diff options
author | Juan Linietsky <reduzio@gmail.com> | 2016-11-09 23:55:06 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2016-11-09 23:55:06 -0300 |
commit | cacf9ebb7fd8df8845daca9da2fe55456cc179aa (patch) | |
tree | 5881cb42ace5001916e9d1843f5a7acbc35332a6 | |
parent | 6b2a27bbe5fa112365fc88b9b4678a61293bcb53 (diff) |
all light types and shadows are working, pending a lot of clean-up
38 files changed, 3235 insertions, 412 deletions
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp index f7dd8839b8..3e3cd1af4f 100644 --- a/core/math/camera_matrix.cpp +++ b/core/math/camera_matrix.cpp @@ -495,6 +495,28 @@ void CameraMatrix::set_light_bias() { } +void CameraMatrix::set_light_atlas_rect(const Rect2& p_rect) { + + float *m=&matrix[0][0]; + + m[0]=p_rect.size.width, + m[1]=0.0, + m[2]=0.0, + m[3]=0.0, + m[4]=0.0, + m[5]=p_rect.size.height, + m[6]=0.0, + m[7]=0.0, + m[8]=0.0, + m[9]=0.0, + m[10]=1.0, + m[11]=0.0, + m[12]=p_rect.pos.x, + m[13]=p_rect.pos.y, + m[14]=0.0, + m[15]=1.0; +} + CameraMatrix::operator String() const { String str; diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h index d192b1fef1..bf8cf3592e 100644 --- a/core/math/camera_matrix.h +++ b/core/math/camera_matrix.h @@ -30,6 +30,7 @@ #define CAMERA_MATRIX_H #include "transform.h" +#include "math_2d.h" /** @author Juan Linietsky <reduzio@gmail.com> */ @@ -53,6 +54,7 @@ struct CameraMatrix { void set_identity(); void set_zero(); void set_light_bias(); + void set_light_atlas_rect(const Rect2& p_rect); void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false); void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar); void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false); diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h index c8ced0b306..9d7e881c65 100644 --- a/core/math/math_funcs.h +++ b/core/math/math_funcs.h @@ -208,7 +208,7 @@ public: } } - static _FORCE_INLINE_ float halfptr_to_float(uint16_t *h) { + static _FORCE_INLINE_ float halfptr_to_float(const uint16_t *h) { union { uint32_t u32; diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index c10c5fee65..c455d4bd11 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -824,8 +824,6 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const bool prev_distance_field=false; - - while(p_item_list) { Item *ci=p_item_list; diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 93dc01d473..287801b597 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1,8 +1,18 @@ #include "rasterizer_scene_gles3.h" #include "globals.h" #include "os/os.h" +#include "rasterizer_canvas_gles3.h" +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, + +}; static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) { @@ -78,6 +88,9 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); ERR_FAIL_COND(!shadow_atlas); ERR_FAIL_COND(p_size<0); + + p_size = nearest_power_of_2(p_size); + if (p_size==shadow_atlas->size) return; @@ -104,7 +117,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ //clear owners shadow_atlas->shadow_owners.clear(); - shadow_atlas->size=nearest_power_of_2(p_size); + shadow_atlas->size=p_size; if (shadow_atlas->size) { glGenFramebuffers(1, &shadow_atlas->fbo); @@ -188,7 +201,7 @@ void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas,int 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) { + 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++; } @@ -260,20 +273,22 @@ bool RasterizerSceneGLES3::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,i } -uint32_t RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version){ +bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version){ + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas); - ERR_FAIL_COND_V(!shadow_atlas,ShadowAtlas::SHADOW_INVALID); + ERR_FAIL_COND_V(!shadow_atlas,false); LightInstance *li = light_instance_owner.getornull(p_light_intance); - ERR_FAIL_COND_V(!li,ShadowAtlas::SHADOW_INVALID); + ERR_FAIL_COND_V(!li,false); if (shadow_atlas->size==0 || shadow_atlas->smallest_subdiv==0) { - return ShadowAtlas::SHADOW_INVALID; + return false; } uint32_t quad_size = shadow_atlas->size>>1; - int desired_fit = MAX(quad_size/shadow_atlas->smallest_subdiv,nearest_power_of_2(quad_size*p_coverage)); + int desired_fit = MIN(quad_size/shadow_atlas->smallest_subdiv,nearest_power_of_2(quad_size*p_coverage)); + int valid_quadrants[4]; int valid_quadrant_count=0; @@ -300,8 +315,7 @@ uint32_t RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_ligh } } - - ERR_FAIL_COND_V(valid_quadrant_count==0,ShadowAtlas::SHADOW_INVALID); + ERR_FAIL_COND_V(valid_quadrant_count==0,false); uint64_t tick = OS::get_singleton()->get_ticks_msec(); @@ -317,13 +331,12 @@ uint32_t RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_ligh bool should_realloc=shadow_atlas->quadrants[q].subdivision!