramebuffer ( GL_FRAMEBUFFER , rpi - > fbo [ i ] ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , _cube_side_enum [ i ] , rpi - > cubemap , 0 ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , rpi - > depth ) ;
# ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
ERR_CONTINUE ( status ! = GL_FRAMEBUFFER_COMPLETE ) ;
# endif
}
}
lod + + ;
size > > = 1 ;
}
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# endif
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glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , RasterizerStorageGLES2 : : system_fbo ) ;
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}
return true ;
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}
bool RasterizerSceneGLES2 : : reflection_probe_instance_postprocess_step ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_instance ) ;
ERR_FAIL_COND_V ( ! rpi , false ) ;
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ERR_FAIL_COND_V ( rpi - > current_resolution = = 0 , false ) ;
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int size = rpi - > probe_ptr - > resolution ;
{
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glDisable ( GL_BLEND ) ;
glDepthMask ( GL_FALSE ) ;
for ( int i = 0 ; i < VS : : ARRAY_MAX - 1 ; i + + ) {
glDisableVertexAttribArray ( i ) ;
}
}
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glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , rpi - > cubemap ) ;
glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ; //use linear, no mipmaps so it does not read from what is being written to
//first of all, copy rendered textures to cubemap
for ( int i = 0 ; i < 6 ; i + + ) {
glBindFramebuffer ( GL_FRAMEBUFFER , rpi - > fbo [ i ] ) ;
glViewport ( 0 , 0 , size , size ) ;
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glCopyTexSubImage2D ( _cube_side_enum [ i ] , 0 , 0 , 0 , 0 , 0 , size , size ) ;
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}
//do filtering
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//vdc cache
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . radical_inverse_vdc_cache_tex ) ;
// now render to the framebuffer, mipmap level for mipmap level
int lod = 1 ;
size > > = 1 ;
int mipmaps = 6 ;
storage - > shaders . cubemap_filter . set_conditional ( CubemapFilterShaderGLES2 : : USE_SOURCE_PANORAMA , false ) ;
storage - > shaders . cubemap_filter . bind ( ) ;
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glBindFramebuffer ( GL_FRAMEBUFFER , storage - > resources . mipmap_blur_fbo ) ;
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//blur
while ( size > = 1 ) {
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glActiveTexture ( GL_TEXTURE3 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . mipmap_blur_color ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGB , size , size , 0 , GL_RGB , GL_UNSIGNED_BYTE , NULL ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , storage - > resources . mipmap_blur_color , 0 ) ;
glViewport ( 0 , 0 , size , size ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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for ( int i = 0 ; i < 6 ; i + + ) {
storage - > bind_quad_array ( ) ;
storage - > shaders . cubemap_filter . set_uniform ( CubemapFilterShaderGLES2 : : FACE_ID , i ) ;
float roughness = CLAMP ( lod / ( float ) ( mipmaps - 1 ) , 0 , 1 ) ;
storage - > shaders . cubemap_filter . set_uniform ( CubemapFilterShaderGLES2 : : ROUGHNESS , roughness ) ;
storage - > shaders . cubemap_filter . set_uniform ( CubemapFilterShaderGLES2 : : Z_FLIP , false ) ;
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
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glCopyTexSubImage2D ( _cube_side_enum [ i ] , lod , 0 , 0 , 0 , 0 , size , size ) ;
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}
size > > = 1 ;
lod + + ;
}
// restore ranges
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glActiveTexture ( GL_TEXTURE0 ) ;
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glTexParameterf ( GL_TEXTURE_CUBE_MAP , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
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glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glActiveTexture ( GL_TEXTURE3 ) ; //back to panorama
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , 0 ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , RasterizerStorageGLES2 : : system_fbo ) ;
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return true ;
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}
/* ENVIRONMENT API */
RID RasterizerSceneGLES2 : : environment_create ( ) {
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Environment * env = memnew ( Environment ) ;
return environment_owner . make_rid ( env ) ;
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}
void RasterizerSceneGLES2 : : environment_set_background ( RID p_env , VS : : EnvironmentBG p_bg ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > bg_mode = p_bg ;
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}
void RasterizerSceneGLES2 : : environment_set_sky ( RID p_env , RID p_sky ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > sky = p_sky ;
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}
void RasterizerSceneGLES2 : : environment_set_sky_custom_fov ( RID p_env , float p_scale ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > sky_custom_fov = p_scale ;
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}
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void RasterizerSceneGLES2 : : environment_set_sky_orientation ( RID p_env , const Basis & p_orientation ) {
Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > sky_orientation = p_orientation ;
}
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void RasterizerSceneGLES2 : : environment_set_bg_color ( RID p_env , const Color & p_color ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > bg_color = p_color ;
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}
void RasterizerSceneGLES2 : : environment_set_bg_energy ( RID p_env , float p_energy ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > bg_energy = p_energy ;
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}
void RasterizerSceneGLES2 : : environment_set_canvas_max_layer ( RID p_env , int p_max_layer ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > canvas_max_layer = p_max_layer ;
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}
void RasterizerSceneGLES2 : : 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 ) ;
ERR_FAIL_COND ( ! env ) ;
env - > ambient_color = p_color ;
env - > ambient_energy = p_energy ;
env - > ambient_sky_contribution = p_sky_contribution ;
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}
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void RasterizerSceneGLES2 : : environment_set_camera_feed_id ( RID p_env , int p_camera_feed_id ) {
Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
env - > camera_feed_id = p_camera_feed_id ;
}
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void RasterizerSceneGLES2 : : 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 ) ;
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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}
void RasterizerSceneGLES2 : : 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 ) ;
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 RasterizerSceneGLES2 : : 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 , float p_hdr_luminance_cap , bool p_bicubic_upscale ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
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 ;
env - > glow_bloom = p_bloom_threshold ;
env - > glow_blend_mode = p_blend_mode ;
env - > glow_hdr_bleed_threshold = p_hdr_bleed_threshold ;
env - > glow_hdr_bleed_scale = p_hdr_bleed_scale ;
env - > glow_hdr_luminance_cap = p_hdr_luminance_cap ;
env - > glow_bicubic_upscale = p_bicubic_upscale ;
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}
void RasterizerSceneGLES2 : : environment_set_fog ( RID p_env , bool p_enable , float p_begin , float p_end , RID p_gradient_texture ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
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}
void RasterizerSceneGLES2 : : 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 ) ;
ERR_FAIL_COND ( ! env ) ;
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}
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void RasterizerSceneGLES2 : : 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 , float p_ao_channel_affect , const Color & p_color , VS : : EnvironmentSSAOQuality p_quality , VisualServer : : EnvironmentSSAOBlur p_blur , float p_bilateral_sharpness ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
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}
void RasterizerSceneGLES2 : : 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 ) ;
ERR_FAIL_COND ( ! env ) ;
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}
void RasterizerSceneGLES2 : : 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 ) ;
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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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}
void RasterizerSceneGLES2 : : environment_set_fog ( RID p_env , bool p_enable , const Color & p_color , const Color & p_sun_color , float p_sun_amount ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
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env - > fog_enabled = p_enable ;
env - > fog_color = p_color ;
env - > fog_sun_color = p_sun_color ;
env - > fog_sun_amount = p_sun_amount ;
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}
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void RasterizerSceneGLES2 : : environment_set_fog_depth ( RID p_env , bool p_enable , float p_depth_begin , float p_depth_end , float p_depth_curve , bool p_transmit , float p_transmit_curve ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
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env - > fog_depth_enabled = p_enable ;
env - > fog_depth_begin = p_depth_begin ;
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env - > fog_depth_end = p_depth_end ;
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env - > fog_depth_curve = p_depth_curve ;
env - > fog_transmit_enabled = p_transmit ;
env - > fog_transmit_curve = p_transmit_curve ;
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}
void RasterizerSceneGLES2 : : environment_set_fog_height ( RID p_env , bool p_enable , float p_min_height , float p_max_height , float p_height_curve ) {
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Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND ( ! env ) ;
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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 RasterizerSceneGLES2 : : is_environment ( RID p_env ) {
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return environment_owner . owns ( p_env ) ;
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}
VS : : EnvironmentBG RasterizerSceneGLES2 : : environment_get_background ( RID p_env ) {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , VS : : ENV_BG_MAX ) ;
return env - > bg_mode ;
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}
int RasterizerSceneGLES2 : : environment_get_canvas_max_layer ( RID p_env ) {
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const Environment * env = environment_owner . getornull ( p_env ) ;
ERR_FAIL_COND_V ( ! env , - 1 ) ;
return env - > canvas_max_layer ;
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}
RID RasterizerSceneGLES2 : : light_instance_create ( RID p_light ) {
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LightInstance * light_instance = memnew ( LightInstance ) ;
light_instance - > last_scene_pass = 0 ;
light_instance - > light = p_light ;
light_instance - > light_ptr = storage - > light_owner . getornull ( p_light ) ;
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light_instance - > light_index = 0xFFFF ;
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if ( ! light_instance - > light_ptr ) {
memdelete ( light_instance ) ;
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ERR_FAIL_V_MSG ( RID ( ) , " Condition ' !light_instance->light_ptr ' is true. " ) ;
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}
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light_instance - > self = light_instance_owner . make_rid ( light_instance ) ;
return light_instance - > self ;
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}
void RasterizerSceneGLES2 : : 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 ) ;
light_instance - > transform = p_transform ;
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}
void RasterizerSceneGLES2 : : 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 ) ;
if ( light_instance - > light_ptr - > type ! = VS : : LIGHT_DIRECTIONAL ) {
p_pass = 0 ;
}
ERR_FAIL_INDEX ( p_pass , 4 ) ;
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 ;
light_instance - > shadow_transform [ p_pass ] . bias_scale = p_bias_scale ;
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}
void RasterizerSceneGLES2 : : light_instance_mark_visible ( RID p_light_instance ) {
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LightInstance * light_instance = light_instance_owner . getornull ( p_light_instance ) ;
ERR_FAIL_COND ( ! light_instance ) ;
light_instance - > last_scene_pass = scene_pass ;
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}
//////////////////////
RID RasterizerSceneGLES2 : : gi_probe_instance_create ( ) {
return RID ( ) ;
}
void RasterizerSceneGLES2 : : gi_probe_instance_set_light_data ( RID p_probe , RID p_base , RID p_data ) {
}
void RasterizerSceneGLES2 : : gi_probe_instance_set_transform_to_data ( RID p_probe , const Transform & p_xform ) {
}
void RasterizerSceneGLES2 : : gi_probe_instance_set_bounds ( RID p_probe , const Vector3 & p_bounds ) {
}
////////////////////////////
////////////////////////////
////////////////////////////
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void RasterizerSceneGLES2 : : _add_geometry ( RasterizerStorageGLES2 : : Geometry * p_geometry , InstanceBase * p_instance , RasterizerStorageGLES2 : : GeometryOwner * p_owner , int p_material , bool p_depth_pass , bool p_shadow_pass ) {
RasterizerStorageGLES2 : : Material * material = NULL ;
RID material_src ;
if ( p_instance - > material_override . is_valid ( ) ) {
material_src = p_instance - > material_override ;
} else if ( p_material > = 0 ) {
material_src = p_instance - > materials [ p_material ] ;
} else {
material_src = p_geometry - > material ;
}
if ( material_src . is_valid ( ) ) {
material = storage - > material_owner . getornull ( material_src ) ;
if ( ! material - > shader | | ! material - > shader - > valid ) {
material = NULL ;
}
}
if ( ! material ) {
material = storage - > material_owner . getptr ( default_material ) ;
}
ERR_FAIL_COND ( ! material ) ;
_add_geometry_with_material ( p_geometry , p_instance , p_owner , material , p_depth_pass , p_shadow_pass ) ;
while ( material - > next_pass . is_valid ( ) ) {
material = storage - > material_owner . getornull ( material - > next_pass ) ;
if ( ! material | | ! material - > shader | | ! material - > shader - > valid ) {
break ;
}
_add_geometry_with_material ( p_geometry , p_instance , p_owner , material , p_depth_pass , p_shadow_pass ) ;
}
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}
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void RasterizerSceneGLES2 : : _add_geometry_with_material ( RasterizerStorageGLES2 : : Geometry * p_geometry , InstanceBase * p_instance , RasterizerStorageGLES2 : : GeometryOwner * p_owner , RasterizerStorageGLES2 : : Material * p_material , bool p_depth_pass , bool p_shadow_pass ) {
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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 . uses_depth_texture ;
bool has_blend_alpha = p_material - > shader - > spatial . blend_mode ! = RasterizerStorageGLES2 : : Shader : : Spatial : : BLEND_MODE_MIX ;
bool has_alpha = has_base_alpha | | has_blend_alpha ;
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bool mirror = p_instance - > mirror ;
if ( p_material - > shader - > spatial . cull_mode = = RasterizerStorageGLES2 : : Shader : : Spatial : : CULL_MODE_DISABLED ) {
mirror = false ;
} else if ( p_material - > shader - > spatial . cull_mode = = RasterizerStorageGLES2 : : Shader : : Spatial : : CULL_MODE_FRONT ) {
mirror = ! mirror ;
}
//if (p_material->shader->spatial.uses_sss) {
// state.used_sss = true;
//}
if ( p_material - > shader - > spatial . uses_screen_texture ) {
state . used_screen_texture = true ;
}
if ( p_depth_pass ) {
if ( has_blend_alpha | | p_material - > shader - > spatial . uses_depth_texture | | ( has_base_alpha & & p_material - > shader - > spatial . depth_draw_mode ! = RasterizerStorageGLES2 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) )
return ; //bye
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 ! = RasterizerStorageGLES2 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) {
//shader does not use discard and does not write a vertex position, use generic material
if ( p_instance - > cast_shadows = = VS : : SHADOW_CASTING_SETTING_DOUBLE_SIDED ) {
p_material = storage - > material_owner . getptr ( ! p_shadow_pass & & p_material - > shader - > spatial . uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided ) ;
mirror = false ;
} else {
p_material = storage - > material_owner . getptr ( ! p_shadow_pass & & p_material - > shader - > spatial . uses_world_coordinates ? default_worldcoord_material : default_material ) ;
}
}
has_alpha = false ;
}
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RenderList : : Element * e = ( has_alpha | | p_material - > shader - > spatial . no_depth_test ) ? render_list . add_alpha_element ( ) : render_list . add_element ( ) ;
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if ( ! e ) {
return ;
}
e - > geometry = p_geometry ;
e - > material = p_material ;
e - > instance = p_instance ;
e - > owner = p_owner ;
e - > sort_key = 0 ;
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e - > depth_key = 0 ;
e - > use_accum = false ;
e - > light_index = RenderList : : MAX_LIGHTS ;
e - > use_accum_ptr = & e - > use_accum ;
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e - > instancing = ( e - > instance - > base_type = = VS : : INSTANCE_MULTIMESH ) ? 1 : 0 ;
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e - > front_facing = false ;
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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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e - > geometry_index = e - > geometry - > index ;
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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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if ( e - > material - > shader - > last_pass ! = render_pass ) {
e - > material - > shader - > index = current_shader_index + + ;
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}
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}
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e - > material_index = e - > material - > index ;
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if ( mirror ) {
e - > front_facing = true ;
}
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e - > refprobe_0_index = RenderList : : MAX_REFLECTION_PROBES ; //refprobe disabled by default
e - > refprobe_1_index = RenderList : : MAX_REFLECTION_PROBES ; //refprobe disabled by default
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if ( ! p_depth_pass ) {
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e - > depth_layer = e - > instance - > depth_layer ;
e - > priority = p_material - > render_priority ;
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if ( has_alpha & & p_material - > shader - > spatial . depth_draw_mode = = RasterizerStorageGLES2 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) {
//add element to opaque
RenderList : : Element * eo = render_list . add_element ( ) ;
* eo = * e ;
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eo - > use_accum_ptr = & eo - > use_accum ;
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}
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int rpsize = e - > instance - > reflection_probe_instances . size ( ) ;
if ( rpsize > 0 ) {
bool first = true ;
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rpsize = MIN ( rpsize , 2 ) ; //more than 2 per object are not supported, this keeps it stable
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for ( int i = 0 ; i < rpsize ; i + + ) {
ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( e - > instance - > reflection_probe_instances [ i ] ) ;
if ( rpi - > last_pass ! = render_pass ) {
continue ;
}
if ( first ) {
e - > refprobe_0_index = rpi - > index ;
first = false ;
} else {
e - > refprobe_1_index = rpi - > index ;
break ;
}
}
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/* if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible
uint64_t tmp = e - > refprobe_0_index ;
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e - > refprobe_0_index = e - > refprobe_1_index ;
e - > refprobe_1_index = tmp ;
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} */
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}
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//add directional lights
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if ( p_material - > shader - > spatial . unshaded ) {
e - > light_mode = LIGHTMODE_UNSHADED ;
} else {
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bool copy = false ;
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for ( int i = 0 ; i < render_directional_lights ; i + + ) {
if ( copy ) {
RenderList : : Element * e2 = has_alpha ? render_list . add_alpha_element ( ) : render_list . add_element ( ) ;
if ( ! e2 ) {
break ;
}
* e2 = * e ; //this includes accum ptr :)
e = e2 ;
}
//directional sort key
e - > light_type1 = 0 ;
e - > light_type2 = 1 ;
e - > light_index = i ;
copy = true ;
}
//add omni / spots
for ( int i = 0 ; i < e - > instance - > light_instances . size ( ) ; i + + ) {
LightInstance * li = light_instance_owner . getornull ( e - > instance - > light_instances [ i ] ) ;
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if ( li - > light_index > = render_light_instance_count | | render_light_instances [ li - > light_index ] ! = li ) {
continue ; // too many or light_index did not correspond to the light instances to be rendered
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}
if ( copy ) {
RenderList : : Element * e2 = has_alpha ? render_list . add_alpha_element ( ) : render_list . add_element ( ) ;
if ( ! e2 ) {
break ;
}
* e2 = * e ; //this includes accum ptr :)
e = e2 ;
}
//directional sort key
e - > light_type1 = 1 ;
e - > light_type2 = li - > light_ptr - > type = = VisualServer : : LIGHT_OMNI ? 0 : 1 ;
e - > light_index = li - > light_index ;
copy = true ;
}
if ( e - > instance - > lightmap . is_valid ( ) ) {
e - > light_mode = LIGHTMODE_LIGHTMAP ;
} else if ( ! e - > instance - > lightmap_capture_data . empty ( ) ) {
e - > light_mode = LIGHTMODE_LIGHTMAP_CAPTURE ;
} else {
e - > light_mode = LIGHTMODE_NORMAL ;
}
}
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}
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// do not add anything here, as lights are duplicated elements..
