-Fixed occluder rendering, closes #8560
-Ability to smooth out 2D shadow filters
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@ -113,7 +113,7 @@ void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
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li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
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li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
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li->ubo_data.shadowpixel_size = 1.0 / p_light->shadow_buffer_size;
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li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
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li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
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li->ubo_data.light_height = p_light->height;
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if (p_light->radius_cache == 0)
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@ -1111,7 +1111,6 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
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glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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state.canvas_shadow_shader.bind();
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glViewport(0, 0, cls->size, cls->height);
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@ -1210,18 +1209,14 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
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}
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}
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*/
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glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
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glBindVertexArray(cc->array_id);
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glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
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instance = instance->next;
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}
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}
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glDisableVertexAttribArray(VS::ARRAY_VERTEX);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void RasterizerCanvasGLES3::reset_canvas() {
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@ -6110,6 +6110,7 @@ RID RasterizerStorageGLES3::canvas_light_occluder_create() {
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co->index_id = 0;
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co->vertex_id = 0;
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co->len = 0;
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glGenVertexArrays(1, &co->array_id);
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return canvas_occluder_owner.make_rid(co);
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}
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@ -6181,7 +6182,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
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if (!co->vertex_id) {
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glGenBuffers(1, &co->vertex_id);
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glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
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glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(real_t), vw.ptr(), GL_DYNAMIC_DRAW);
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
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@ -6194,7 +6195,7 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
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glGenBuffers(1, &co->index_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, lc * 3 * sizeof(uint16_t), iw.ptr(), GL_DYNAMIC_DRAW);
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
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@ -6204,6 +6205,12 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
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co->len = lc;
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glBindVertexArray(co->array_id);
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glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
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glBindVertexArray(0);
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}
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}
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@ -6432,6 +6439,8 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
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if (co->vertex_id)
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glDeleteBuffers(1, &co->vertex_id);
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glDeleteVertexArrays(1, &co->array_id);
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canvas_occluder_owner.free(p_rid);
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memdelete(co);
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@ -1285,6 +1285,7 @@ public:
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struct CanvasOccluder : public RID_Data {
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GLuint array_id; // 0 means, unconfigured
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GLuint vertex_id; // 0 means, unconfigured
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GLuint index_id; // 0 means, unconfigured
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PoolVector<Vector2> lines;
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@ -381,7 +381,7 @@ FRAGMENT_SHADER_CODE
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#ifdef SHADOW_FILTER_NEAREST
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SHADOW_TEST(su+shadowpixel_size);
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SHADOW_TEST(su);
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#endif
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@ -336,6 +336,17 @@ String Light2D::get_configuration_warning() const {
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return String();
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}
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void Light2D::set_shadow_smooth(float p_amount) {
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shadow_smooth = p_amount;
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VS::get_singleton()->canvas_light_set_shadow_smooth(canvas_light, shadow_smooth);
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}
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float Light2D::get_shadow_smooth() const {
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return shadow_smooth;
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}
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void Light2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &Light2D::set_enabled);
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@ -389,6 +400,9 @@ void Light2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_shadow_buffer_size", "size"), &Light2D::set_shadow_buffer_size);
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ClassDB::bind_method(D_METHOD("get_shadow_buffer_size"), &Light2D::get_shadow_buffer_size);
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ClassDB::bind_method(D_METHOD("set_shadow_smooth", "smooth"), &Light2D::set_shadow_smooth);
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ClassDB::bind_method(D_METHOD("get_shadow_smooth"), &Light2D::get_shadow_smooth);
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ClassDB::bind_method(D_METHOD("set_shadow_gradient_length", "multiplier"), &Light2D::set_shadow_gradient_length);
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ClassDB::bind_method(D_METHOD("get_shadow_gradient_length"), &Light2D::get_shadow_gradient_length);