=best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick-tick > shadow_atlas_realloc_tolerance_msec); bool should_redraw=shadow_atlas->quadrants[q].shadows[s].version!=p_light_version; + + if (!should_realloc) { + shadow_atlas->quadrants[q].shadows[s].version=p_light_version; //already existing, see if it should redraw or it's just OK - if (should_redraw) { - key|=ShadowAtlas::SHADOW_INDEX_DIRTY_BIT; - } - - return key; + return should_redraw; } int new_quadrant,new_shadow; @@ -339,6 +352,10 @@ uint32_t RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_ligh sli->shadow_atlases.erase(p_atlas); } + //erase previous + shadow_atlas->quadrants[q].shadows[s].version=0; + shadow_atlas->quadrants[q].shadows[s].owner=RID(); + sh->owner=p_light_intance; sh->alloc_tick=tick; sh->version=p_light_version; @@ -349,19 +366,16 @@ uint32_t RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_ligh //update it in map shadow_atlas->shadow_owners[p_light_intance]=key; //make it dirty, as it should redraw anyway - key|=ShadowAtlas::SHADOW_INDEX_DIRTY_BIT; - - return key; + return true; } //no better place for this shadow found, keep current //already existing, see if it should redraw or it's just OK - if (should_redraw) { - key|=ShadowAtlas::SHADOW_INDEX_DIRTY_BIT; - } - return key; + shadow_atlas->quadrants[q].shadows[s].version=p_light_version; + + return should_redraw; } int new_quadrant,new_shadow; @@ -387,20 +401,49 @@ uint32_t RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_ligh //update it in map shadow_atlas->shadow_owners[p_light_intance]=key; //make it dirty, as it should redraw anyway - key|=ShadowAtlas::SHADOW_INDEX_DIRTY_BIT; - return key; + return true; } //no place to allocate this light, apologies - return ShadowAtlas::SHADOW_INVALID; + return false; } +void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) { + + directional_shadow.light_count=p_count; + directional_shadow.current_light=0; +} + +int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) { + + 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; + +} /* ENVIRONMENT API */ @@ -511,6 +554,7 @@ RID RasterizerSceneGLES3::light_instance_create(RID p_light) { light_instance->last_pass=0; light_instance->last_scene_pass=0; + light_instance->last_scene_shadow_pass=0; light_instance->light=p_light; light_instance->light_ptr=storage->light_owner.getornull(p_light); @@ -520,10 +564,11 @@ RID RasterizerSceneGLES3::light_instance_create(RID p_light) { glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInstance::LightDataUBO), NULL, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); - ERR_FAIL_COND_V(!light_instance->light_ptr,RID()); - return light_instance_owner.make_rid(light_instance); + light_instance->self=light_instance_owner.make_rid(light_instance); + + return light_instance->self; } void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,const Transform& p_transform){ @@ -534,6 +579,25 @@ void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,con light_instance->transform=p_transform; } +void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass) { + + 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].far=p_far; + light_instance->shadow_transform[p_pass].split=p_split; + +} + + void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) { LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); @@ -542,7 +606,6 @@ void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) { light_instance->last_scene_pass=scene_pass; } - //////////////////////////// //////////////////////////// //////////////////////////// @@ -757,9 +820,10 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { void RasterizerSceneGLES3::_setup_light(LightInstance *p_light) { - glBindBufferBase(GL_UNIFORM_BUFFER,3,p_light->light_ubo); //bind light uniform } + + void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection) { if (p_instance->billboard || p_instance->billboard_y || p_instance->depth_scale) { @@ -815,7 +879,22 @@ void RasterizerSceneGLES3::_setup_transform(InstanceBase *p_instance,const Trans } } -void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass) { +void RasterizerSceneGLES3::_set_cull(bool p_front,bool p_reverse_cull) { + + bool front = p_front; + if (p_reverse_cull) + front=!front; + + if (front!