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if ( p_material - > shader - > spatial . uses_time ) {
VisualServerRaster : : redraw_request ( ) ;
}
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}
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void RasterizerSceneGLES2 : : _copy_texture_to_buffer ( GLuint p_texture , GLuint p_buffer ) {
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//copy to front buffer
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glBindFramebuffer ( GL_FRAMEBUFFER , p_buffer ) ;
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glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
glDepthFunc ( GL_LEQUAL ) ;
glColorMask ( 1 , 1 , 1 , 1 ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , p_texture ) ;
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
storage - > shaders . copy . bind ( ) ;
storage - > bind_quad_array ( ) ;
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
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void RasterizerSceneGLES2 : : _fill_render_list ( InstanceBase * * p_cull_result , int p_cull_count , bool p_depth_pass , bool p_shadow_pass ) {
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render_pass + + ;
current_material_index = 0 ;
current_geometry_index = 0 ;
current_light_index = 0 ;
current_refprobe_index = 0 ;
current_shader_index = 0 ;
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for ( int i = 0 ; i < p_cull_count ; i + + ) {
InstanceBase * instance = p_cull_result [ i ] ;
switch ( instance - > base_type ) {
case VS : : INSTANCE_MESH : {
RasterizerStorageGLES2 : : Mesh * mesh = storage - > mesh_owner . getornull ( instance - > base ) ;
ERR_CONTINUE ( ! mesh ) ;
int num_surfaces = mesh - > surfaces . size ( ) ;
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for ( int j = 0 ; j < num_surfaces ; j + + ) {
int material_index = instance - > materials [ j ] . is_valid ( ) ? j : - 1 ;
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RasterizerStorageGLES2 : : Surface * surface = mesh - > surfaces [ j ] ;
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_add_geometry ( surface , instance , NULL , material_index , p_depth_pass , p_shadow_pass ) ;
}
} break ;
case VS : : INSTANCE_MULTIMESH : {
RasterizerStorageGLES2 : : MultiMesh * multi_mesh = storage - > multimesh_owner . getptr ( instance - > base ) ;
ERR_CONTINUE ( ! multi_mesh ) ;
if ( multi_mesh - > size = = 0 | | multi_mesh - > visible_instances = = 0 )
continue ;
RasterizerStorageGLES2 : : Mesh * mesh = storage - > mesh_owner . getptr ( multi_mesh - > mesh ) ;
if ( ! mesh )
continue ;
int ssize = mesh - > surfaces . size ( ) ;
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for ( int j = 0 ; j < ssize ; j + + ) {
RasterizerStorageGLES2 : : Surface * s = mesh - > surfaces [ j ] ;
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_add_geometry ( s , instance , multi_mesh , - 1 , p_depth_pass , p_shadow_pass ) ;
}
} break ;
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case VS : : INSTANCE_IMMEDIATE : {
RasterizerStorageGLES2 : : Immediate * im = storage - > immediate_owner . getptr ( instance - > base ) ;
ERR_CONTINUE ( ! im ) ;
_add_geometry ( im , instance , NULL , - 1 , p_depth_pass , p_shadow_pass ) ;
} break ;
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default : {
}
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}
}
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}
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static const GLenum gl_primitive [ ] = {
GL_POINTS ,
GL_LINES ,
GL_LINE_STRIP ,
GL_LINE_LOOP ,
GL_TRIANGLES ,
GL_TRIANGLE_STRIP ,
GL_TRIANGLE_FAN
} ;
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void RasterizerSceneGLES2 : : _set_cull ( bool p_front , bool p_disabled , bool p_reverse_cull ) {
bool front = p_front ;
if ( p_reverse_cull )
front = ! front ;
if ( p_disabled ! = state . cull_disabled ) {
if ( p_disabled )
glDisable ( GL_CULL_FACE ) ;
else
glEnable ( GL_CULL_FACE ) ;
state . cull_disabled = p_disabled ;
}
if ( front ! = state . cull_front ) {
glCullFace ( front ? GL_FRONT : GL_BACK ) ;
state . cull_front = front ;
}
}
bool RasterizerSceneGLES2 : : _setup_material ( RasterizerStorageGLES2 : : Material * p_material , bool p_alpha_pass , Size2i p_skeleton_tex_size ) {
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// material parameters
state . scene_shader . set_custom_shader ( p_material - > shader - > custom_code_id ) ;
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if ( p_material - > shader - > spatial . uses_screen_texture & & storage - > frame . current_rt ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 4 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > copy_screen_effect . color ) ;
}
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if ( p_material - > shader - > spatial . uses_depth_texture & & storage - > frame . current_rt ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 4 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
}
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bool shader_rebind = state . scene_shader . bind ( ) ;
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if ( p_material - > shader - > spatial . no_depth_test | | p_material - > shader - > spatial . uses_depth_texture ) {
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glDisable ( GL_DEPTH_TEST ) ;
} else {
glEnable ( GL_DEPTH_TEST ) ;
}
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switch ( p_material - > shader - > spatial . depth_draw_mode ) {
case RasterizerStorageGLES2 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS :
case RasterizerStorageGLES2 : : Shader : : Spatial : : DEPTH_DRAW_OPAQUE : {
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glDepthMask ( ! p_alpha_pass & & ! p_material - > shader - > spatial . uses_depth_texture ) ;
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} break ;
case RasterizerStorageGLES2 : : Shader : : Spatial : : DEPTH_DRAW_ALWAYS : {
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glDepthMask ( GL_TRUE & & ! p_material - > shader - > spatial . uses_depth_texture ) ;
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} break ;
case RasterizerStorageGLES2 : : Shader : : Spatial : : DEPTH_DRAW_NEVER : {
glDepthMask ( GL_FALSE ) ;
} break ;
}
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int tc = p_material - > textures . size ( ) ;
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const Pair < StringName , RID > * textures = p_material - > textures . ptr ( ) ;
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const ShaderLanguage : : ShaderNode : : Uniform : : Hint * texture_hints = p_material - > shader - > texture_hints . ptr ( ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : SKELETON_TEXTURE_SIZE , p_skeleton_tex_size ) ;
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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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RasterizerStorageGLES2 : : Texture * t = storage - > texture_owner . getornull ( textures [ i ] . second ) ;
if ( ! t ) {
switch ( texture_hints [ i ] ) {
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK_ALBEDO :
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK : {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . black_tex ) ;
} break ;
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_ANISO : {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . aniso_tex ) ;
} break ;
case ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL : {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . normal_tex ) ;
} break ;
default : {
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
} break ;
}
continue ;
}
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if ( t - > redraw_if_visible ) { //must check before proxy because this is often used with proxies
VisualServerRaster : : redraw_request ( ) ;
}
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t = t - > get_ptr ( ) ;
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# ifdef TOOLS_ENABLED
if ( t - > detect_3d ) {
t - > detect_3d ( t - > detect_3d_ud ) ;
}
# endif
# ifdef TOOLS_ENABLED
if ( t - > detect_normal & & texture_hints [ i ] = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL ) {
t - > detect_normal ( t - > detect_normal_ud ) ;
}
# endif
if ( t - > render_target )
t - > render_target - > used_in_frame = true ;
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glBindTexture ( t - > target , t - > tex_id ) ;
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if ( i = = 0 ) {
state . current_main_tex = t - > tex_id ;
}
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}
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state . scene_shader . use_material ( ( void * ) p_material ) ;
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return shader_rebind ;
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}
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void RasterizerSceneGLES2 : : _setup_geometry ( RenderList : : Element * p_element , RasterizerStorageGLES2 : : Skeleton * p_skeleton ) {
switch ( p_element - > instance - > base_type ) {
case VS : : INSTANCE_MESH : {
RasterizerStorageGLES2 : : Surface * s = static_cast < RasterizerStorageGLES2 : : Surface * > ( p_element - > geometry ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , s - > vertex_id ) ;
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if ( s - > index_array_len > 0 ) {
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , s - > index_id ) ;
}
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for ( int i = 0 ; i < VS : : ARRAY_MAX - 1 ; i + + ) {
if ( s - > attribs [ i ] . enabled ) {
glEnableVertexAttribArray ( i ) ;
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glVertexAttribPointer ( s - > attribs [ i ] . index , s - > attribs [ i ] . size , s - > attribs [ i ] . type , s - > attribs [ i ] . normalized , s - > attribs [ i ] . stride , CAST_INT_TO_UCHAR_PTR ( s - > attribs [ i ] . offset ) ) ;
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} else {
glDisableVertexAttribArray ( i ) ;
switch ( i ) {
case VS : : ARRAY_NORMAL : {
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glVertexAttrib4f ( VS : : ARRAY_NORMAL , 0.0 , 0.0 , 1 , 1 ) ;
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} break ;
case VS : : ARRAY_COLOR : {
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
} break ;
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default : {
}
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}
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}
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}
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bool clear_skeleton_buffer = storage - > config . use_skeleton_software ;
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if ( p_skeleton ) {
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if ( ! storage - > config . use_skeleton_software ) {
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//use float texture workflow
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 1 ) ;
glBindTexture ( GL_TEXTURE_2D , p_skeleton - > tex_id ) ;
} else {
//use transform buffer workflow
ERR_FAIL_COND ( p_skeleton - > use_2d ) ;
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PoolVector < float > & transform_buffer = storage - > resources . skeleton_transform_cpu_buffer ;
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if ( ! s - > attribs [ VS : : ARRAY_BONES ] . enabled | | ! s - > attribs [ VS : : ARRAY_WEIGHTS ] . enabled ) {
break ; // the whole instance has a skeleton, but this surface is not affected by it.
