-Restored support for Canvas BG mode on Environment

-Improved ease of use of WorldEnvironment (no longer extends Spatial)
-2D editor viewport can now work in HDR!
This commit is contained in:
Juan Linietsky 2017-06-24 08:58:27 -03:00
parent 6ba1e4677b
commit 0cac32910a
10 changed files with 152 additions and 55 deletions

View File

@ -977,6 +977,27 @@ void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable,
env->fog_height_curve = p_height_curve; env->fog_height_curve = p_height_curve;
} }
bool RasterizerSceneGLES3::is_environment(RID p_env) {
return environment_owner.owns(p_env);
}
VS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX);
return env->bg_mode;
}
int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) {
const Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, -1);
return env->canvas_max_layer;
}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) { RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
LightInstance *light_instance = memnew(LightInstance); LightInstance *light_instance = memnew(LightInstance);
@ -3561,7 +3582,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss); glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE), 1, ss);
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds); glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE), 1, ds);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse); glBindTexture(GL_TEXTURE_2D, composite_from);
glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo); glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo);
glViewport(0, 0, exposure_shrink_size, exposure_shrink_size); glViewport(0, 0, exposure_shrink_size, exposure_shrink_size);
@ -3957,6 +3978,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW; use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
use_mrt = use_mrt && env && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@ -4020,6 +4042,10 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->frame.clear_request = false; storage->frame.clear_request = false;
} }
} else if (env->bg_mode == VS::ENV_BG_CANVAS) {
clear_color = env->bg_color.to_linear();
storage->frame.clear_request = false;
} else if (env->bg_mode == VS::ENV_BG_COLOR) { } else if (env->bg_mode == VS::ENV_BG_COLOR) {
clear_color = env->bg_color.to_linear(); clear_color = env->bg_color.to_linear();
@ -4037,7 +4063,39 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
storage->frame.clear_request = false; storage->frame.clear_request = false;
} }
glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
}
if (env && env->bg_mode == VS::ENV_BG_CANVAS) {
//copy canvas to 3d buffer and convert it to linear
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true);
storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true);
storage->shaders.copy.bind();
_copy_screen();
//turn off everything used
storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false);
//restore
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
state.texscreen_copied = false; state.texscreen_copied = false;

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@ -536,6 +536,11 @@ public:
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve); virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve);
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve); virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
virtual bool is_environment(RID p_env);
virtual VS::EnvironmentBG environment_get_background(RID p_env);
virtual int environment_get_canvas_max_layer(RID p_env);
/* LIGHT INSTANCE */ /* LIGHT INSTANCE */
struct LightDataUBO { struct LightDataUBO {

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@ -129,6 +129,11 @@ void main() {
color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
#endif #endif
#ifdef SRGB_TO_LINEAR
color.rgb = mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1 + 0.055)),vec3(2.4)),color.rgb * (1.0 / 12.92),lessThan(color.rgb,vec3(0.04045)));
#endif
#ifdef DEBUG_GRADIENT #ifdef DEBUG_GRADIENT
color.rg=uv_interp; color.rg=uv_interp;
color.b=0.0; color.b=0.0;