=state.cull_front) { + + glCullFace(front?GL_FRONT:GL_BACK); + state.cull_front=front; + } +} + + + +void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,RasterizerStorageGLES3::Texture* p_base_env,bool p_reverse_cull,bool p_alpha_pass,bool p_shadow) { if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { //p_reverse_cull=!p_reverse_cull; @@ -824,25 +903,30 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e glFrontFace(GL_CW); } - bool shadow=false; - glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo - glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1); - glBindTexture(GL_TEXTURE_2D,state.brdf_texture); + if (!p_shadow) { + glBindBufferBase(GL_UNIFORM_BUFFER,2,state.env_radiance_ubo); //bind environment radiance info + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1); + glBindTexture(GL_TEXTURE_2D,state.brdf_texture); - if (p_base_env) { - glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2); - glBindTexture(p_base_env->target,p_base_env->tex_id); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,true); + if (p_base_env) { + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2); + glBindTexture(p_base_env->target,p_base_env->tex_id); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,true); + } else { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false); + + } } else { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false); } + state.cull_front=false; + glCullFace(GL_BACK); state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false); @@ -875,28 +959,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e bool additive=false; - if (!shadow) { -#if 0 - if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) { - texscreen_copied=true; - _copy_to_texscreen(); - - //force reset state - prev_material=NULL; - prev_light=0x777E; - prev_geometry_cmp=NULL; - prev_light_type=0xEF; - prev_skeleton =NULL; - prev_sort_flags=0xFF; - prev_morph_values=NULL; - prev_receive_shadows_state=-1; - glEnable(GL_BLEND); - glDepthMask(GL_TRUE); - glEnable(GL_DEPTH_TEST); - glDisable(GL_SCISSOR_TEST); + if (!p_shadow) { - } -#endif if (light_type!=prev_light_type /* || receive_shadows_state!=prev_receive_shadows_state*/) { if (material->shader->spatial.unshaded/* || current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) { @@ -905,27 +969,38 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,false); state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); + //state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); } else { state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,light_type!=0xF); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,light_type==VS::LIGHT_DIRECTIONAL); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,light_type==VS::LIGHT_OMNI); - state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,light_type==VS::LIGHT_SPOT); - /* - if (receive_shadows_state==1) { - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_SHADOW,(light_type&0x8)); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM,(light_type&0x10)); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,(light_type&0x20)); - } - else { - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_SHADOW,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM,false); - state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,(light_type&3)==VS::LIGHT_DIRECTIONAL); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,(light_type&0xF)==VS::LIGHT_OMNI); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,(light_type&0xF)==VS::LIGHT_SPOT); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); + + if ((light_type&3)==VS::LIGHT_DIRECTIONAL) { + + if (light_instances[light_index]->light_ptr->shadow) { + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,true); + + switch(light_instances[light_index]->light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,true); break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,true); break; + } + } } - state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false); - */ + + } rebind=true; @@ -1007,14 +1082,16 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e current_blend_mode=desired_blend_mode; } - } - if (light_index!=prev_light_index) { - if (light_index!=0xFFFF) { //not unshaded - _setup_light(light_instances[light_index]); + if (light_index!=prev_light_index) { + if (light_index!=0xFFFF) { //not unshaded + _setup_light(light_instances[light_index]); + } } + } + if (material!=prev_material || rebind) { rebind = _setup_material(material,p_alpha_pass); @@ -1027,20 +1104,17 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e _setup_geometry(e); } - if (rebind || prev_additive!=additive) { + if (!p_shadow && (rebind || prev_additive!