}
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// 3 * vec4 per vertex
if ( transform_buffer . size ( ) < s - > array_len * 12 ) {
transform_buffer . resize ( s - > array_len * 12 ) ;
}
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const size_t bones_offset = s - > attribs [ VS : : ARRAY_BONES ] . offset ;
const size_t bones_stride = s - > attribs [ VS : : ARRAY_BONES ] . stride ;
const size_t bone_weight_offset = s - > attribs [ VS : : ARRAY_WEIGHTS ] . offset ;
const size_t bone_weight_stride = s - > attribs [ VS : : ARRAY_WEIGHTS ] . stride ;
{
PoolVector < float > : : Write write = transform_buffer . write ( ) ;
float * buffer = write . ptr ( ) ;
PoolVector < uint8_t > : : Read vertex_array_read = s - > data . read ( ) ;
const uint8_t * vertex_data = vertex_array_read . ptr ( ) ;
for ( int i = 0 ; i < s - > array_len ; i + + ) {
// do magic
size_t bones [ 4 ] ;
float bone_weight [ 4 ] ;
if ( s - > attribs [ VS : : ARRAY_BONES ] . type = = GL_UNSIGNED_BYTE ) {
// read as byte
const uint8_t * bones_ptr = vertex_data + bones_offset + ( i * bones_stride ) ;
bones [ 0 ] = bones_ptr [ 0 ] ;
bones [ 1 ] = bones_ptr [ 1 ] ;
bones [ 2 ] = bones_ptr [ 2 ] ;
bones [ 3 ] = bones_ptr [ 3 ] ;
} else {
// read as short
const uint16_t * bones_ptr = ( const uint16_t * ) ( vertex_data + bones_offset + ( i * bones_stride ) ) ;
bones [ 0 ] = bones_ptr [ 0 ] ;
bones [ 1 ] = bones_ptr [ 1 ] ;
bones [ 2 ] = bones_ptr [ 2 ] ;
bones [ 3 ] = bones_ptr [ 3 ] ;
}
if ( s - > attribs [ VS : : ARRAY_WEIGHTS ] . type = = GL_FLOAT ) {
// read as float
const float * weight_ptr = ( const float * ) ( vertex_data + bone_weight_offset + ( i * bone_weight_stride ) ) ;
bone_weight [ 0 ] = weight_ptr [ 0 ] ;
bone_weight [ 1 ] = weight_ptr [ 1 ] ;
bone_weight [ 2 ] = weight_ptr [ 2 ] ;
bone_weight [ 3 ] = weight_ptr [ 3 ] ;
} else {
// read as half
const uint16_t * weight_ptr = ( const uint16_t * ) ( vertex_data + bone_weight_offset + ( i * bone_weight_stride ) ) ;
bone_weight [ 0 ] = ( weight_ptr [ 0 ] / ( float ) 0xFFFF ) ;
bone_weight [ 1 ] = ( weight_ptr [ 1 ] / ( float ) 0xFFFF ) ;
bone_weight [ 2 ] = ( weight_ptr [ 2 ] / ( float ) 0xFFFF ) ;
bone_weight [ 3 ] = ( weight_ptr [ 3 ] / ( float ) 0xFFFF ) ;
}
Transform transform ;
Transform bone_transforms [ 4 ] = {
storage - > skeleton_bone_get_transform ( p_element - > instance - > skeleton , bones [ 0 ] ) ,
storage - > skeleton_bone_get_transform ( p_element - > instance - > skeleton , bones [ 1 ] ) ,
storage - > skeleton_bone_get_transform ( p_element - > instance - > skeleton , bones [ 2 ] ) ,
storage - > skeleton_bone_get_transform ( p_element - > instance - > skeleton , bones [ 3 ] ) ,
} ;
transform . origin =
bone_weight [ 0 ] * bone_transforms [ 0 ] . origin +
bone_weight [ 1 ] * bone_transforms [ 1 ] . origin +
bone_weight [ 2 ] * bone_transforms [ 2 ] . origin +
bone_weight [ 3 ] * bone_transforms [ 3 ] . origin ;
transform . basis =
bone_transforms [ 0 ] . basis * bone_weight [ 0 ] +
bone_transforms [ 1 ] . basis * bone_weight [ 1 ] +
bone_transforms [ 2 ] . basis * bone_weight [ 2 ] +
bone_transforms [ 3 ] . basis * bone_weight [ 3 ] ;
float row [ 3 ] [ 4 ] = {
{ transform . basis [ 0 ] [ 0 ] , transform . basis [ 0 ] [ 1 ] , transform . basis [ 0 ] [ 2 ] , transform . origin [ 0 ] } ,
{ transform . basis [ 1 ] [ 0 ] , transform . basis [ 1 ] [ 1 ] , transform . basis [ 1 ] [ 2 ] , transform . origin [ 1 ] } ,
{ transform . basis [ 2 ] [ 0 ] , transform . basis [ 2 ] [ 1 ] , transform . basis [ 2 ] [ 2 ] , transform . origin [ 2 ] } ,
} ;
size_t transform_buffer_offset = i * 12 ;
copymem ( & buffer [ transform_buffer_offset ] , row , sizeof ( row ) ) ;
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}
}
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storage - > _update_skeleton_transform_buffer ( transform_buffer , s - > array_len * 12 ) ;
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//enable transform buffer and bind it
glBindBuffer ( GL_ARRAY_BUFFER , storage - > resources . skeleton_transform_buffer ) ;
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glEnableVertexAttribArray ( INSTANCE_BONE_BASE + 0 ) ;
glEnableVertexAttribArray ( INSTANCE_BONE_BASE + 1 ) ;
glEnableVertexAttribArray ( INSTANCE_BONE_BASE + 2 ) ;
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glVertexAttribPointer ( INSTANCE_BONE_BASE + 0 , 4 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 12 , ( const void * ) ( sizeof ( float ) * 4 * 0 ) ) ;
glVertexAttribPointer ( INSTANCE_BONE_BASE + 1 , 4 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 12 , ( const void * ) ( sizeof ( float ) * 4 * 1 ) ) ;
glVertexAttribPointer ( INSTANCE_BONE_BASE + 2 , 4 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 12 , ( const void * ) ( sizeof ( float ) * 4 * 2 ) ) ;
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clear_skeleton_buffer = false ;
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}
}
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if ( clear_skeleton_buffer ) {
glDisableVertexAttribArray ( INSTANCE_BONE_BASE + 0 ) ;
glDisableVertexAttribArray ( INSTANCE_BONE_BASE + 1 ) ;
glDisableVertexAttribArray ( INSTANCE_BONE_BASE + 2 ) ;
}
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} break ;
case VS : : INSTANCE_MULTIMESH : {
RasterizerStorageGLES2 : : Surface * s = static_cast < RasterizerStorageGLES2 : : Surface * > ( p_element - > geometry ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , s - > vertex_id ) ;
if ( s - > index_array_len > 0 ) {
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , s - > index_id ) ;
}
for ( int i = 0 ; i < VS : : ARRAY_MAX - 1 ; i + + ) {
if ( s - > attribs [ i ] . enabled ) {
glEnableVertexAttribArray ( i ) ;
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glVertexAttribPointer ( s - > attribs [ i ] . index , s - > attribs [ i ] . size , s - > attribs [ i ] . type , s - > attribs [ i ] . normalized , s - > attribs [ i ] . stride , CAST_INT_TO_UCHAR_PTR ( s - > attribs [ i ] . offset ) ) ;
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} else {
glDisableVertexAttribArray ( i ) ;
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switch ( i ) {
case VS : : ARRAY_NORMAL : {
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glVertexAttrib4f ( VS : : ARRAY_NORMAL , 0.0 , 0.0 , 1 , 1 ) ;
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} break ;
case VS : : ARRAY_COLOR : {
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
} break ;
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default : {
}
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}
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}
}
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// prepare multimesh (disable)
glDisableVertexAttribArray ( INSTANCE_ATTRIB_BASE + 0 ) ;
glDisableVertexAttribArray ( INSTANCE_ATTRIB_BASE + 1 ) ;
glDisableVertexAttribArray ( INSTANCE_ATTRIB_BASE + 2 ) ;
glDisableVertexAttribArray ( INSTANCE_ATTRIB_BASE + 3 ) ;
glDisableVertexAttribArray ( INSTANCE_ATTRIB_BASE + 4 ) ;
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glDisableVertexAttribArray ( INSTANCE_BONE_BASE + 0 ) ;
glDisableVertexAttribArray ( INSTANCE_BONE_BASE + 1 ) ;
glDisableVertexAttribArray ( INSTANCE_BONE_BASE + 2 ) ;
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} break ;
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case VS : : INSTANCE_IMMEDIATE : {
} break ;
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default : {
}
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}
}
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void RasterizerSceneGLES2 : : _render_geometry ( RenderList : : Element * p_element ) {
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switch ( p_element - > instance - > base_type ) {
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case VS : : INSTANCE_MESH : {
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RasterizerStorageGLES2 : : Surface * s = static_cast < RasterizerStorageGLES2 : : Surface * > ( p_element - > geometry ) ;
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// drawing
if ( s - > index_array_len > 0 ) {
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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storage - > info . render . vertices_count + = s - > index_array_len ;
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} else {
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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}
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/*
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if ( p_element - > instance - > skeleton . is_valid ( ) & & s - > attribs [ VS : : ARRAY_BONES ] . enabled & & s - > attribs [ VS : : ARRAY_WEIGHTS ] . enabled ) {
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//clean up after skeleton
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glBindBuffer ( GL_ARRAY_BUFFER , storage - > resources . skeleton_transform_buffer ) ;
glDisableVertexAttribArray ( VS : : ARRAY_MAX + 0 ) ;
glDisableVertexAttribArray ( VS : : ARRAY_MAX + 1 ) ;
glDisableVertexAttribArray ( VS : : ARRAY_MAX + 2 ) ;
glVertexAttrib4f ( VS : : ARRAY_MAX + 0 , 1 , 0 , 0 , 0 ) ;
glVertexAttrib4f ( VS : : ARRAY_MAX + 1 , 0 , 1 , 0 , 0 ) ;
glVertexAttrib4f ( VS : : ARRAY_MAX + 2 , 0 , 0 , 1 , 0 ) ;
}
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*/
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} break ;
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case VS : : INSTANCE_MULTIMESH : {
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RasterizerStorageGLES2 : : MultiMesh * multi_mesh = static_cast < RasterizerStorageGLES2 : : MultiMesh * > ( p_element - > owner ) ;
RasterizerStorageGLES2 : : Surface * s = static_cast < RasterizerStorageGLES2 : : Surface * > ( p_element - > geometry ) ;
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int amount = MIN ( multi_mesh - > size , multi_mesh - > visible_instances ) ;
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if ( amount = = - 1 ) {
amount = multi_mesh - > size ;
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}
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int stride = multi_mesh - > color_floats + multi_mesh - > custom_data_floats + multi_mesh - > xform_floats ;
int color_ofs = multi_mesh - > xform_floats ;
int custom_data_ofs = color_ofs + multi_mesh - > color_floats ;
// drawing
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const float * base_buffer = multi_mesh - > data . ptr ( ) ;
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for ( int i = 0 ; i < amount ; i + + ) {
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const float * buffer = base_buffer + i * stride ;
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{
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glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 0 , & buffer [ 0 ] ) ;
glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 1 , & buffer [ 4 ] ) ;
glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 2 , & buffer [ 8 ] ) ;
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}
if ( multi_mesh - > color_floats ) {
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if ( multi_mesh - > color_format = = VS : : MULTIMESH_COLOR_8BIT ) {
uint8_t * color_data = ( uint8_t * ) ( buffer + color_ofs ) ;
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glVertexAttrib4f ( INSTANCE_ATTRIB_BASE + 3 , color_data [ 0 ] / 255.0 , color_data [ 1 ] / 255.0 , color_data [ 2 ] / 255.0 , color_data [ 3 ] / 255.0 ) ;
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} else {
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glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 3 , buffer + color_ofs ) ;
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}
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} else {
glVertexAttrib4f ( INSTANCE_ATTRIB_BASE + 3 , 1.0 , 1.0 , 1.0 , 1.0 ) ;
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}
if ( multi_mesh - > custom_data_floats ) {
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if ( multi_mesh - > custom_data_format = = VS : : MULTIMESH_CUSTOM_DATA_8BIT ) {
uint8_t * custom_data = ( uint8_t * ) ( buffer + custom_data_ofs ) ;
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glVertexAttrib4f ( INSTANCE_ATTRIB_BASE + 4 , custom_data [ 0 ] / 255.0 , custom_data [ 1 ] / 255.0 , custom_data [ 2 ] / 255.0 , custom_data [ 3 ] / 255.0 ) ;
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} else {
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glVertexAttrib4fv ( INSTANCE_ATTRIB_BASE + 4 , buffer + custom_data_ofs ) ;
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}
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}
if ( s - > index_array_len > 0 ) {
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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storage - > info . render . vertices_count + = s - > index_array_len ;
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} else {
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_IMMEDIATE : {
const RasterizerStorageGLES2 : : Immediate * im = static_cast < const RasterizerStorageGLES2 : : Immediate * > ( p_element - > geometry ) ;
if ( im - > building ) {
return ;
}
bool restore_tex = false ;
glBindBuffer ( GL_ARRAY_BUFFER , state . immediate_buffer ) ;
for ( const List < RasterizerStorageGLES2 : : Immediate : : Chunk > : : Element * E = im - > chunks . front ( ) ; E ; E = E - > next ( ) ) {
const RasterizerStorageGLES2 : : Immediate : : Chunk & c = E - > get ( ) ;
if ( c . vertices . empty ( ) ) {
continue ;
}
int vertices = c . vertices . size ( ) ;
uint32_t buf_ofs = 0 ;
storage - > info . render . vertices_count + = vertices ;
if ( c . texture . is_valid ( ) & & storage - > texture_owner . owns ( c . texture ) ) {
RasterizerStorageGLES2 : : Texture * t = storage - > texture_owner . get ( c . texture ) ;
if ( t - > redraw_if_visible ) {
VisualServerRaster : : redraw_request ( ) ;
}
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t = t - > get_ptr ( ) ;
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# ifdef TOOLS_ENABLED
if ( t - > detect_3d ) {
t - > detect_3d ( t - > detect_3d_ud ) ;
}
# endif
if ( t - > render_target ) {
t - > render_target - > used_in_frame = true ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( t - > target , t - > tex_id ) ;
restore_tex = true ;
} else if ( restore_tex ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , state . current_main_tex ) ;
restore_tex = false ;
}
if ( ! c . normals . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_NORMAL ) ;
glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Vector3 ) * vertices , c . normals . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_NORMAL , 3 , GL_FLOAT , GL_FALSE , sizeof ( Vector3 ) , CAST_INT_TO_UCHAR_PTR ( buf_ofs ) ) ;
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buf_ofs + = sizeof ( Vector3 ) * vertices ;
} else {
glDisableVertexAttribArray ( VS : : ARRAY_NORMAL ) ;
}
if ( ! c . tangents . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_TANGENT ) ;
glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Plane ) * vertices , c . tangents . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_TANGENT , 4 , GL_FLOAT , GL_FALSE , sizeof ( Plane ) , CAST_INT_TO_UCHAR_PTR ( buf_ofs ) ) ;
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buf_ofs + = sizeof ( Plane ) * vertices ;
} else {
glDisableVertexAttribArray ( VS : : ARRAY_TANGENT ) ;
}
if ( ! c . colors . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Color ) * vertices , c . colors . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , GL_FALSE , sizeof ( Color ) , CAST_INT_TO_UCHAR_PTR ( buf_ofs ) ) ;
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buf_ofs + = sizeof ( Color ) * vertices ;
} else {
glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
}
if ( ! c . uvs . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Vector2 ) * vertices , c . uvs . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , sizeof ( Vector2 ) , CAST_INT_TO_UCHAR_PTR ( buf_ofs ) ) ;
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buf_ofs + = sizeof ( Vector2 ) * vertices ;
} else {
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
}
if ( ! c . uv2s . empty ( ) ) {
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV2 ) ;
glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Vector2 ) * vertices , c . uv2s . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_TEX_UV2 , 2 , GL_FLOAT , GL_FALSE , sizeof ( Vector2 ) , CAST_INT_TO_UCHAR_PTR ( buf_ofs ) ) ;
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buf_ofs + = sizeof ( Vector2 ) * vertices ;
} else {
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV2 ) ;
}
glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glBufferSubData ( GL_ARRAY_BUFFER , buf_ofs , sizeof ( Vector3 ) * vertices , c . vertices . ptr ( ) ) ;
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glVertexAttribPointer ( VS : : ARRAY_VERTEX , 3 , GL_FLOAT , GL_FALSE , sizeof ( Vector3 ) , CAST_INT_TO_UCHAR_PTR ( buf_ofs ) ) ;
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glDrawArrays ( gl_primitive [ c . primitive ] , 0 , c . vertices . size ( ) ) ;
}
if ( restore_tex ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , state . current_main_tex ) ;
restore_tex = false ;
}
} break ;
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default : {
}
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}
}
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void RasterizerSceneGLES2 : : _setup_light_type ( LightInstance * p_light , ShadowAtlas * shadow_atlas ) {
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//turn off all by default
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_LIGHTING , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SHADOW , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADOW_MODE_PCF_5 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADOW_MODE_PCF_13 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_MODE_DIRECTIONAL , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_MODE_OMNI , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_MODE_SPOT , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM2 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM4 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM_BLEND , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SHADOW , false ) ;
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if ( ! p_light ) { //no light, return off
return ;
}
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//turn on lighting
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_LIGHTING , true ) ;
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switch ( p_light - > light_ptr - > type ) {
case VS : : LIGHT_DIRECTIONAL : {
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_MODE_DIRECTIONAL , true ) ;
switch ( p_light - > light_ptr - > directional_shadow_mode ) {
case VS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL : {
//no need
} break ;
case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS : {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM2 , true ) ;
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} break ;
case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS : {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM4 , true ) ;
} break ;
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}
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM_BLEND , p_light - > light_ptr - > directional_blend_splits ) ;
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if ( ! state . render_no_shadows & & p_light - > light_ptr - > shadow ) {
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SHADOW , true ) ;
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 3 ) ;
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if ( storage - > config . use_rgba_3d_shadows ) {
glBindTexture ( GL_TEXTURE_2D , directional_shadow . color ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , directional_shadow . depth ) ;
}
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADOW_MODE_PCF_5 , shadow_filter_mode = = SHADOW_FILTER_PCF5 ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADOW_MODE_PCF_13 , shadow_filter_mode = = SHADOW_FILTER_PCF13 ) ;