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@ -28,43 +28,44 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/ /*************************************************************************/
#include "scenario_fx.h" #include "scenario_fx.h"
#include "scene/main/viewport.h"
void WorldEnvironment::_notification(int p_what) { void WorldEnvironment::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_WORLD) { if (p_what == Spatial::NOTIFICATION_ENTER_WORLD || p_what == Spatial::NOTIFICATION_ENTER_TREE) {
if (environment.is_valid()) { if (environment.is_valid()) {
if (get_world()->get_environment().is_valid()) { if (get_viewport()->find_world()->get_environment().is_valid()) {
WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding."); WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding.");
} }
get_world()->set_environment(environment); get_viewport()->find_world()->set_environment(environment);
add_to_group("_world_environment_" + itos(get_world()->get_scenario().get_id())); add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
} }
} else if (p_what == NOTIFICATION_EXIT_WORLD) { } else if (p_what == Spatial::NOTIFICATION_EXIT_WORLD || p_what == Spatial::NOTIFICATION_EXIT_TREE) {
if (environment.is_valid() && get_world()->get_environment() == environment) { if (environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) {
get_world()->set_environment(Ref<Environment>()); get_viewport()->find_world()->set_environment(Ref<Environment>());
remove_from_group("_world_environment_" + itos(get_world()->get_scenario().get_id())); remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
} }
} }
} }
void WorldEnvironment::set_environment(const Ref<Environment> &p_environment) { void WorldEnvironment::set_environment(const Ref<Environment> &p_environment) {
if (is_inside_world() && environment.is_valid() && get_world()->get_environment() == environment) { if (is_inside_tree() && environment.is_valid() && get_viewport()->find_world()->get_environment() == environment) {
get_world()->set_environment(Ref<Environment>()); get_viewport()->find_world()->set_environment(Ref<Environment>());
remove_from_group("_world_environment_" + itos(get_world()->get_scenario().get_id())); remove_from_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
//clean up //clean up
} }
environment = p_environment; environment = p_environment;
if (is_inside_world() && environment.is_valid()) { if (is_inside_tree() && environment.is_valid()) {
if (get_world()->get_environment().is_valid()) { if (get_viewport()->find_world()->get_environment().is_valid()) {
WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding."); WARN_PRINT("World already has an environment (Another WorldEnvironment?), overriding.");
} }
get_world()->set_environment(environment); get_viewport()->find_world()->set_environment(environment);
add_to_group("_world_environment_" + itos(get_world()->get_scenario().get_id())); add_to_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()));
} }
update_configuration_warning(); update_configuration_warning();
@ -77,11 +78,11 @@ Ref<Environment> WorldEnvironment::get_environment() const {
String WorldEnvironment::get_configuration_warning() const { String WorldEnvironment::get_configuration_warning() const {
if (!is_visible_in_tree() || !is_inside_tree() || !environment.is_valid()) if (/*!is_visible_in_tree() ||*/ !is_inside_tree() || !environment.is_valid())
return String(); return String();
List<Node *> nodes; List<Node *> nodes;
get_tree()->get_nodes_in_group("_world_environment_" + itos(get_world()->get_scenario().get_id()), &nodes); get_tree()->get_nodes_in_group("_world_environment_" + itos(get_viewport()->find_world()->get_scenario().get_id()), &nodes);
if (nodes.size() > 1) { if (nodes.size() > 1) {
return TTR("Only one WorldEnvironment is allowed per scene (or set of instanced scenes)."); return TTR("Only one WorldEnvironment is allowed per scene (or set of instanced scenes).");

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@ -36,9 +36,9 @@
@author Juan Linietsky <reduzio@gmail.com> @author Juan Linietsky <reduzio@gmail.com>
*/ */
class WorldEnvironment : public Spatial { class WorldEnvironment : public Node {
GDCLASS(WorldEnvironment, Spatial); GDCLASS(WorldEnvironment, Node);
Ref<Environment> environment; Ref<Environment> environment;

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@ -49,6 +49,7 @@
#include "scene/scene_string_names.h" #include "scene/scene_string_names.h"
#include "global_config.h" #include "global_config.h"
#include "scene/3d/scenario_fx.h"
void ViewportTexture::setup_local_to_scene() { void ViewportTexture::setup_local_to_scene() {
@ -1017,10 +1018,9 @@ void Viewport::_propagate_enter_world(Node *p_node) {
if (!p_node->is_inside_tree()) //may not have entered scene yet if (!p_node->is_inside_tree()) //may not have entered scene yet
return; return;
Spatial *s = p_node->cast_to<Spatial>(); if (p_node->cast_to<Spatial>() || p_node->cast_to<WorldEnvironment>()) {
if (s) {
s->notification(Spatial::NOTIFICATION_ENTER_WORLD); p_node->notification(Spatial::NOTIFICATION_ENTER_WORLD);
} else { } else {
Viewport *v = p_node->cast_to<Viewport>(); Viewport *v = p_node->cast_to<Viewport>();
if (v) { if (v) {
@ -1055,10 +1055,9 @@ void Viewport::_propagate_exit_world(Node *p_node) {
if (!p_node->is_inside_tree()) //may have exited scene already if (!p_node->is_inside_tree()) //may have exited scene already
return; return;
Spatial *s = p_node->cast_to<Spatial>(); if (p_node->cast_to<Spatial>() || p_node->cast_to<WorldEnvironment>()) {
if (s) {
s->notification(Spatial::NOTIFICATION_EXIT_WORLD, true); p_node->notification(Spatial::NOTIFICATION_EXIT_WORLD);
} else { } else {
Viewport *v = p_node->cast_to<Viewport>(); Viewport *v = p_node->cast_to<Viewport>();
if (v) { if (v) {