=additive)) { state.scene_shader.set_uniform(SceneShaderGLES3::NO_AMBIENT_LIGHT, additive); } -// _set_cull(e->mirror,p_reverse_cull); + _set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull); state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0); _setup_transform(e->instance,p_view_transform,p_projection); - -// _render(e->geometry, material, skeleton,e->owner,e->instance->transform); - _render_geometry(e); prev_material=material; @@ -1052,15 +1126,26 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e } - //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count)); glFrontFace(GL_CW); glBindVertexArray(0); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_CUBEMAP,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_DIRECTIONAL,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_OMNI,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_SPOT,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,false); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,false); + } -void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material) { + +void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow) { RasterizerStorageGLES3::Material *m=NULL; RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material); @@ -1096,57 +1181,29 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g bool has_alpha = has_base_alpha || has_blend_alpha; bool shadow = false; -#if 0 - if (shadow) { + bool mirror = p_instance->mirror; - if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) + if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) { + mirror=!mirror; + } + + if (p_shadow) { + + if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) return; //bye - if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) { + if (!m->shader->spatial.uses_vertex && !m->shader->spatial.uses_discard && m->shader->spatial.depth_draw_mode!=RasterizerStorageGLES3::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) - m = shadow_mat_double_sided_ptr; + m = storage->material_owner.getptr(default_material_twosided); else - m = shadow_mat_ptr; - if (m->last_pass!=frame) { - - if (m->shader.is_valid()) { - - m->shader_cache=shader_owner.get(m->shader); - if (m->shader_cache) { - - - if (!m->shader_cache->valid) - m->shader_cache=NULL; - } else { - m->shader=RID(); - } - - } else { - m->shader_cache=NULL; - } - - m->last_pass=frame; - } + m = storage->material_owner.getptr(default_material); } - render_list = &opaque_render_list; - /* notyet - if (!m->shader_cache || m->shader_cache->can_zpass) - render_list = &alpha_render_list; - } else { - render_list = &opaque_render_list; - }*/ - - } else { - if (has_alpha) { - render_list = &alpha_render_list; - } else { - render_list = &opaque_render_list; + has_alpha=false; - } } -#endif + RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element(); @@ -1161,50 +1218,49 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g e->additive_ptr=&e->additive; e->sort_key=0; - if (e->geometry->last_pass!=render_pass) { e->geometry->last_pass=render_pass; e->geometry->index=current_geometry_index++; } + e->sort_key|=uint64_t(e->geometry->index)<<RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT; - if (e->material->last_pass!=render_pass) { - e->material->last_pass=render_pass; - e->material->index=current_material_index++; - } + if (!p_shadow) { - e->sort_key|=uint64_t(e->material->index)<<RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; - e->sort_key|=uint64_t(e->instance->depth_layer)<<RenderList::SORT_KEY_DEPTH_LAYER_SHIFT; - //if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE) - // e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; + if (e->material->last_pass!=render_pass) { + e->material->last_pass=render_pass; + e->material->index=current_material_index++; + } - bool mirror = e->instance->mirror; + e->sort_key|=uint64_t(e->material->index)<<RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; + e->sort_key|=uint64_t(e->instance->depth_layer)<<RenderList::SORT_KEY_DEPTH_LAYER_SHIFT; - if (m->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_FRONT) { - mirror=!mirror; - } + if (!has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode==RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { - if (mirror) { - e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG; - } + //if nothing exists, add this element as opaque too + RenderList::Element *oe = render_list.add_element(); - //e->light_type=0xFF; // no lights! + if (!oe) + return; - if (!shadow && !has_blend_alpha && has_alpha && m->shader->spatial.depth_draw_mode==RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + copymem(oe,e,sizeof(RenderList::Element)); + oe->additive_ptr=&oe->additive; + } + } - //if nothing exists, add this element as opaque too - RenderList::Element *oe = render_list.add_element(); + //if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE) + // e->sort_flags|=RenderList::SORT_FLAG_INSTANCING; - if (!oe) - return; - copymem(oe,e,sizeof(RenderList::Element)); - oe->additive_ptr=&oe->additive; + if (mirror) { + e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG; } + //e->light_type=0xFF; // no lights! + @@ -1246,7 +1302,12 