}
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} break ;
case VS : : LIGHT_OMNI : {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_MODE_OMNI , true ) ;
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if ( ! state . render_no_shadows & & shadow_atlas & & p_light - > light_ptr - > shadow ) {
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SHADOW , true ) ;
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 3 ) ;
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if ( storage - > config . use_rgba_3d_shadows ) {
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > color ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
}
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADOW_MODE_PCF_5 , shadow_filter_mode = = SHADOW_FILTER_PCF5 ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADOW_MODE_PCF_13 , shadow_filter_mode = = SHADOW_FILTER_PCF13 ) ;
}
} break ;
case VS : : LIGHT_SPOT : {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_MODE_SPOT , true ) ;
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if ( ! state . render_no_shadows & & shadow_atlas & & p_light - > light_ptr - > shadow ) {
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SHADOW , true ) ;
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 3 ) ;
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if ( storage - > config . use_rgba_3d_shadows ) {
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > color ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
}
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADOW_MODE_PCF_5 , shadow_filter_mode = = SHADOW_FILTER_PCF5 ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADOW_MODE_PCF_13 , shadow_filter_mode = = SHADOW_FILTER_PCF13 ) ;
}
} break ;
}
}
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void RasterizerSceneGLES2 : : _setup_light ( LightInstance * light , ShadowAtlas * shadow_atlas , const Transform & p_view_transform , bool accum_pass ) {
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RasterizerStorageGLES2 : : Light * light_ptr = light - > light_ptr ;
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//common parameters
float energy = light_ptr - > param [ VS : : LIGHT_PARAM_ENERGY ] ;
float specular = light_ptr - > param [ VS : : LIGHT_PARAM_SPECULAR ] ;
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float sign = ( light_ptr - > negative & & ! accum_pass ) ? - 1 : 1 ; //inverse color for base pass lights only
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SPECULAR , specular ) ;
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Color color = light_ptr - > color * sign * energy * Math_PI ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_COLOR , color ) ;
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Color shadow_color = light_ptr - > shadow_color . to_linear ( ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : SHADOW_COLOR , shadow_color ) ;
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//specific parameters
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switch ( light_ptr - > type ) {
case VS : : LIGHT_DIRECTIONAL : {
//not using inverse for performance, view should be normalized anyway
Vector3 direction = p_view_transform . basis . xform_inv ( light - > transform . basis . xform ( Vector3 ( 0 , 0 , - 1 ) ) ) . normalized ( ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_DIRECTION , direction ) ;
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CameraMatrix matrices [ 4 ] ;
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if ( ! state . render_no_shadows & & light_ptr - > shadow & & directional_shadow . depth ) {
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int shadow_count = 0 ;
Color split_offsets ;
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switch ( light_ptr - > directional_shadow_mode ) {
case VS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL : {
shadow_count = 1 ;
} break ;
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case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS : {
shadow_count = 2 ;
} break ;
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case VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS : {
shadow_count = 4 ;
} break ;
}
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for ( int k = 0 ; k < shadow_count ; k + + ) {
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uint32_t x = light - > directional_rect . position . x ;
uint32_t y = light - > directional_rect . position . y ;
uint32_t width = light - > directional_rect . size . x ;
uint32_t height = light - > directional_rect . size . y ;
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if ( 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 ( k = = 1 ) {
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x + = width ;
} else if ( k = = 2 ) {
y + = height ;
} else if ( k = = 3 ) {
x + = width ;
y + = height ;
}
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} else if ( light_ptr - > directional_shadow_mode = = VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ) {
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height / = 2 ;
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if ( k ! = 0 ) {
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y + = height ;
}
}
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split_offsets [ k ] = light - > shadow_transform [ k ] . split ;
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Transform modelview = ( p_view_transform . inverse ( ) * light - > shadow_transform [ k ] . transform ) . affine_inverse ( ) ;
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CameraMatrix bias ;
bias . set_light_bias ( ) ;
CameraMatrix rectm ;
Rect2 atlas_rect = Rect2 ( float ( x ) / directional_shadow . size , float ( y ) / directional_shadow . size , float ( width ) / directional_shadow . size , float ( height ) / directional_shadow . size ) ;
rectm . set_light_atlas_rect ( atlas_rect ) ;
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CameraMatrix shadow_mtx = rectm * bias * light - > shadow_transform [ k ] . camera * modelview ;
matrices [ k ] = shadow_mtx ;
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/*Color light_clamp;
light_clamp [ 0 ] = atlas_rect . position . x ;
light_clamp [ 1 ] = atlas_rect . position . y ;
light_clamp [ 2 ] = atlas_rect . size . x ;
light_clamp [ 3 ] = atlas_rect . size . y ; */
}
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// state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
state . scene_shader . set_uniform ( SceneShaderGLES2 : : SHADOW_PIXEL_SIZE , Size2 ( 1.0 / directional_shadow . size , 1.0 / directional_shadow . size ) ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SPLIT_OFFSETS , split_offsets ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SHADOW_MATRIX , matrices [ 0 ] ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SHADOW_MATRIX2 , matrices [ 1 ] ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SHADOW_MATRIX3 , matrices [ 2 ] ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SHADOW_MATRIX4 , matrices [ 3 ] ) ;
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}
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} break ;
case VS : : LIGHT_OMNI : {
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Vector3 position = p_view_transform . xform_inv ( light - > transform . origin ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_POSITION , position ) ;
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float range = light_ptr - > param [ VS : : LIGHT_PARAM_RANGE ] ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_RANGE , range ) ;
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float attenuation = light_ptr - > param [ VS : : LIGHT_PARAM_ATTENUATION ] ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_ATTENUATION , attenuation ) ;
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if ( ! state . render_no_shadows & & light_ptr - > shadow & & shadow_atlas & & shadow_atlas - > shadow_owners . has ( light - > self ) ) {
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uint32_t key = shadow_atlas - > shadow_owners [ light - > self ] ;
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uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x03 ;
uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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ERR_BREAK ( shadow > = ( uint32_t ) shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) ) ;
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uint32_t atlas_size = shadow_atlas - > size ;
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 ) ;
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 ( light - > light_ptr - > omni_shadow_detail = = VS : : LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL ) {
height / = 2 ;
} else {
width / = 2 ;
}
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Transform proj = ( p_view_transform . inverse ( ) * light - > transform ) . inverse ( ) ;
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Color light_clamp ;
light_clamp [ 0 ] = float ( x ) / atlas_size ;
light_clamp [ 1 ] = float ( y ) / atlas_size ;
light_clamp [ 2 ] = float ( width ) / atlas_size ;
light_clamp [ 3 ] = float ( height ) / atlas_size ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : SHADOW_PIXEL_SIZE , Size2 ( 1.0 / shadow_atlas - > size , 1.0 / shadow_atlas - > size ) ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SHADOW_MATRIX , proj ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_CLAMP , light_clamp ) ;
}
} break ;
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case VS : : LIGHT_SPOT : {
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Vector3 position = p_view_transform . xform_inv ( light - > transform . origin ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_POSITION , position ) ;
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Vector3 direction = p_view_transform . inverse ( ) . basis . xform ( light - > transform . basis . xform ( Vector3 ( 0 , 0 , - 1 ) ) ) . normalized ( ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_DIRECTION , direction ) ;
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float attenuation = light_ptr - > param [ VS : : LIGHT_PARAM_ATTENUATION ] ;
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float range = light_ptr - > param [ VS : : LIGHT_PARAM_RANGE ] ;
float spot_attenuation = light_ptr - > param [ VS : : LIGHT_PARAM_SPOT_ATTENUATION ] ;
float angle = light_ptr - > param [ VS : : LIGHT_PARAM_SPOT_ANGLE ] ;
angle = Math : : cos ( Math : : deg2rad ( angle ) ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_ATTENUATION , attenuation ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SPOT_ATTENUATION , spot_attenuation ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SPOT_RANGE , spot_attenuation ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SPOT_ANGLE , angle ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_RANGE , range ) ;
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if ( ! state . render_no_shadows & & light - > light_ptr - > shadow & & shadow_atlas & & shadow_atlas - > shadow_owners . has ( light - > self ) ) {
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uint32_t key = shadow_atlas - > shadow_owners [ light - > self ] ;
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uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x03 ;
uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
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ERR_BREAK ( shadow > = ( uint32_t ) shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) ) ;
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uint32_t atlas_size = shadow_atlas - > size ;
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 ) ;
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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Color light_clamp ;
light_clamp [ 0 ] = rect . position . x ;
light_clamp [ 1 ] = rect . position . y ;
light_clamp [ 2 ] = rect . size . x ;
light_clamp [ 3 ] = rect . size . y ;
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Transform modelview = ( p_view_transform . inverse ( ) * light - > transform ) . inverse ( ) ;
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CameraMatrix bias ;
bias . set_light_bias ( ) ;
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CameraMatrix rectm ;
rectm . set_light_atlas_rect ( rect ) ;
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CameraMatrix shadow_matrix = rectm * bias * light - > shadow_transform [ 0 ] . camera * modelview ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : SHADOW_PIXEL_SIZE , Size2 ( 1.0 / shadow_atlas - > size , 1.0 / shadow_atlas - > size ) ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_SHADOW_MATRIX , shadow_matrix ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_CLAMP , light_clamp ) ;
}
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} break ;
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default : {
}
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}
}
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void RasterizerSceneGLES2 : : _setup_refprobes ( ReflectionProbeInstance * p_refprobe1 , ReflectionProbeInstance * p_refprobe2 , const Transform & p_view_transform , Environment * p_env ) {
if ( p_refprobe1 ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE1_USE_BOX_PROJECT , p_refprobe1 - > probe_ptr - > box_projection ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE1_BOX_EXTENTS , p_refprobe1 - > probe_ptr - > extents ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE1_BOX_OFFSET , p_refprobe1 - > probe_ptr - > origin_offset ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE1_EXTERIOR , ! p_refprobe1 - > probe_ptr - > interior ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE1_INTENSITY , p_refprobe1 - > probe_ptr - > intensity ) ;
Color ambient ;
if ( p_refprobe1 - > probe_ptr - > interior ) {
ambient = p_refprobe1 - > probe_ptr - > interior_ambient * p_refprobe1 - > probe_ptr - > interior_ambient_energy ;
ambient . a = p_refprobe1 - > probe_ptr - > interior_ambient_probe_contrib ;
} else if ( p_env ) {
ambient = p_env - > ambient_color * p_env - > ambient_energy ;
ambient . a = p_env - > ambient_sky_contribution ;
}
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE1_AMBIENT , ambient ) ;
Transform proj = ( p_view_transform . inverse ( ) * p_refprobe1 - > transform ) . affine_inverse ( ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE1_LOCAL_MATRIX , proj ) ;
}
if ( p_refprobe2 ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE2_USE_BOX_PROJECT , p_refprobe2 - > probe_ptr - > box_projection ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE2_BOX_EXTENTS , p_refprobe2 - > probe_ptr - > extents ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE2_BOX_OFFSET , p_refprobe2 - > probe_ptr - > origin_offset ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE2_EXTERIOR , p_refprobe2 - > probe_ptr - > interior ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE2_INTENSITY , p_refprobe2 - > probe_ptr - > intensity ) ;
Color ambient ;
if ( p_refprobe2 - > probe_ptr - > interior ) {
ambient = p_refprobe2 - > probe_ptr - > interior_ambient * p_refprobe2 - > probe_ptr - > interior_ambient_energy ;
ambient . a = p_refprobe2 - > probe_ptr - > interior_ambient_probe_contrib ;
} else if ( p_env ) {
ambient = p_env - > ambient_color * p_env - > ambient_energy ;
ambient . a = p_env - > ambient_sky_contribution ;
}
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE2_AMBIENT , ambient ) ;
Transform proj = ( p_view_transform . inverse ( ) * p_refprobe2 - > transform ) . affine_inverse ( ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : REFPROBE2_LOCAL_MATRIX , proj ) ;
}
}
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void RasterizerSceneGLES2 : : _render_render_list ( RenderList : : Element * * p_elements , int p_element_count , const Transform & p_view_transform , const CameraMatrix & p_projection , RID p_shadow_atlas , Environment * p_env , GLuint p_base_env , float p_shadow_bias , float p_shadow_normal_bias , bool p_reverse_cull , bool p_alpha_pass , bool p_shadow ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
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Vector2 viewport_size = state . viewport_size ;
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Vector2 screen_pixel_size = state . screen_pixel_size ;
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bool use_radiance_map = false ;
if ( ! p_shadow & & p_base_env ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 2 ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , p_base_env ) ;
use_radiance_map = true ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_RADIANCE_MAP , true ) ; //since prev unshaded is false, this needs to be true if exists
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}
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bool prev_unshaded = false ;
bool prev_instancing = false ;
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bool prev_depth_prepass = false ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADELESS , false ) ;
RasterizerStorageGLES2 : : Material * prev_material = NULL ;
RasterizerStorageGLES2 : : Geometry * prev_geometry = NULL ;
RasterizerStorageGLES2 : : Skeleton * prev_skeleton = NULL ;
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RasterizerStorageGLES2 : : GeometryOwner * prev_owner = NULL ;
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Transform view_transform_inverse = p_view_transform . inverse ( ) ;
CameraMatrix projection_inverse = p_projection . inverse ( ) ;
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bool prev_base_pass = false ;
LightInstance * prev_light = NULL ;
bool prev_vertex_lit = false ;
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ReflectionProbeInstance * prev_refprobe_1 = NULL ;
ReflectionProbeInstance * prev_refprobe_2 = NULL ;
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int prev_blend_mode = - 2 ; //will always catch the first go
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state . cull_front = false ;
state . cull_disabled = false ;
glCullFace ( GL_BACK ) ;
glEnable ( GL_CULL_FACE ) ;
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if ( p_alpha_pass ) {
glEnable ( GL_BLEND ) ;
} else {
glDisable ( GL_BLEND ) ;
}
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float fog_max_distance = 0 ;
bool using_fog = false ;
if ( p_env & & ! p_shadow & & p_env - > fog_enabled & & ( p_env - > fog_depth_enabled | | p_env - > fog_height_enabled ) ) {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : FOG_DEPTH_ENABLED , p_env - > fog_depth_enabled ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : FOG_HEIGHT_ENABLED , p_env - > fog_height_enabled ) ;
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if ( p_env - > fog_depth_end > 0 ) {
fog_max_distance = p_env - > fog_depth_end ;
} else {
fog_max_distance = p_projection . get_z_far ( ) ;
}
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using_fog = true ;
}
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RasterizerStorageGLES2 : : Texture * prev_lightmap = NULL ;
float lightmap_energy = 1.0 ;
bool prev_use_lightmap_capture = false ;
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storage - > info . render . draw_call_count + = p_element_count ;
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for ( int i = 0 ; i < p_element_count ; i + + ) {
RenderList : : Element * e = p_elements [ i ] ;
RasterizerStorageGLES2 : : Material * material = e - > material ;
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bool rebind = false ;
bool accum_pass = * e - > use_accum_ptr ;
* e - > use_accum_ptr = true ; //set to accum for next time this is found
LightInstance * light = NULL ;
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ReflectionProbeInstance * refprobe_1 = NULL ;
ReflectionProbeInstance * refprobe_2 = NULL ;
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RasterizerStorageGLES2 : : Texture * lightmap = NULL ;
bool use_lightmap_capture = false ;
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bool rebind_light = false ;
bool rebind_reflection = false ;
bool rebind_lightmap = false ;