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@ -420,6 +434,7 @@ void Light2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_buffer_size", PROPERTY_HINT_RANGE, "32,16384,1"), "set_shadow_buffer_size", "get_shadow_buffer_size");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_gradient_length", PROPERTY_HINT_RANGE, "1,4096,0.1"), "set_shadow_gradient_length", "get_shadow_gradient_length");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter", PROPERTY_HINT_ENUM, "None,PCF3,PCF5,PCF9,PCF13"), "set_shadow_filter", "get_shadow_filter");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "shadow_filter_smooth", PROPERTY_HINT_RANGE, "0,64,0.1"), "set_shadow_smooth", "get_shadow_smooth");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "shadow_item_cull_mask", PROPERTY_HINT_LAYERS_2D_RENDER), "set_item_shadow_cull_mask", "get_item_shadow_cull_mask");
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BIND_CONSTANT(MODE_ADD);
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@ -449,6 +464,7 @@ Light2D::Light2D() {
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energy = 1.0;
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shadow_color = Color(0, 0, 0, 0);
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shadow_filter = SHADOW_FILTER_NONE;
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shadow_smooth = 0;
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set_notify_transform(true);
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}
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@ -69,6 +69,7 @@ private:
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int item_mask;
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int item_shadow_mask;
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int shadow_buffer_size;
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float shadow_smooth;
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float shadow_gradient_length;
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Mode mode;
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Ref<Texture> texture;
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@ -146,6 +147,9 @@ public:
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void set_shadow_color(const Color &p_shadow_color);
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Color get_shadow_color() const;
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void set_shadow_smooth(float p_amount);
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float get_shadow_smooth() const;
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virtual Rect2 get_item_rect() const;
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String get_configuration_warning() const;
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@ -546,6 +546,7 @@ public:
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float shadow_gradient_length;
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VS::CanvasLightShadowFilter shadow_filter;
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Color shadow_color;
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float shadow_smooth;
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void *texture_cache; // implementation dependent
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Rect2 rect_cache;
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@ -584,6 +585,7 @@ public:
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shadow_buffer_size = 256;
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shadow_gradient_length = 0;
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shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE;
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shadow_smooth = 0.0;
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}
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};
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@ -916,6 +916,13 @@ void VisualServerCanvas::canvas_light_set_shadow_color(RID p_light, const Color
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clight->shadow_color = p_color;
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}
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void VisualServerCanvas::canvas_light_set_shadow_smooth(RID p_light, float p_smooth) {
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RasterizerCanvas::Light *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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clight->shadow_smooth = p_smooth;
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}
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RID VisualServerCanvas::canvas_light_occluder_create() {
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RasterizerCanvas::LightOccluderInstance *occluder = memnew(RasterizerCanvas::LightOccluderInstance);
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@ -209,6 +209,7 @@ public:
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void canvas_light_set_shadow_gradient_length(RID p_light, float p_length);
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void canvas_light_set_shadow_filter(RID p_light, VS::CanvasLightShadowFilter p_filter);
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void canvas_light_set_shadow_color(RID p_light, const Color &p_color);
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void canvas_light_set_shadow_smooth(RID p_light, float p_smooth);
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RID canvas_light_occluder_create();
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void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas);
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@ -1082,6 +1082,7 @@ public:
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BIND2(canvas_light_set_shadow_gradient_length, RID, float)
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BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
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BIND2(canvas_light_set_shadow_color, RID, const Color &)
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BIND2(canvas_light_set_shadow_smooth, RID, float)
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BIND0R(RID, canvas_light_occluder_create)
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BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
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@ -511,6 +511,7 @@ public:
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FUNC2(canvas_light_set_shadow_gradient_length, RID, float)
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FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
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FUNC2(canvas_light_set_shadow_color, RID, const Color &)
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FUNC2(canvas_light_set_shadow_smooth, RID, float)
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FUNC0R(RID, canvas_light_occluder_create)
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FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
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@ -844,6 +844,7 @@ public:
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virtual void canvas_light_set_shadow_gradient_length(RID p_light, float p_length) = 0;
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virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter) = 0;
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virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0;
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virtual void canvas_light_set_shadow_smooth(RID p_light, float p_smooth) = 0;
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virtual RID canvas_light_occluder_create() = 0;
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virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) = 0;
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