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g ec->sort_key&=~RenderList::SORT_KEY_LIGHT_MASK; ec->sort_key|=uint64_t(directional_light_instances[i]->light_index) << RenderList::SORT_KEY_LIGHT_INDEX_SHIFT; - ec->sort_key|=uint64_t(VS::LIGHT_DIRECTIONAL) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; + ec->sort_key|=uint64_t(VS::LIGHT_DIRECTIONAL) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //this is zero byt whathever + + if (directional_light_instances[i]->light_ptr->shadow) { + //add proper flags for directional shadow mode + ec->sort_key|=uint64_t(directional_light_instances[i]->light_ptr->directional_shadow_mode+1) << (RenderList::SORT_KEY_LIGHT_TYPE_SHIFT+2); + } lit=true; } @@ -1302,7 +1363,7 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g } -void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) { +void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,const CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) { RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(p_skybox); @@ -1382,7 +1443,7 @@ void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,CameraMatrix& p_projection, } -void RasterizerSceneGLES3::_setup_environment(Environment *env,CameraMatrix& p_cam_projection,const Transform& p_cam_transform) { +void RasterizerSceneGLES3::_setup_environment(Environment *env,const CameraMatrix& p_cam_projection,const Transform& p_cam_transform) { //store camera into ubo @@ -1444,6 +1505,20 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env,CameraMatrix& p_c } + { + //directional shadow + + state.ubo_data.shadow_directional_pixel_size[0]=1.0/directional_shadow.size; + state.ubo_data.shadow_directional_pixel_size[1]=1.0/directional_shadow.size; + + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-4); + glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + } + + + glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::SceneDataUBO), &state.ubo_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); @@ -1459,13 +1534,14 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env,CameraMatrix& p_c } -void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection) { +void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cull_count,const Transform& p_camera_inverse_transform,const CameraMatrix& p_camera_projection,RID p_shadow_atlas) { + + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); directional_light_instance_count=0; light_instance_count=0; - Vector<float> lpercent; - for(int i=0;i<p_light_cull_count;i++) { ERR_BREAK( i>=RenderList::MAX_LIGHTS ); @@ -1502,23 +1578,90 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu li->light_ubo_data.light_params[2]=0; li->light_ubo_data.light_params[3]=0; + if (li->light_ptr->shadow) { + int shadow_count=0; + switch(li->light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { + shadow_count=1; + } break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { + shadow_count=2; + } break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { + shadow_count=4; + } break; -#if 0 - if (li->light_ptr->shadow_enabled) { - CameraMatrix bias; - bias.set_light_bias(); + } + + for(int j=0;j<shadow_count;j++) { + + + uint32_t x=li->directional_rect.pos.x; + uint32_t y=li->directional_rect.pos.y; + uint32_t width=li->directional_rect.size.x; + uint32_t height=li->directional_rect.size.y; + + + + if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + + + width/=2; + height/=2; + + if (j==0) { + + } else if (j==1) { + x+=width; + } else if (j==2) { + y+=height; + } else if (j==3) { + x+=width; + y+=height; + + } + + + + } else if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { - int passes=light_instance_get_shadow_passes(p_light_instance); + height/=2; + + if (j==0) { + + } else { + y+=height; + } + + } + + li->light_ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split; + + Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse(); + + 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); + +// print_line("atlas rect: "+atlas_rect); + + CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview; + + store_camera(shadow_mtx,&li->light_ubo_data.shadow_matrix1[16*j]); + + li->light_ubo_data.light_clamp[0]=atlas_rect.pos.x; + li->light_ubo_data.light_clamp[1]=atlas_rect.pos.y; + li->light_ubo_data.light_clamp[2]=atlas_rect.size.x; + li->light_ubo_data.light_clamp[3]=atlas_rect.size.y; - for(int i=0;i<passes;i++) { - Transform modelview=Transform(camera_transform_inverse * li->custom_transform[i]).inverse(); - li->shadow_projection[i] = bias * li->custom_projection[i] * modelview; } - lights_use_shadow=true; + } -#endif + } break; case VS::LIGHT_OMNI: { @@ -1542,29 +1685,57 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu li->light_ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; li->light_ubo_data.light_params[0]=0; - li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - li->light_ubo_data.light_params[2]=0; + li->light_ubo_data.light_params[1]=0; + li->light_ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; li->light_ubo_data.light_params[3]=0; -#if 0 - Transform ai = p_camera_inverse_transform.affine_inverse(); - float zn = p_camera_projection.get_z_near(); - Plane p (ai.origin + ai.basis.get_axis(2) * -zn, -ai.basis.get_axis(2) ); + if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { + // fill in the shadow information - Vector3 point1 = li->transform.origin; - Vector3 point2 = li->transform.origin+p_camera_inverse_transform.affine_inverse().basis.get_axis(1).normalized()*li->light_ptr->param[VS::LIGHT_PARAM_RANGE]; + uint32_t key = shadow_atlas->shadow_owners[li->self]; - p.intersects_segment(ai.origin,point1,&point1); - p.intersects_segment(ai.origin,point2,&point2); - float r = point1.distance_to(point2); + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; + + ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size()); + + uint32_t atlas_size = shadow_atlas->size; + uint32_t quadrant_size = atlas_size>>1; + + uint32_t x=(quadrant&1)*quadrant_size; + uint32_t 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; + + uint32_t width=shadow_size; + uint32_t height=shadow_size; + + + if (li->light_ptr->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + + height/=2; + } else { + width/=2; + + } + + Transform proj = (p_camera_inverse_transform * li->transform).inverse(); + + store_transform(proj,li->light_ubo_data.shadow_matrix1); + + li->light_ubo_data.light_params[3]=1.0; //means it has shadow + li->light_ubo_data.light_clamp[0]=float(x)/atlas_size; + li->light_ubo_data.light_clamp[1]=float(y)/atlas_size; + li->light_ubo_data.light_clamp[2]=float(width)/atlas_size; + li->light_ubo_data.light_clamp[3]=float(height)/atlas_size; + + } - float vp_w,vp_h; - p_camera_projection.get_viewport_size(vp_w,vp_h); - lpercent.push_back(r*2/((vp_h+vp_w)*0.5)); -#endif #if 0 if (li->light_ptr->shadow_enabled) { @@ -1596,10 +1767,54 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu li->light_ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; li->light_ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; - li->light_ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - li->light_ubo_data.light_params[2]=0; + li->light_ubo_data.light_params[1]=Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE])); + li->light_ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; li->light_ubo_data.light_params[3]=0; + if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { + // fill in the shadow information + + uint32_t key = shadow_atlas->shadow_owners[li->self]; + + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; + + ERR_CONTINUE(shadow>=shadow_atlas->quadrants[quadrant].shadows.size()); + + uint32_t atlas_size = shadow_atlas->size; + uint32_t quadrant_size = atlas_size>>1; + + uint32_t x=(quadrant&1)*quadrant_size; + uint32_t 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; + + uint32_t width=shadow_size; + uint32_t height=shadow_size; + + Rect2 rect(float(x)/atlas_size,float(y)/atlas_size,float(width)/atlas_size,float(height)/atlas_size); + + li->light_ubo_data.light_params[3]=1.0; //means it has shadow + li->light_ubo_data.light_clamp[0]=rect.pos.x; + li->light_ubo_data.light_clamp[1]=rect.pos.y; + li->light_ubo_data.light_clamp[2]=rect.size.x; + li->light_ubo_data.light_clamp[3]=rect.size.y; + + Transform modelview = (p_camera_inverse_transform * li->transform).inverse(); + + CameraMatrix bias; + bias.set_light_bias(); + CameraMatrix rectm; + rectm.set_light_atlas_rect(rect); + + CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview; + + store_camera(shadow_mtx,li->light_ubo_data.shadow_matrix1); + + + } #if 0 if (li->light_ptr->shadow_enabled) { CameraMatrix bias; @@ -1679,24 +1894,39 @@ void RasterizerSceneGLES3::_copy_to_front_buffer(Environment *env) { } -void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,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_directional_lights,int p_directional_light_count,RID p_environment){ +void RasterizerSceneGLES3::_copy_texture_to_front_buffer(GLuint p_texture) { - //first of all, make a new render pass - render_pass++; + //copy to front buffer + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo); - //fill up ubo + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1,1,1,1); - Environment *env = environment_owner.getornull(p_environment); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,p_texture); - _setup_environment(env,p_cam_projection,p_cam_transform); + glViewport(0,0,storage->frame.current_rt->width*0.5,storage->frame.current_rt->height*0.5); - _setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse(),p_cam_projection); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true); + storage->shaders.copy.bind(); - render_list.clear(); + _copy_screen(); - current_material_index=0; + //turn off everything used + storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false); - bool use_mrt=false; + +} + +void RasterizerSceneGLES3::_fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow){ + + current_geometry_index=0; + current_material_index=0; //fill list @@ -1716,7 +1946,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM int mat_idx = inst->materials[i].is_valid() ? i : -1; RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; - _add_geometry(s,inst,NULL,mat_idx); + _add_geometry(s,inst,NULL,mat_idx,p_shadow); } //mesh->last_pass=frame; @@ -1731,7 +1961,39 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM } } +} + + +void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID p_environment,RID p_shadow_atlas){ + + //first of all, make a new render pass + render_pass++; + + //fill up ubo + + Environment *env = environment_owner.getornull(p_environment); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + + if (shadow_atlas && shadow_atlas->size) { + glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-3); + glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + state.ubo_data.shadow_atlas_pixel_size[0]=1.0/shadow_atlas->size; + state.ubo_data.shadow_atlas_pixel_size[1]=1.0/shadow_atlas->size; + } + + _setup_environment(env,p_cam_projection,p_cam_transform); + + _setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_shadow_atlas); + + render_list.clear(); + + bool use_mrt=false; + + + _fill_render_list(p_cull_result,p_cull_count,false); // @@ -1742,6 +2004,8 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM RasterizerStorageGLES3::Texture* env_radiance_tex=NULL; + glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + if (use_mrt) { glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); @@ -1811,7 +2075,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false); + _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false); state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false); @@ -1843,11 +2107,34 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM render_list.sort_by_depth(true); - _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true); + _render_list(&render_list.elements[render_list.max_elements-render_list.alpha_element_count],render_list.alpha_element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,true,false); _copy_to_front_buffer(env); +/* if (shadow_atlas) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,shadow_atlas->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); + + } +*/ + if (directional_shadow.fbo) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1)); + + } + + #if 0 if (use_fb) { @@ -1994,6 +2281,294 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraM #endif } +void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count) { + + render_pass++; + + LightInstance *light_instance = light_instance_owner.getornull(p_light); + ERR_FAIL_COND(!light_instance); + RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light); + ERR_FAIL_COND(!light); + + uint32_t x,y,width,height,vp_height; + + + float dp_direction=0.0; + float zfar=0; + bool flip_facing=false; + int custom_vp_size=0; + GLuint fbo; + int current_cubemap=-1; + float bias=0; + float normal_bias=0; + + CameraMatrix light_projection; + Transform light_transform; + + + if (light->type==VS::LIGHT_DIRECTIONAL) { + //set pssm stuff + if (light_instance->last_scene_shadow_pass!=scene_pass) { + //assign rect if unassigned + 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.pos.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.pos.x+=light_instance->directional_rect.size.x; + } + if (light_instance->light_directional_index/2) { + light_instance->directional_rect.pos.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.pos.x; + y=light_instance->directional_rect.pos.y; + width=light_instance->directional_rect.size.x; + height=light_instance->directional_rect.size.y; + + + + if (light->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + + + width/=2; + height/=2; + + if (p_pass==0) { + + } else if (p_pass==1) { + 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; + } + + } + + 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]; + fbo=directional_shadow.fbo; + vp_height=directional_shadow.size; + + } else { + //set from shadow atlas + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + ERR_FAIL_COND(!shadow_atlas); + ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); + + fbo=shadow_atlas->fbo; + vp_height=shadow_atlas->size; + + + uint32_t