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if ( ! p_shadow & & material - > shader ) {
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bool unshaded = material - > shader - > spatial . unshaded ;
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if ( unshaded ! = prev_unshaded ) {
rebind = true ;
if ( unshaded ) {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADELESS , true ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_RADIANCE_MAP , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_LIGHTING , false ) ;
} else {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADELESS , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_RADIANCE_MAP , use_radiance_map ) ;
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}
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prev_unshaded = unshaded ;
}
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bool base_pass = ! accum_pass & & ! unshaded ; //conditions for a base pass
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if ( base_pass ! = prev_base_pass ) {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : BASE_PASS , base_pass ) ;
rebind = true ;
prev_base_pass = base_pass ;
}
if ( ! unshaded & & e - > light_index < RenderList : : MAX_LIGHTS ) {
light = render_light_instances [ e - > light_index ] ;
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}
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if ( light ! = prev_light ) {
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_setup_light_type ( light , shadow_atlas ) ;
rebind = true ;
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rebind_light = true ;
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}
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int blend_mode = p_alpha_pass ? material - > shader - > spatial . blend_mode : - 1 ; // -1 no blend, no mix
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if ( accum_pass ) { //accum pass force pass
blend_mode = RasterizerStorageGLES2 : : Shader : : Spatial : : BLEND_MODE_ADD ;
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if ( rebind_light & & light & & light - > light_ptr - > negative ) {
glBlendEquation ( GL_FUNC_REVERSE_SUBTRACT ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
blend_mode = RasterizerStorageGLES2 : : Shader : : Spatial : : BLEND_MODE_SUB ;
}
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}
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if ( prev_blend_mode ! = blend_mode ) {
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if ( prev_blend_mode = = - 1 & & blend_mode ! = - 1 ) {
//does blend
glEnable ( GL_BLEND ) ;
} else if ( blend_mode = = - 1 & & prev_blend_mode ! = - 1 ) {
//do not blend
glDisable ( GL_BLEND ) ;
}
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switch ( blend_mode ) {
//-1 not handled because not blend is enabled anyway
case RasterizerStorageGLES2 : : Shader : : Spatial : : BLEND_MODE_MIX : {
glBlendEquation ( GL_FUNC_ADD ) ;
if ( storage - > frame . current_rt & & 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 ) ;
}
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} break ;
case RasterizerStorageGLES2 : : Shader : : Spatial : : BLEND_MODE_ADD : {
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glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( p_alpha_pass ? GL_SRC_ALPHA : GL_ONE , GL_ONE ) ;
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} break ;
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case RasterizerStorageGLES2 : : Shader : : Spatial : : BLEND_MODE_SUB : {
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glBlendEquation ( GL_FUNC_REVERSE_SUBTRACT ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE ) ;
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} break ;
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case RasterizerStorageGLES2 : : Shader : : Spatial : : BLEND_MODE_MUL : {
glBlendEquation ( GL_FUNC_ADD ) ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_DST_COLOR , GL_ZERO , GL_DST_ALPHA , GL_ZERO ) ;
} else {
glBlendFuncSeparate ( GL_DST_COLOR , GL_ZERO , GL_ZERO , GL_ONE ) ;
}
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} break ;
}
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prev_blend_mode = blend_mode ;
}
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//condition to enable vertex lighting on this object
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bool vertex_lit = ( material - > shader - > spatial . uses_vertex_lighting | | storage - > config . force_vertex_shading ) & & ( ( ! unshaded & & light ) | | using_fog ) ; //fog forces vertex lighting because it still applies even if unshaded or no fog
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if ( vertex_lit ! = prev_vertex_lit ) {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_VERTEX_LIGHTING , vertex_lit ) ;
prev_vertex_lit = vertex_lit ;
}
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if ( ! unshaded & & ! accum_pass & & e - > refprobe_0_index ! = RenderList : : MAX_REFLECTION_PROBES ) {
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ERR_FAIL_INDEX ( e - > refprobe_0_index , reflection_probe_count ) ;
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refprobe_1 = reflection_probe_instances [ e - > refprobe_0_index ] ;
}
if ( ! unshaded & & ! accum_pass & & e - > refprobe_1_index ! = RenderList : : MAX_REFLECTION_PROBES ) {
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ERR_FAIL_INDEX ( e - > refprobe_1_index , reflection_probe_count ) ;
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refprobe_2 = reflection_probe_instances [ e - > refprobe_1_index ] ;
}
if ( refprobe_1 ! = prev_refprobe_1 | | refprobe_2 ! = prev_refprobe_2 ) {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_REFLECTION_PROBE1 , refprobe_1 ! = NULL ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_REFLECTION_PROBE2 , refprobe_2 ! = NULL ) ;
if ( refprobe_1 ! = NULL & & refprobe_1 ! = prev_refprobe_1 ) {
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 5 ) ;
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glBindTexture ( GL_TEXTURE_CUBE_MAP , refprobe_1 - > cubemap ) ;
}
if ( refprobe_2 ! = NULL & & refprobe_2 ! = prev_refprobe_2 ) {
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glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 6 ) ;
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glBindTexture ( GL_TEXTURE_CUBE_MAP , refprobe_2 - > cubemap ) ;
}
rebind = true ;
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rebind_reflection = true ;
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}
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use_lightmap_capture = ! unshaded & & ! accum_pass & & ! e - > instance - > lightmap_capture_data . empty ( ) ;
if ( use_lightmap_capture ! = prev_use_lightmap_capture ) {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_LIGHTMAP_CAPTURE , use_lightmap_capture ) ;
rebind = true ;
}
if ( ! unshaded & & ! accum_pass & & e - > instance - > lightmap . is_valid ( ) ) {
lightmap = storage - > texture_owner . getornull ( e - > instance - > lightmap ) ;
lightmap_energy = 1.0 ;
if ( lightmap ) {
RasterizerStorageGLES2 : : LightmapCapture * capture = storage - > lightmap_capture_data_owner . getornull ( e - > instance - > lightmap_capture - > base ) ;
if ( capture ) {
lightmap_energy = capture - > energy ;
}
}
}
if ( lightmap ! = prev_lightmap ) {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_LIGHTMAP , lightmap ! = NULL ) ;
if ( lightmap ! = NULL ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 4 ) ;
glBindTexture ( GL_TEXTURE_2D , lightmap - > tex_id ) ;
}
rebind = true ;
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rebind_lightmap = true ;
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}
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}
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bool depth_prepass = false ;
if ( ! p_alpha_pass & & material - > shader - > spatial . depth_draw_mode = = RasterizerStorageGLES2 : : Shader : : Spatial : : DEPTH_DRAW_ALPHA_PREPASS ) {
depth_prepass = true ;
}
if ( depth_prepass ! = prev_depth_prepass ) {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_DEPTH_PREPASS , depth_prepass ) ;
prev_depth_prepass = depth_prepass ;
rebind = true ;
}
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bool instancing = e - > instance - > base_type = = VS : : INSTANCE_MULTIMESH ;
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if ( instancing ! = prev_instancing ) {
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_INSTANCING , instancing ) ;
rebind = true ;
}
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RasterizerStorageGLES2 : : Skeleton * skeleton = storage - > skeleton_owner . getornull ( e - > instance - > skeleton ) ;
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if ( skeleton ! = prev_skeleton ) {
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if ( skeleton ) {
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SKELETON , true ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SKELETON_SOFTWARE , storage - > config . use_skeleton_software ) ;
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} else {
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SKELETON , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SKELETON_SOFTWARE , false ) ;
}
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rebind = true ;
}
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if ( e - > owner ! = prev_owner | | e - > geometry ! = prev_geometry | | skeleton ! = prev_skeleton ) {
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_setup_geometry ( e , skeleton ) ;
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storage - > info . render . surface_switch_count + + ;
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}
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bool shader_rebind = false ;
if ( rebind | | material ! = prev_material ) {
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storage - > info . render . material_switch_count + + ;
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shader_rebind = _setup_material ( material , p_alpha_pass , Size2i ( skeleton ? skeleton - > size * 3 : 0 , 0 ) ) ;
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if ( shader_rebind ) {
storage - > info . render . shader_rebind_count + + ;
}
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}
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_set_cull ( e - > front_facing , material - > shader - > spatial . cull_mode = = RasterizerStorageGLES2 : : Shader : : Spatial : : CULL_MODE_DISABLED , p_reverse_cull ) ;
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if ( i = = 0 | | shader_rebind ) { //first time must rebind
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if ( p_shadow ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_BIAS , p_shadow_bias ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHT_NORMAL_BIAS , p_shadow_normal_bias ) ;
if ( state . shadow_is_dual_parabolloid ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : SHADOW_DUAL_PARABOLOID_RENDER_SIDE , state . dual_parbolloid_direction ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : SHADOW_DUAL_PARABOLOID_RENDER_ZFAR , state . dual_parbolloid_zfar ) ;
}
} else {
if ( use_radiance_map ) {
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if ( p_env ) {
Transform sky_orientation ( p_env - > sky_orientation , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : RADIANCE_INVERSE_XFORM , sky_orientation . affine_inverse ( ) * p_view_transform ) ;
} else {
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// would be a bit weird if we don't have this...
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : RADIANCE_INVERSE_XFORM , p_view_transform ) ;
}
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}
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if ( p_env ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : BG_ENERGY , p_env - > bg_energy ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : BG_COLOR , p_env - > bg_color ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : AMBIENT_SKY_CONTRIBUTION , p_env - > ambient_sky_contribution ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : AMBIENT_COLOR , p_env - > ambient_color ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : AMBIENT_ENERGY , p_env - > ambient_energy ) ;
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} else {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : BG_ENERGY , 1.0 ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : BG_COLOR , state . default_bg ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : AMBIENT_SKY_CONTRIBUTION , 1.0 ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : AMBIENT_COLOR , state . default_ambient ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : AMBIENT_ENERGY , 1.0 ) ;
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}
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//rebind all these
rebind_light = true ;
rebind_reflection = true ;
rebind_lightmap = true ;
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if ( using_fog ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_COLOR_BASE , p_env - > fog_color ) ;
Color sun_color_amount = p_env - > fog_sun_color ;
sun_color_amount . a = p_env - > fog_sun_amount ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_SUN_COLOR_AMOUNT , sun_color_amount ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_TRANSMIT_ENABLED , p_env - > fog_transmit_enabled ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_TRANSMIT_CURVE , p_env - > fog_transmit_curve ) ;
if ( p_env - > fog_depth_enabled ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_DEPTH_BEGIN , p_env - > fog_depth_begin ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_DEPTH_CURVE , p_env - > fog_depth_curve ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_MAX_DISTANCE , fog_max_distance ) ;
}
if ( p_env - > fog_height_enabled ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_HEIGHT_MIN , p_env - > fog_height_min ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_HEIGHT_MAX , p_env - > fog_height_max ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_HEIGHT_MAX , p_env - > fog_height_max ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : FOG_HEIGHT_CURVE , p_env - > fog_height_curve ) ;
}
}
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}
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : CAMERA_MATRIX , p_view_transform ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : CAMERA_INVERSE_MATRIX , view_transform_inverse ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : PROJECTION_MATRIX , p_projection ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : PROJECTION_INVERSE_MATRIX , projection_inverse ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : TIME , storage - > frame . time [ 0 ] ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : VIEWPORT_SIZE , viewport_size ) ;
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : SCREEN_PIXEL_SIZE , screen_pixel_size ) ;
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}
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if ( rebind_light & & light ) {
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_setup_light ( light , shadow_atlas , p_view_transform , accum_pass ) ;
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}
if ( rebind_reflection & & ( refprobe_1 | | refprobe_2 ) ) {
_setup_refprobes ( refprobe_1 , refprobe_2 , p_view_transform , p_env ) ;
}
if ( rebind_lightmap & & lightmap ) {
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHTMAP_ENERGY , lightmap_energy ) ;
}
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state . scene_shader . set_uniform ( SceneShaderGLES2 : : WORLD_TRANSFORM , e - > instance - > transform ) ;
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if ( use_lightmap_capture ) { //this is per instance, must be set always if present
glUniform4fv ( state . scene_shader . get_uniform_location ( SceneShaderGLES2 : : LIGHTMAP_CAPTURES ) , 12 , ( const GLfloat * ) e - > instance - > lightmap_capture_data . ptr ( ) ) ;
state . scene_shader . set_uniform ( SceneShaderGLES2 : : LIGHTMAP_CAPTURE_SKY , false ) ;
}
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_render_geometry ( e ) ;
prev_geometry = e - > geometry ;
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prev_owner = e - > owner ;
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prev_material = material ;
prev_skeleton = skeleton ;
prev_instancing = instancing ;
prev_light = light ;
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prev_refprobe_1 = refprobe_1 ;
prev_refprobe_2 = refprobe_2 ;
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prev_lightmap = lightmap ;
prev_use_lightmap_capture = use_lightmap_capture ;
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}
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_setup_light_type ( NULL , NULL ) ; //clear light stuff
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_SKELETON , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : SHADELESS , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : BASE_PASS , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_INSTANCING , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_RADIANCE_MAP , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM4 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM2 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : LIGHT_USE_PSSM_BLEND , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_VERTEX_LIGHTING , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_REFLECTION_PROBE1 , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_REFLECTION_PROBE2 , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_LIGHTMAP , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_LIGHTMAP_CAPTURE , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : FOG_DEPTH_ENABLED , false ) ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : FOG_HEIGHT_ENABLED , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_DEPTH_PREPASS , false ) ;
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}
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void RasterizerSceneGLES2 : : _draw_sky ( RasterizerStorageGLES2 : : Sky * p_sky , const CameraMatrix & p_projection , const Transform & p_transform , bool p_vflip , float p_custom_fov , float p_energy , const Basis & p_sky_orientation ) {
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ERR_FAIL_COND ( ! p_sky ) ;
RasterizerStorageGLES2 : : Texture * tex = storage - > texture_owner . getornull ( p_sky - > panorama ) ;
ERR_FAIL_COND ( ! tex ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( tex - > target , tex - > tex_id ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
glDepthFunc ( GL_LEQUAL ) ;
// Camera
CameraMatrix camera ;
if ( p_custom_fov ) {
float near_plane = p_projection . get_z_near ( ) ;
float far_plane = p_projection . get_z_far ( ) ;
float aspect = p_projection . get_aspect ( ) ;
camera . set_perspective ( p_custom_fov , aspect , near_plane , far_plane ) ;
} else {
camera = p_projection ;
}
float flip_sign = p_vflip ? - 1 : 1 ;
// If matrix[2][0] or matrix[2][1] we're dealing with an asymmetrical projection matrix. This is the case for stereoscopic rendering (i.e. VR).
// To ensure the image rendered is perspective correct we need to move some logic into the shader. For this the USE_ASYM_PANO option is introduced.
// It also means the uv coordinates are ignored in this mode and we don't need our loop.
bool asymmetrical = ( ( camera . matrix [ 2 ] [ 0 ] ! = 0.0 ) | | ( camera . matrix [ 2 ] [ 1 ] ! = 0.0 ) ) ;
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 ) ,
} ;
if ( ! asymmetrical ) {
float vw , vh , zn ;
camera . get_viewport_size ( vw , vh ) ;
zn = p_projection . get_z_near ( ) ;
for ( int i = 0 ; i < 4 ; i + + ) {
Vector3 uv = vertices [ i * 2 + 1 ] ;
uv . x = ( uv . x * 2.0 - 1.0 ) * vw ;
uv . y = - ( uv . y * 2.0 - 1.0 ) * vh ;
uv . z = - zn ;
vertices [ i * 2 + 1 ] = p_transform . basis . xform ( uv ) . normalized ( ) ;
vertices [ i * 2 + 1 ] . z = - vertices [ i * 2 + 1 ] . z ;
}
}
glBindBuffer ( GL_ARRAY_BUFFER , state . sky_verts ) ;
glBufferSubData ( GL_ARRAY_BUFFER , 0 , sizeof ( Vector3 ) * 8 , vertices ) ;
// bind sky vertex array....