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@ -75,6 +75,10 @@ public:
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0; virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
virtual bool is_environment(RID p_env) = 0;
virtual VS::EnvironmentBG environment_get_background(RID p_env) = 0;
virtual int environment_get_canvas_max_layer(RID p_env) = 0;
struct InstanceBase : RID_Data { struct InstanceBase : RID_Data {
VS::InstanceType base_type; VS::InstanceType base_type;

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@ -2162,6 +2162,18 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass); VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
} }
void VisualServerScene::render_empty_scene(RID p_scenario, RID p_shadow_atlas) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
RID environment;
if (scenario->environment.is_valid())
environment = scenario->environment;
else
environment = scenario->fallback_environment;
VSG::scene_render->render_scene(Transform(), CameraMatrix(), true, NULL, 0, NULL, 0, NULL, 0, environment, p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
}
bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int p_step) { bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int p_step) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data); InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);

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@ -519,6 +519,7 @@ public:
_FORCE_INLINE_ void _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario); _FORCE_INLINE_ void _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass); void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas); void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
void update_dirty_instances(); void update_dirty_instances();

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@ -35,23 +35,24 @@
void VisualServerViewport::_draw_viewport(Viewport *p_viewport) { void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
/* Camera should always be BEFORE any other 3D */ /* Camera should always be BEFORE any other 3D */
#if 0
bool scenario_draw_canvas_bg=false;
int scenario_canvas_max_layer=0;
if (!p_viewport->hide_canvas && !p_viewport->disable_environment && scenario_owner.owns(p_viewport->scenario)) { bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
int scenario_canvas_max_layer = 0;
Scenario *scenario=scenario_owner.get(p_viewport->scenario); if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {
if (scenario->environment.is_valid()) {
if (rasterizer->is_environment(scenario->environment)) { VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
scenario_draw_canvas_bg=rasterizer->environment_get_background(scenario->environment)==VS::ENV_BG_CANVAS; if (VSG::scene_render->is_environment(scenario->environment)) {
scenario_canvas_max_layer=rasterizer->environment_get_background_param(scenario->environment,VS::ENV_BG_PARAM_CANVAS_MAX_LAYER); scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;
}
scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
} }
} }
bool can_draw_3d=!p_viewport->hide_scenario && camera_owner.owns(p_viewport->camera) && scenario_owner.owns(p_viewport->scenario); bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);
#if 0
if (scenario_draw_canvas_bg) { if (scenario_draw_canvas_bg) {
@ -88,7 +89,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
} }
} }
if (!p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && p_viewport->camera.is_valid()) { if (!scenario_draw_canvas_bg && can_draw_3d) {
VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas); VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
} }
@ -199,14 +200,15 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
VSG::rasterizer->restore_render_target(); VSG::rasterizer->restore_render_target();
#if 0 if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer > scenario_canvas_max_layer) {
if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer>scenario_canvas_max_layer) {
_draw_viewport_camera(p_viewport,!can_draw_3d);
scenario_draw_canvas_bg=false;
if (can_draw_3d) {
VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
} else {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
}
scenario_draw_canvas_bg = false;
} }
#endif
for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) { for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
@ -229,19 +231,29 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect); VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect);
i++; i++;
#if 0
if (scenario_draw_canvas_bg && E->key().layer>=scenario_canvas_max_layer) { if (scenario_draw_canvas_bg && E->key().layer >= scenario_canvas_max_layer) {
_draw_viewport_camera(p_viewport,!can_draw_3d);
scenario_draw_canvas_bg=false; if (can_draw_3d) {
VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
} else {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
}
scenario_draw_canvas_bg = false;
} }
#endif
} }
#if 0
if (scenario_draw_canvas_bg) { if (scenario_draw_canvas_bg) {
_draw_viewport_camera(p_viewport,!can_draw_3d);
scenario_draw_canvas_bg=false; if (can_draw_3d) {
VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
} else {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
}
scenario_draw_canvas_bg = false;
} }
#endif
//VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow); //VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
} }