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 3 , GL_FLOAT , GL_FALSE , sizeof ( Vector3 ) * 2 , 0 ) ;
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glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 3 , GL_FLOAT , GL_FALSE , sizeof ( Vector3 ) * 2 , CAST_INT_TO_UCHAR_PTR ( sizeof ( Vector3 ) ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_ASYM_PANO , asymmetrical ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_PANORAMA , ! asymmetrical ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_MULTIPLIER , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_CUBEMAP , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_COPY_SECTION , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_CUSTOM_ALPHA , false ) ;
storage - > shaders . copy . bind ( ) ;
storage - > shaders . copy . set_uniform ( CopyShaderGLES2 : : MULTIPLIER , p_energy ) ;
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// don't know why but I always have problems setting a uniform mat3, so we're using a transform
storage - > shaders . copy . set_uniform ( CopyShaderGLES2 : : SKY_TRANSFORM , Transform ( p_sky_orientation , Vector3 ( 0.0 , 0.0 , 0.0 ) ) . affine_inverse ( ) ) ;
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if ( asymmetrical ) {
// pack the bits we need from our projection matrix
storage - > shaders . copy . set_uniform ( CopyShaderGLES2 : : ASYM_PROJ , camera . matrix [ 2 ] [ 0 ] , camera . matrix [ 0 ] [ 0 ] , camera . matrix [ 2 ] [ 1 ] , camera . matrix [ 1 ] [ 1 ] ) ;
///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here.
storage - > shaders . copy . set_uniform ( CopyShaderGLES2 : : PANO_TRANSFORM , p_transform ) ;
}
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glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
glDisableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_ASYM_PANO , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_PANORAMA , false ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_MULTIPLIER , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_CUBEMAP , false ) ;
}
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void RasterizerSceneGLES2 : : _post_process ( Environment * env , const CameraMatrix & p_cam_projection ) {
//copy to front buffer
glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
glDepthFunc ( GL_LEQUAL ) ;
glColorMask ( 1 , 1 , 1 , 1 ) ;
//no post process on small, transparent or render targets without an env
bool use_post_process = env & & ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ;
use_post_process = use_post_process & & storage - > frame . current_rt - > width > = 4 & & storage - > frame . current_rt - > height > = 4 ;
use_post_process = use_post_process & & storage - > frame . current_rt - > mip_maps_allocated ;
if ( env ) {
use_post_process = use_post_process & & ( env - > adjustments_enabled | | env - > glow_enabled | | env - > dof_blur_far_enabled | | env - > dof_blur_near_enabled ) ;
}
GLuint next_buffer ;
if ( use_post_process ) {
next_buffer = storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ 0 ] . fbo ;
} else {
// set next_buffer to front buffer so multisample blit can happen if needed
next_buffer = storage - > frame . current_rt - > fbo ;
}
// If using multisample buffer, resolve to post_process_effect buffer or to front buffer
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > multisample_active ) {
# ifdef GLES_OVER_GL
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > multisample_fbo ) ;
glReadBuffer ( GL_COLOR_ATTACHMENT0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , next_buffer ) ;
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 ) ;
# elif IPHONE_ENABLED
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > multisample_fbo ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , next_buffer ) ;
glResolveMultisampleFramebufferAPPLE ( ) ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
# elif ANDROID_ENABLED
// In GLES2 Android Blit is not available, so just copy color texture manually
_copy_texture_to_buffer ( storage - > frame . current_rt - > multisample_color , next_buffer ) ;
# endif
} else if ( use_post_process ) {
_copy_texture_to_buffer ( storage - > frame . current_rt - > color , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ;
}
if ( ! use_post_process ) {
return ;
}
// Order of operation
//1) DOF Blur (first blur, then copy to buffer applying the blur) //only on desktop
//2) Bloom (Glow) //only on desktop
//3) Adjustments
// DOF Blur
if ( env - > dof_blur_far_enabled ) {
int vp_h = storage - > frame . current_rt - > height ;
int vp_w = storage - > frame . current_rt - > width ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : USE_ORTHOGONAL_PROJECTION , p_cam_projection . is_orthogonal ( ) ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_FAR_BLUR , true ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_LOW , env - > dof_blur_far_quality = = VS : : ENV_DOF_BLUR_QUALITY_LOW ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_MEDIUM , env - > dof_blur_far_quality = = VS : : ENV_DOF_BLUR_QUALITY_MEDIUM ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_HIGH , env - > dof_blur_far_quality = = VS : : ENV_DOF_BLUR_QUALITY_HIGH ) ;
state . effect_blur_shader . bind ( ) ;
int qsteps [ 3 ] = { 4 , 10 , 20 } ;
float radius = ( env - > dof_blur_far_amount * env - > dof_blur_far_amount ) / qsteps [ env - > dof_blur_far_quality ] ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_BEGIN , env - > dof_blur_far_distance ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_END , env - > dof_blur_far_distance + env - > dof_blur_far_transition ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_DIR , Vector2 ( 1 , 0 ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_RADIUS , radius ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
if ( storage - > frame . current_rt - > mip_maps [ 0 ] . color ) {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . color ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ 0 ] . color ) ;
}
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 ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ; //copy to front first
storage - > _copy_screen ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_DIR , Vector2 ( 0 , 1 ) ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ; // copy to base level
storage - > _copy_screen ( ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_FAR_BLUR , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_LOW , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_MEDIUM , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_HIGH , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : USE_ORTHOGONAL_PROJECTION , false ) ;
}
if ( env - > dof_blur_near_enabled ) {
//convert texture to RGBA format if not already
if ( ! storage - > frame . current_rt - > used_dof_blur_near ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
}
int vp_h = storage - > frame . current_rt - > height ;
int vp_w = storage - > frame . current_rt - > width ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : USE_ORTHOGONAL_PROJECTION , p_cam_projection . is_orthogonal ( ) ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_NEAR_BLUR , true ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_NEAR_FIRST_TAP , true ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_LOW , env - > dof_blur_near_quality = = VS : : ENV_DOF_BLUR_QUALITY_LOW ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_MEDIUM , env - > dof_blur_near_quality = = VS : : ENV_DOF_BLUR_QUALITY_MEDIUM ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_HIGH , env - > dof_blur_near_quality = = VS : : ENV_DOF_BLUR_QUALITY_HIGH ) ;
state . effect_blur_shader . bind ( ) ;
int qsteps [ 3 ] = { 4 , 10 , 20 } ;
float radius = ( env - > dof_blur_near_amount * env - > dof_blur_near_amount ) / qsteps [ env - > dof_blur_near_quality ] ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_BEGIN , env - > dof_blur_near_distance ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_END , env - > dof_blur_near_distance - env - > dof_blur_near_transition ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_DIR , Vector2 ( 1 , 0 ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_RADIUS , radius ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > depth ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
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if ( storage - > frame . current_rt - > mip_maps [ 0 ] . color ) {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . color ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ 0 ] . color ) ;
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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 ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ; //copy to front first
storage - > _copy_screen ( ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_NEAR_FIRST_TAP , false ) ;
state . effect_blur_shader . bind ( ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_BEGIN , env - > dof_blur_near_distance ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_END , env - > dof_blur_near_distance - env - > dof_blur_near_transition ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_DIR , Vector2 ( 0 , 1 ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : DOF_RADIUS , radius ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : CAMERA_Z_NEAR , p_cam_projection . get_z_near ( ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : CAMERA_Z_FAR , p_cam_projection . get_z_far ( ) ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ; // copy to base level
glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
storage - > _copy_screen ( ) ;
glDisable ( GL_BLEND ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_NEAR_BLUR , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_NEAR_FIRST_TAP , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_LOW , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_MEDIUM , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : DOF_QUALITY_HIGH , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : USE_ORTHOGONAL_PROJECTION , false ) ;
storage - > frame . current_rt - > used_dof_blur_near = true ;
}
if ( env - > dof_blur_near_enabled | | env - > dof_blur_far_enabled ) {
//these needed to disable filtering, reenamble
glActiveTexture ( GL_TEXTURE0 ) ;
if ( storage - > frame . current_rt - > mip_maps [ 0 ] . color ) {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . color ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR_MIPMAP_LINEAR ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ 0 ] . color ) ;
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
}
glTexParameteri ( GL_TEXTURE_2D , GL_TEXTURE_MAG_FILTER , GL_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 ) ;
}
//glow
int max_glow_level = - 1 ;
int glow_mask = 0 ;
if ( env - > glow_enabled ) {
for ( int i = 0 ; i < VS : : MAX_GLOW_LEVELS ; i + + ) {
if ( env - > glow_levels & ( 1 < < i ) ) {
if ( i > = storage - > frame . current_rt - > mip_maps [ 1 ] . sizes . size ( ) ) {
max_glow_level = storage - > frame . current_rt - > mip_maps [ 1 ] . sizes . size ( ) - 1 ;
glow_mask | = 1 < < max_glow_level ;
} else {
max_glow_level = i ;
glow_mask | = ( 1 < < i ) ;
}
}
}
for ( int i = 0 ; i < ( max_glow_level + 1 ) ; i + + ) {
int vp_w = storage - > frame . current_rt - > mip_maps [ 1 ] . sizes [ i ] . width ;
int vp_h = storage - > frame . current_rt - > mip_maps [ 1 ] . sizes [ i ] . height ;
glViewport ( 0 , 0 , vp_w , vp_h ) ;
//horizontal pass
if ( i = = 0 ) {
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : GLOW_FIRST_PASS , true ) ;
}
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : GLOW_GAUSSIAN_HORIZONTAL , true ) ;
state . effect_blur_shader . bind ( ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : LOD , storage - > frame . current_rt - > mip_maps [ 0 ] . color ? float ( i ) : 0.0 ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : GLOW_STRENGTH , env - > glow_strength ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : LUMINANCE_CAP , env - > glow_hdr_luminance_cap ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
if ( storage - > frame . current_rt - > mip_maps [ 0 ] . color ) {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . color ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ i ] . color ) ;
}
if ( i = = 0 ) {
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : GLOW_BLOOM , env - > glow_bloom ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : GLOW_HDR_THRESHOLD , env - > glow_hdr_bleed_threshold ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : GLOW_HDR_SCALE , env - > glow_hdr_bleed_scale ) ;
}
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > mip_maps [ 1 ] . sizes [ i ] . fbo ) ;
storage - > _copy_screen ( ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : GLOW_GAUSSIAN_HORIZONTAL , false ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : GLOW_FIRST_PASS , false ) ;
//vertical pass
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : GLOW_GAUSSIAN_VERTICAL , true ) ;
state . effect_blur_shader . bind ( ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : LOD , storage - > frame . current_rt - > mip_maps [ 0 ] . color ? float ( i ) : 0.0 ) ;
state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES2 : : GLOW_STRENGTH , env - > glow_strength ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
if ( storage - > frame . current_rt - > mip_maps [ 0 ] . color ) {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 1 ] . color ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 1 ] . sizes [ i ] . color ) ;
}
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ i + 1 ] . fbo ) ; //next level, since mipmaps[0] starts one level bigger
storage - > _copy_screen ( ) ;
state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES2 : : GLOW_GAUSSIAN_VERTICAL , false ) ;
}
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
}
if ( storage - > frame . current_rt - > external . fbo ! = 0 ) {
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > external . fbo ) ;
} else {
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
if ( storage - > frame . current_rt - > mip_maps [ 0 ] . color ) {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . color ) ;
} else {
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ 0 ] . color ) ;
}
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_FILTER_BICUBIC , env - > glow_bicubic_upscale ) ;
if ( max_glow_level > = 0 ) {
if ( storage - > frame . current_rt - > mip_maps [ 0 ] . color ) {
for ( int i = 0 ; i < ( max_glow_level + 1 ) ; i + + ) {
if ( glow_mask & ( 1 < < i ) ) {
if ( i = = 0 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL1 , true ) ;
}
if ( i = = 1 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL2 , true ) ;
}
if ( i = = 2 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL3 , true ) ;
}
if ( i = = 3 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL4 , true ) ;
}
if ( i = = 4 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL5 , true ) ;
}
if ( i = = 5 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL6 , true ) ;
}
if ( i = = 6 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL7 , true ) ;
}
}
}
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . color ) ;
} else {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_MULTI_TEXTURE_GLOW , true ) ;
int active_glow_level = 0 ;
for ( int i = 0 ; i < ( max_glow_level + 1 ) ; i + + ) {
if ( glow_mask & ( 1 < < i ) ) {
active_glow_level + + ;
glActiveTexture ( GL_TEXTURE0 + active_glow_level ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > mip_maps [ 0 ] . sizes [ i + 1 ] . color ) ;
if ( active_glow_level = = 1 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL1 , true ) ;
}
if ( active_glow_level = = 2 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL2 , true ) ;
}
if ( active_glow_level = = 3 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL3 , true ) ;
}
if ( active_glow_level = = 4 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL4 , true ) ;
}
if ( active_glow_level = = 5 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL5 , true ) ;
}
if ( active_glow_level = = 6 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL6 , true ) ;
}
if ( active_glow_level = = 7 ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL7 , true ) ;
}
}
}
}
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_SCREEN , env - > glow_blend_mode = = VS : : GLOW_BLEND_MODE_SCREEN ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_SOFTLIGHT , env - > glow_blend_mode = = VS : : GLOW_BLEND_MODE_SOFTLIGHT ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_REPLACE , env - > glow_blend_mode = = VS : : GLOW_BLEND_MODE_REPLACE ) ;
}
//Adjustments
if ( env - > adjustments_enabled ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_BCS , true ) ;
RasterizerStorageGLES2 : : Texture * tex = storage - > texture_owner . getornull ( env - > color_correction ) ;
if ( tex ) {
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_COLOR_CORRECTION , true ) ;
glActiveTexture ( GL_TEXTURE2 ) ;
glBindTexture ( tex - > target , tex - > tex_id ) ;
}
}
state . tonemap_shader . bind ( ) ;
if ( max_glow_level > = 0 ) {
state . tonemap_shader . set_uniform ( TonemapShaderGLES2 : : GLOW_INTENSITY , env - > glow_intensity ) ;
int ss [ 2 ] = {
storage - > frame . current_rt - > width ,
storage - > frame . current_rt - > height ,
} ;
glUniform2iv ( state . tonemap_shader . get_uniform ( TonemapShaderGLES2 : : GLOW_TEXTURE_SIZE ) , 1 , ss ) ;
}
if ( env - > adjustments_enabled ) {
state . tonemap_shader . set_uniform ( TonemapShaderGLES2 : : BCS , Vector3 ( env - > adjustments_brightness , env - > adjustments_contrast , env - > adjustments_saturation ) ) ;
}
storage - > _copy_screen ( ) ;
//turn off everything used
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL1 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL2 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL3 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL4 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL5 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL6 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_LEVEL7 , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_REPLACE , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_SCREEN , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_SOFTLIGHT , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_GLOW_FILTER_BICUBIC , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_MULTI_TEXTURE_GLOW , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_BCS , false ) ;
state . tonemap_shader . set_conditional ( TonemapShaderGLES2 : : USE_COLOR_CORRECTION , false ) ;
}
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void RasterizerSceneGLES2 : : 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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Transform cam_transform = p_cam_transform ;
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storage - > info . render . object_count + = p_cull_count ;
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GLuint current_fb = 0 ;
Environment * env = NULL ;
int viewport_width , viewport_height ;
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int viewport_x = 0 ;
int viewport_y = 0 ;
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bool probe_interior = false ;
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bool reverse_cull = false ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) {
cam_transform . basis . set_axis ( 1 , - cam_transform . basis . get_axis ( 1 ) ) ;
reverse_cull = true ;
}
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if ( p_reflection_probe . is_valid ( ) ) {
ReflectionProbeInstance * probe = reflection_probe_instance_owner . getornull ( p_reflection_probe ) ;
ERR_FAIL_COND ( ! probe ) ;
state . render_no_shadows = ! probe - > probe_ptr - > enable_shadows ;
if ( ! probe - > probe_ptr - > interior ) { //use env only if not interior
env = environment_owner . getornull ( p_environment ) ;
}
current_fb = probe - > fbo [ p_reflection_probe_pass ] ;
viewport_width = probe - > probe_ptr - > resolution ;
viewport_height = probe - > probe_ptr - > resolution ;
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probe_interior = probe - > probe_ptr - > interior ;
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} else {
state . render_no_shadows = false ;
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if ( storage - > frame . current_rt - > external . fbo ! = 0 ) {
current_fb = storage - > frame . current_rt - > external . fbo ;
} else {
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if ( storage - > frame . current_rt - > multisample_active ) {
current_fb = storage - > frame . current_rt - > multisample_fbo ;
} else {
current_fb = storage - > frame . current_rt - > fbo ;
}
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}
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env = environment_owner . getornull ( p_environment ) ;
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viewport_width = storage - > frame . current_rt - > width ;
viewport_height = storage - > frame . current_rt - > height ;
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viewport_x = storage - > frame . current_rt - > x ;
if ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_DIRECT_TO_SCREEN ] ) {
viewport_y = OS : : get_singleton ( ) - > get_window_size ( ) . height - viewport_height - storage - > frame . current_rt - > y ;
} else {
viewport_y = storage - > frame . current_rt - > y ;
}
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}
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state . used_screen_texture = false ;
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state . viewport_size . x = viewport_width ;
state . viewport_size . y = viewport_height ;
state . screen_pixel_size . x = 1.0 / viewport_width ;
state . screen_pixel_size . y = 1.0 / viewport_height ;
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//push back the directional lights
if ( p_light_cull_count ) {
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//hardcoded limit of 256 lights
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render_light_instance_count = MIN ( RenderList : : MAX_LIGHTS , p_light_cull_count ) ;
render_light_instances = ( LightInstance * * ) alloca ( sizeof ( LightInstance * ) * render_light_instance_count ) ;
render_directional_lights = 0 ;
//doing this because directional lights are at the end, put them at the beginning
int index = 0 ;
for ( int i = render_light_instance_count - 1 ; i > = 0 ; i - - ) {
RID light_rid = p_light_cull_result [ i ] ;
LightInstance * light = light_instance_owner . getornull ( light_rid ) ;
if ( light - > light_ptr - > type = = VS : : LIGHT_DIRECTIONAL ) {
render_directional_lights + + ;
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//as going in reverse, directional lights are always first anyway
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}
light - > light_index = index ;
render_light_instances [ index ] = light ;
index + + ;
}
} else {
render_light_instances = NULL ;
render_directional_lights = 0 ;
render_light_instance_count = 0 ;
}
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if ( p_reflection_probe_cull_count ) {
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reflection_probe_instances = ( ReflectionProbeInstance * * ) alloca ( sizeof ( ReflectionProbeInstance * ) * p_reflection_probe_cull_count ) ;
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reflection_probe_count = p_reflection_probe_cull_count ;
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for ( int i = 0 ; i < p_reflection_probe_cull_count ; i + + ) {
ReflectionProbeInstance * rpi = reflection_probe_instance_owner . getornull ( p_reflection_probe_cull_result [ i ] ) ;
ERR_CONTINUE ( ! rpi ) ;
rpi - > last_pass = render_pass + 1 ; //will be incremented later
rpi - > index = i ;
reflection_probe_instances [ i ] = rpi ;
}
} else {
reflection_probe_instances = NULL ;
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reflection_probe_count = 0 ;
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}
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if ( env & & env - > bg_mode = = VS : : ENV_BG_CANVAS ) {
// If using canvas background, copy 2d to screen copy texture
// TODO: When GLES2 renders to current_rt->mip_maps[], this copy will no longer be needed
_copy_texture_to_buffer ( storage - > frame . current_rt - > color , storage - > frame . current_rt - > copy_screen_effect . fbo ) ;
}
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// render list stuff
render_list . clear ( ) ;
_fill_render_list ( p_cull_result , p_cull_count , false , false ) ;
// other stuff
glBindFramebuffer ( GL_FRAMEBUFFER , current_fb ) ;
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glViewport ( viewport_x , viewport_y , viewport_width , viewport_height ) ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_DIRECT_TO_SCREEN ] ) {
glScissor ( viewport_x , viewport_y , viewport_width , viewport_height ) ;
glEnable ( GL_SCISSOR_TEST ) ;
}
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glDepthFunc ( GL_LEQUAL ) ;
glDepthMask ( GL_TRUE ) ;
glClearDepth ( 1.0f ) ;
glEnable ( GL_DEPTH_TEST ) ;
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// clear color
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Color clear_color ( 0 , 0 , 0 , 1 ) ;
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Ref < CameraFeed > feed ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
clear_color = Color ( 0 , 0 , 0 , 0 ) ;
storage - > frame . clear_request = false ;
} else if ( ! env | | env - > bg_mode = = VS : : ENV_BG_CLEAR_COLOR | | env - > bg_mode = = VS : : ENV_BG_SKY ) {
if ( storage - > frame . clear_request ) {
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clear_color = storage - > frame . clear_request_color ;
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storage - > frame . clear_request = false ;
}
} else if ( env - > bg_mode = = VS : : ENV_BG_CANVAS | | env - > bg_mode = = VS : : ENV_BG_COLOR | | env - > bg_mode = = VS : : ENV_BG_COLOR_SKY ) {
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clear_color = env - > bg_color ;
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storage - > frame . clear_request = false ;
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} else if ( env - > bg_mode = = VS : : ENV_BG_CAMERA_FEED ) {
feed = CameraServer : : get_singleton ( ) - > get_feed_by_id ( env - > camera_feed_id ) ;
storage - > frame . clear_request = false ;
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} else {
storage - > frame . clear_request = false ;
}
if ( ! env | | env - > bg_mode ! = VS : : ENV_BG_KEEP ) {
glClearColor ( clear_color . r , clear_color . g , clear_color . b , clear_color . a ) ;
}
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state . default_ambient = Color ( clear_color . r , clear_color . g , clear_color . b , 1.0 ) ;
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state . default_bg = Color ( clear_color . r , clear_color . g , clear_color . b , 1.0 ) ;
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glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_DIRECT_TO_SCREEN ] ) {
glDisable ( GL_SCISSOR_TEST ) ;
}
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glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
// render sky
RasterizerStorageGLES2 : : Sky * sky = NULL ;
GLuint env_radiance_tex = 0 ;
if ( env ) {
switch ( env - > bg_mode ) {
case VS : : ENV_BG_COLOR_SKY :
case VS : : ENV_BG_SKY : {
sky = storage - > sky_owner . getornull ( env - > sky ) ;
if ( sky ) {
env_radiance_tex = sky - > radiance ;
}
} break ;
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case VS : : ENV_BG_CAMERA_FEED : {
if ( feed . is_valid ( ) & & ( feed - > get_base_width ( ) > 0 ) & & ( feed - > get_base_height ( ) > 0 ) ) {
// copy our camera feed to our background
glDisable ( GL_BLEND ) ;
glDepthMask ( GL_FALSE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_NO_ALPHA , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_DISPLAY_TRANSFORM , true ) ;
if ( feed - > get_datatype ( ) = = CameraFeed : : FEED_RGB ) {
RID camera_RGBA = feed - > get_texture ( CameraServer : : FEED_RGBA_IMAGE ) ;
VS : : get_singleton ( ) - > texture_bind ( camera_RGBA , 0 ) ;
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} else if ( feed - > get_datatype ( ) = = CameraFeed : : FEED_YCBCR ) {
RID camera_YCbCr = feed - > get_texture ( CameraServer : : FEED_YCBCR_IMAGE ) ;
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VS : : get_singleton ( ) - > texture_bind ( camera_YCbCr , 0 ) ;
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storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : YCBCR_TO_RGB , true ) ;
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} else if ( feed - > get_datatype ( ) = = CameraFeed : : FEED_YCBCR_SEP ) {
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RID camera_Y = feed - > get_texture ( CameraServer : : FEED_Y_IMAGE ) ;
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RID camera_CbCr = feed - > get_texture ( CameraServer : : FEED_CBCR_IMAGE ) ;
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VS : : get_singleton ( ) - > texture_bind ( camera_Y , 0 ) ;
VS : : get_singleton ( ) - > texture_bind ( camera_CbCr , 1 ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : SEP_CBCR_TEXTURE , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : YCBCR_TO_RGB , true ) ;
} ;
storage - > shaders . copy . bind ( ) ;
storage - > shaders . copy . set_uniform ( CopyShaderGLES2 : : DISPLAY_TRANSFORM , feed - > get_transform ( ) ) ;
storage - > bind_quad_array ( ) ;
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
glDisableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
// turn off everything used
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : SEP_CBCR_TEXTURE , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : YCBCR_TO_RGB , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_NO_ALPHA , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_DISPLAY_TRANSFORM , false ) ;
//restore
glEnable ( GL_BLEND ) ;
glDepthMask ( GL_TRUE ) ;
glEnable ( GL_DEPTH_TEST ) ;
glEnable ( GL_CULL_FACE ) ;
} else {
// don't have a feed, just show greenscreen :)
clear_color = Color ( 0.0 , 1.0 , 0.0 , 1.0 ) ;
}
} break ;
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case VS : : ENV_BG_CANVAS : {
// use screen copy as background
_copy_texture_to_buffer ( storage - > frame . current_rt - > copy_screen_effect . color , current_fb ) ;
} break ;
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default : {
} break ;
}
}
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if ( probe_interior ) {
env_radiance_tex = 0 ; //do not use radiance texture on interiors
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state . default_ambient = Color ( 0 , 0 , 0 , 1 ) ; //black as default ambient for interior
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state . default_bg = Color ( 0 , 0 , 0 , 1 ) ; //black as default background for interior
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}
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// render opaque things first
render_list . sort_by_key ( false ) ;
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_render_render_list ( render_list . elements , render_list . element_count , cam_transform , p_cam_projection , p_shadow_atlas , env , env_radiance_tex , 0.0 , 0.0 , reverse_cull , false , false ) ;
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// then draw the sky after
if ( env & & env - > bg_mode = = VS : : ENV_BG_SKY & & ( ! storage - > frame . current_rt | | ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) ) {
if ( sky & & sky - > panorama . is_valid ( ) ) {
_draw_sky ( sky , p_cam_projection , cam_transform , false , env - > sky_custom_fov , env - > bg_energy , env - > sky_orientation ) ;
}
}
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if ( storage - > frame . current_rt & & state . used_screen_texture ) {
//copy screen texture
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if ( storage - > frame . current_rt - > multisample_active ) {
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// Resolve framebuffer to front buffer before copying
# ifdef GLES_OVER_GL
glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > multisample_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 ) ;
# elif IPHONE_ENABLED
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glBindFramebuffer ( GL_READ_FRAMEBUFFER , storage - > frame . current_rt - > multisample_fbo ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
glResolveMultisampleFramebufferAPPLE ( ) ;
glBindFramebuffer ( GL_READ_FRAMEBUFFER , 0 ) ;
glBindFramebuffer ( GL_DRAW_FRAMEBUFFER , 0 ) ;
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# elif ANDROID_ENABLED
// In GLES2 AndroidBlit is not available, so just copy color texture manually
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_copy_texture_to_buffer ( storage - > frame . current_rt - > multisample_color , storage - > frame . current_rt - > fbo ) ;
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# endif
}
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storage - > canvas - > _copy_screen ( Rect2 ( ) ) ;
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if ( storage - > frame . current_rt & & storage - > frame . current_rt - > multisample_active ) {
// Rebind the current framebuffer
glBindFramebuffer ( GL_FRAMEBUFFER , current_fb ) ;
glViewport ( 0 , 0 , viewport_width , viewport_height ) ;
}
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}
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// alpha pass
glBlendEquation ( GL_FUNC_ADD ) ;
glBlendFunc ( GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
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render_list . sort_by_reverse_depth_and_priority ( true ) ;
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_render_render_list ( & render_list . elements [ render_list . max_elements - render_list . alpha_element_count ] , render_list . alpha_element_count , cam_transform , p_cam_projection , p_shadow_atlas , env , env_radiance_tex , 0.0 , 0.0 , reverse_cull , true , false ) ;
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if ( p_reflection_probe . is_valid ( ) ) {
// Rendering to a probe so no need for post_processing
return ;
}
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//post process
_post_process ( env , p_cam_projection ) ;
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//#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
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# ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
if ( shadow_atlas ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , shadow_atlas - > depth ) ;
glViewport ( 0 , 0 , storage - > frame . current_rt - > width / 4 , storage - > frame . current_rt - > height / 4 ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_CUBEMAP , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_COPY_SECTION , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_CUSTOM_ALPHA , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_MULTIPLIER , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_PANORAMA , false ) ;
storage - > shaders . copy . bind ( ) ;
storage - > _copy_screen ( ) ;
}
# endif
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//#define GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW
# ifdef GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW
if ( true ) {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , directional_shadow . depth ) ;
glViewport ( 0 , 0 , storage - > frame . current_rt - > width / 4 , storage - > frame . current_rt - > height / 4 ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_CUBEMAP , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_COPY_SECTION , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_CUSTOM_ALPHA , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_MULTIPLIER , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES2 : : USE_PANORAMA , false ) ;
storage - > shaders . copy . bind ( ) ;
storage - > _copy_screen ( ) ;
}
# endif
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}
void RasterizerSceneGLES2 : : render_shadow ( RID p_light , RID p_shadow_atlas , int p_pass , InstanceBase * * p_cull_result , int p_cull_count ) {
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state . render_no_shadows = false ;
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LightInstance * light_instance = light_instance_owner . getornull ( p_light ) ;
ERR_FAIL_COND ( ! light_instance ) ;
RasterizerStorageGLES2 : : Light * light = light_instance - > light_ptr ;
ERR_FAIL_COND ( ! light ) ;
uint32_t x ;
uint32_t y ;
uint32_t width ;
uint32_t height ;
float zfar = 0 ;
bool flip_facing = false ;
int custom_vp_size = 0 ;
GLuint fbo = 0 ;
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state . shadow_is_dual_parabolloid = false ;
state . dual_parbolloid_direction = 0.0 ;
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int current_cubemap = - 1 ;
float bias = 0 ;
float normal_bias = 0 ;
CameraMatrix light_projection ;
Transform light_transform ;
// TODO directional light
if ( light - > type = = VS : : LIGHT_DIRECTIONAL ) {
// set pssm stuff
// TODO set this only when changed
light_instance - > light_directional_index = directional_shadow . current_light ;
light_instance - > last_scene_shadow_pass = scene_pass ;
directional_shadow . current_light + + ;
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 ) {
light_instance - > directional_rect . position . x + = light_instance - > directional_rect . size . x ;
}
} 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 ) {
light_instance - > directional_rect . position . x + = light_instance - > directional_rect . size . x ;
}
if ( light_instance - > light_directional_index / 2 ) {
light_instance - > directional_rect . position . y + = light_instance - > directional_rect . size . y ;
}
}
light_projection = light_instance - > shadow_transform [ p_pass ] . camera ;
light_transform = light_instance - > shadow_transform [ p_pass ] . transform ;
x = light_instance - > directional_rect . position . x ;
y = light_instance - > directional_rect . position . y ;
width = light_instance - > directional_rect . size . width ;
height = light_instance - > directional_rect . size . height ;
if ( light - > directional_shadow_mode = = VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS ) {
width / = 2 ;
height / = 2 ;
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if ( p_pass = = 1 ) {
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x + = width ;
} else if ( p_pass = = 2 ) {
y + = height ;
} else if ( p_pass = = 3 ) {
x + = width ;
y + = height ;
}
} else if ( light - > directional_shadow_mode = = VS : : LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ) {
height / = 2 ;
if ( p_pass = = 0 ) {
} else {
y + = height ;
}
}
float bias_mult = Math : : lerp ( 1.0f , light_instance - > shadow_transform [ p_pass ] . bias_scale , light - > param [ VS : : LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE ] ) ;
zfar = light - > param [ VS : : LIGHT_PARAM_RANGE ] ;
bias = light - > param [ VS : : LIGHT_PARAM_SHADOW_BIAS ] * bias_mult ;
normal_bias = light - > param [ VS : : LIGHT_PARAM_SHADOW_NORMAL_BIAS ] * bias_mult ;
fbo = directional_shadow . fbo ;
} else {
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 ) ) ;
fbo = shadow_atlas - > fbo ;
uint32_t key = shadow_atlas - > shadow_owners [ p_light ] ;
uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x03 ;
uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
ERR_FAIL_INDEX ( ( int ) shadow , shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) ) ;
uint32_t quadrant_size = shadow_atlas - > size > > 1 ;
x = ( quadrant & 1 ) * quadrant_size ;
y = ( quadrant > > 1 ) * quadrant_size ;
uint32_t shadow_size = ( quadrant_size / shadow_atlas - > quadrants [ quadrant ] . subdivision ) ;
x + = ( shadow % shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
y + = ( shadow / shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
width = shadow_size ;
height = shadow_size ;
if ( light - > type = = VS : : LIGHT_OMNI ) {
// cubemap only
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if ( light - > omni_shadow_mode = = VS : : LIGHT_OMNI_SHADOW_CUBE & & storage - > config . support_shadow_cubemaps ) {
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int cubemap_index = shadow_cubemaps . size ( ) - 1 ;
// find an appropriate cubemap to render to
for ( int i = shadow_cubemaps . size ( ) - 1 ; i > = 0 ; i - - ) {
if ( shadow_cubemaps [ i ] . size > shadow_size * 2 ) {
break ;
}
cubemap_index = i ;
}
fbo = shadow_cubemaps [ cubemap_index ] . fbo [ 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 ] ;
current_cubemap = cubemap_index ;
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} else {
//dual parabolloid
state . shadow_is_dual_parabolloid = true ;
light_projection = light_instance - > shadow_transform [ 0 ] . camera ;
light_transform = light_instance - > shadow_transform [ 0 ] . transform ;
if ( light - > omni_shadow_detail = = VS : : LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL ) {
height / = 2 ;
y + = p_pass * height ;
} else {
width / = 2 ;
x + = p_pass * width ;
}
state . dual_parbolloid_direction = p_pass = = 0 ? 1.0 : - 1.0 ;
flip_facing = ( p_pass = = 1 ) ;
zfar = light - > param [ VS : : LIGHT_PARAM_RANGE ] ;
bias = light - > param [ VS : : LIGHT_PARAM_SHADOW_BIAS ] ;
state . dual_parbolloid_zfar = zfar ;
state . scene_shader . set_conditional ( SceneShaderGLES2 : : 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 ;
flip_facing = false ;
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 ] ;
}
}
render_list . clear ( ) ;
_fill_render_list ( p_cull_result , p_cull_count , true , true ) ;
render_list . sort_by_depth ( false ) ;
glDisable ( GL_BLEND ) ;
glDisable ( GL_DITHER ) ;
glEnable ( GL_DEPTH_TEST ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , fbo ) ;
glDepthMask ( GL_TRUE ) ;
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if ( ! storage - > config . use_rgba_3d_shadows ) {
glColorMask ( 0 , 0 , 0 , 0 ) ;
}
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if ( custom_vp_size ) {
glViewport ( 0 , 0 , custom_vp_size , custom_vp_size ) ;
glScissor ( 0 , 0 , custom_vp_size , custom_vp_size ) ;
} else {
glViewport ( x , y , width , height ) ;
glScissor ( x , y , width , height ) ;
}
glEnable ( GL_SCISSOR_TEST ) ;
glClearDepth ( 1.0f ) ;
glClear ( GL_DEPTH_BUFFER_BIT ) ;
glDisable ( GL_SCISSOR_TEST ) ;
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if ( light - > reverse_cull ) {
flip_facing = ! flip_facing ;
}
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : RENDER_DEPTH , true ) ;
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_render_render_list ( render_list . elements , render_list . element_count , light_transform , light_projection , RID ( ) , NULL , 0 , bias , normal_bias , flip_facing , false , true ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : RENDER_DEPTH , false ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : RENDER_DEPTH_DUAL_PARABOLOID , false ) ;
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// convert cubemap to dual paraboloid if needed
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if ( light - > type = = VS : : LIGHT_OMNI & & ( light - > omni_shadow_mode = = VS : : LIGHT_OMNI_SHADOW_CUBE & & storage - > config . support_shadow_cubemaps ) & & p_pass = = 5 ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . getornull ( p_shadow_atlas ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , shadow_atlas - > fbo ) ;
state . cube_to_dp_shader . bind ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , shadow_cubemaps [ current_cubemap ] . cubemap ) ;
glDisable ( GL_CULL_FACE ) ;
for ( int i = 0 ; i < 2 ; i + + ) {
state . cube_to_dp_shader . set_uniform ( CubeToDpShaderGLES2 : : Z_FLIP , i = = 1 ) ;
state . cube_to_dp_shader . set_uniform ( CubeToDpShaderGLES2 : : Z_NEAR , light_projection . get_z_near ( ) ) ;
state . cube_to_dp_shader . set_uniform ( CubeToDpShaderGLES2 : : Z_FAR , light_projection . get_z_far ( ) ) ;
state . cube_to_dp_shader . set_uniform ( CubeToDpShaderGLES2 : : BIAS , light - > param [ VS : : LIGHT_PARAM_SHADOW_BIAS ] ) ;
uint32_t local_width = width ;
uint32_t local_height = height ;
uint32_t local_x = x ;
uint32_t local_y = y ;
if ( light - > omni_shadow_detail = = VS : : LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL ) {
local_height / = 2 ;
local_y + = i * local_height ;
} else {
local_width / = 2 ;
local_x + = i * local_width ;
}
glViewport ( local_x , local_y , local_width , local_height ) ;
glScissor ( local_x , local_y , local_width , local_height ) ;
glEnable ( GL_SCISSOR_TEST ) ;
glClearDepth ( 1.0f ) ;
glClear ( GL_DEPTH_BUFFER_BIT ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glDisable ( GL_BLEND ) ;
storage - > _copy_screen ( ) ;
}
}
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if ( storage - > frame . current_rt ) {
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
}
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if ( ! storage - > config . use_rgba_3d_shadows ) {
glColorMask ( 1 , 1 , 1 , 1 ) ;
}
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}
void RasterizerSceneGLES2 : : set_scene_pass ( uint64_t p_pass ) {
scene_pass = p_pass ;
}
bool RasterizerSceneGLES2 : : free ( RID p_rid ) {
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if ( light_instance_owner . owns ( p_rid ) ) {
LightInstance * light_instance = light_instance_owner . getptr ( p_rid ) ;
//remove from shadow atlases..
for ( Set < RID > : : Element * E = light_instance - > shadow_atlases . front ( ) ; E ; E = E - > next ( ) ) {
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 ] ;
uint32_t q = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t s = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
shadow_atlas - > quadrants [ q ] . shadows . write [ s ] . owner = RID ( ) ;
shadow_atlas - > shadow_owners . erase ( p_rid ) ;
}
light_instance_owner . free ( p_rid ) ;
memdelete ( light_instance ) ;
} else if ( shadow_atlas_owner . owns ( p_rid ) ) {
ShadowAtlas * shadow_atlas = shadow_atlas_owner . get ( p_rid ) ;
shadow_atlas_set_size ( p_rid , 0 ) ;
shadow_atlas_owner . free ( p_rid ) ;
memdelete ( shadow_atlas ) ;
} else if ( reflection_probe_instance_owner . owns ( p_rid ) ) {
ReflectionProbeInstance * reflection_instance = reflection_probe_instance_owner . get ( p_rid ) ;
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for ( int i = 0 ; i < 6 ; i + + ) {
glDeleteFramebuffers ( 1 , & reflection_instance - > fbo [ i ] ) ;
glDeleteTextures ( 1 , & reflection_instance - > color [ i ] ) ;
}
if ( reflection_instance - > cubemap ! = 0 ) {
glDeleteTextures ( 1 , & reflection_instance - > cubemap ) ;
}
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glDeleteRenderbuffers ( 1 , & reflection_instance - > depth ) ;
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reflection_probe_release_atlas_index ( p_rid ) ;
reflection_probe_instance_owner . free ( p_rid ) ;
memdelete ( reflection_instance ) ;
} else {
return false ;
}
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return true ;
}
void RasterizerSceneGLES2 : : set_debug_draw_mode ( VS : : ViewportDebugDraw p_debug_draw ) {
}
void RasterizerSceneGLES2 : : initialize ( ) {
state . scene_shader . init ( ) ;
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state . scene_shader . set_conditional ( SceneShaderGLES2 : : USE_RGBA_SHADOWS , storage - > config . use_rgba_3d_shadows ) ;
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state . cube_to_dp_shader . init ( ) ;
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state . effect_blur_shader . init ( ) ;
state . tonemap_shader . init ( ) ;
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render_list . init ( ) ;
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render_pass = 1 ;
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shadow_atlas_realloc_tolerance_msec = 500 ;
{
//default material and shader
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 ) ;
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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{
default_worldcoord_shader = storage - > shader_create ( ) ;
storage - > shader_set_code ( default_worldcoord_shader , " shader_type spatial; render_mode world_vertex_coords; \n " ) ;
default_worldcoord_material = storage - > material_create ( ) ;
storage - > material_set_shader ( default_worldcoord_material , default_worldcoord_shader ) ;
default_worldcoord_shader_twosided = storage - > shader_create ( ) ;
default_worldcoord_material_twosided = storage - > material_create ( ) ;
storage - > shader_set_code ( default_worldcoord_shader_twosided , " shader_type spatial; render_mode cull_disabled,world_vertex_coords; \n " ) ;
storage - > material_set_shader ( default_worldcoord_material_twosided , default_worldcoord_shader_twosided ) ;
}
{
//default material and shader
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 . sky_verts ) ;
glBindBuffer ( GL_ARRAY_BUFFER , state . sky_verts ) ;
glBufferData ( GL_ARRAY_BUFFER , sizeof ( Vector3 ) * 8 , NULL , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
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{
uint32_t immediate_buffer_size = GLOBAL_DEF ( " rendering/limits/buffers/immediate_buffer_size_kb " , 2048 ) ;
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ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " rendering/limits/buffers/immediate_buffer_size_kb " , PropertyInfo ( Variant : : INT , " rendering/limits/buffers/immediate_buffer_size_kb " , PROPERTY_HINT_RANGE , " 0,8192,1,or_greater " ) ) ;
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glGenBuffers ( 1 , & state . immediate_buffer ) ;
glBindBuffer ( GL_ARRAY_BUFFER , state . immediate_buffer ) ;
glBufferData ( GL_ARRAY_BUFFER , immediate_buffer_size * 1024 , NULL , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
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// cubemaps for shadows
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if ( storage - > config . support_shadow_cubemaps ) { //not going to be used
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int max_shadow_cubemap_sampler_size = 512 ;
int cube_size = max_shadow_cubemap_sampler_size ;
glActiveTexture ( GL_TEXTURE0 ) ;
while ( cube_size > = 32 ) {
ShadowCubeMap cube ;
cube . size = cube_size ;
glGenTextures ( 1 , & cube . cubemap ) ;
glBindTexture ( GL_TEXTURE_CUBE_MAP , cube . cubemap ) ;
for ( int i = 0 ; i < 6 ; i + + ) {
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glTexImage2D ( _cube_side_enum [ i ] , 0 , storage - > config . depth_internalformat , cube_size , cube_size , 0 , GL_DEPTH_COMPONENT , storage - > config . depth_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 ) ;
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 ) ;
glGenFramebuffers ( 6 , cube . fbo ) ;
for ( int i = 0 ; i < 6 ; i + + ) {
glBindFramebuffer ( GL_FRAMEBUFFER , cube . fbo [ i ] ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , _cube_side_enum [ i ] , cube . cubemap , 0 ) ;
}
shadow_cubemaps . push_back ( cube ) ;
cube_size > > = 1 ;
}
}
{
// directional shadows
directional_shadow . light_count = 0 ;
directional_shadow . size = next_power_of_2 ( GLOBAL_GET ( " rendering/quality/directional_shadow/size " ) ) ;
glGenFramebuffers ( 1 , & directional_shadow . fbo ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , directional_shadow . fbo ) ;
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if ( storage - > config . use_rgba_3d_shadows ) {
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//maximum compatibility, renderbuffer and RGBA shadow
glGenRenderbuffers ( 1 , & directional_shadow . depth ) ;
glBindRenderbuffer ( GL_RENDERBUFFER , directional_shadow . depth ) ;
glRenderbufferStorage ( GL_RENDERBUFFER , storage - > config . depth_internalformat , directional_shadow . size , directional_shadow . size ) ;
glFramebufferRenderbuffer ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_RENDERBUFFER , directional_shadow . depth ) ;
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glGenTextures ( 1 , & directional_shadow . color ) ;
glBindTexture ( GL_TEXTURE_2D , directional_shadow . color ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , GL_RGBA , directional_shadow . size , directional_shadow . size , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
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 ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D , directional_shadow . color , 0 ) ;
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} else {
//just a depth buffer
glGenTextures ( 1 , & directional_shadow . depth ) ;
glBindTexture ( GL_TEXTURE_2D , directional_shadow . depth ) ;
glTexImage2D ( GL_TEXTURE_2D , 0 , storage - > config . depth_internalformat , directional_shadow . size , directional_shadow . size , 0 , GL_DEPTH_COMPONENT , storage - > config . depth_type , NULL ) ;
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 ) ;
glFramebufferTexture2D ( GL_FRAMEBUFFER , GL_DEPTH_ATTACHMENT , GL_TEXTURE_2D , directional_shadow . depth , 0 ) ;
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}
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GLenum status = glCheckFramebufferStatus ( GL_FRAMEBUFFER ) ;
if ( status ! = GL_FRAMEBUFFER_COMPLETE ) {
ERR_PRINT ( " Directional shadow framebuffer status invalid " ) ;
}
}
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shadow_filter_mode = SHADOW_FILTER_NEAREST ;
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glFrontFace ( GL_CW ) ;
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}
void RasterizerSceneGLES2 : : iteration ( ) {
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shadow_filter_mode = ShadowFilterMode ( int ( GLOBAL_GET ( " rendering/quality/shadows/filter_mode " ) ) ) ;
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}
void RasterizerSceneGLES2 : : finalize ( ) {
}
RasterizerSceneGLES2 : : RasterizerSceneGLES2 ( ) {
}