key = shadow_atlas->shadow_owners[p_light]; + + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT)&0x3; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; + + ERR_FAIL_INDEX(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) { + + + if (light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE) { + + int cubemap_index=shadow_cubemaps.size()-1; + + for(int i=shadow_cubemaps.size()-1;i>=0;i--) { + //find appropriate cubemap to render to + if (shadow_cubemaps[i].size>shadow_size*2) + break; + + cubemap_index=i; + } + + fbo=shadow_cubemaps[cubemap_index].fbo_id[p_pass]; + light_projection=light_instance->shadow_transform[0].camera; + light_transform=light_instance->shadow_transform[0].transform; + custom_vp_size=shadow_cubemaps[cubemap_index].size; + zfar=light->param[VS::LIGHT_PARAM_RANGE]; + + current_cubemap=cubemap_index; + + + } else { + + 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; + + } + + dp_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.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW_DUAL_PARABOLOID,true); + } + + } else if (light->type==VS::LIGHT_SPOT) { + + light_projection=light_instance->shadow_transform[0].camera; + light_transform=light_instance->shadow_transform[0].transform; + + dp_direction = 1.0; + 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]; + } + + } + + //todo hacer que se redibuje cuando corresponde + + + render_list.clear(); + _fill_render_list(p_cull_result,p_cull_count,true); + + render_list.sort_by_depth(false); //shadow is front to back for performance + + glDepthMask(true); + glColorMask(0,0,0,0); + glDisable(GL_BLEND); + glDisable(GL_DITHER); + glEnable(GL_DEPTH_TEST); + + glBindFramebuffer(GL_FRAMEBUFFER,fbo); + + 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); + } + + //glViewport(x,vp_height-(height+y),width,height); + //glScissor(x,vp_height-(height+y),width,height); + glEnable(GL_SCISSOR_TEST); + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + glDisable(GL_SCISSOR_TEST); + + state.ubo_data.shadow_z_offset=bias; + state.ubo_data.shadow_slope_scale=normal_bias; + state.ubo_data.shadow_dual_paraboloid_render_side=dp_direction; + state.ubo_data.shadow_dual_paraboloid_render_zfar=zfar; + + _setup_environment(NULL,light_projection,light_transform); + + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW,true); + + _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,NULL,!flip_facing,false,true); + + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW,false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW_DUAL_PARABOLOID,false); + + + if (light->type==VS::LIGHT_OMNI && light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE && p_pass==5) { + //convert the chosen cubemap to dual paraboloid! + + 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); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE); + glDisable(GL_CULL_FACE); + + for(int i=0;i<2;i++) { + + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FLIP,i==1); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_NEAR,light_projection.get_z_near()); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::Z_FAR,light_projection.get_z_far()); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES3::BIAS,light->param[VS::LIGHT_PARAM_SHADOW_BIAS]); + + uint32_t local_width=width,local_height=height; + uint32_t local_x=x,local_y=y; + if (light->omni_shadow_detail==VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + + 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(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + glDisable(GL_SCISSOR_TEST); + //glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + + _copy_screen(); + + } + + } + + glColorMask(1,1,1,1); + + +} + void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) { scene_pass=p_pass; } @@ -2169,6 +2744,12 @@ void RasterizerSceneGLES3::initialize() { default_material = storage->material_create(); storage->material_set_shader(default_material,default_shader); + default_shader_twosided = storage->shader_create(VS::SHADER_SPATIAL); + default_material_twosided = storage->material_create(); + storage->shader_set_code(default_shader_twosided,"render_mode cull_disabled;\n"); + storage->material_set_shader(default_material_twosided,default_shader_twosided); + + glGenBuffers(1, &state.scene_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW); @@ -2208,9 +2789,77 @@ void RasterizerSceneGLES3::initialize() { glBindBuffer(GL_ARRAY_BUFFER,0); //unbind } render_list.init(); + state.cube_to_dp_shader.init(); _generate_brdf(); shadow_atlas_realloc_tolerance_msec=500; + + + + + + 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); + //gen cubemap first + for(int i=0;i<6;i++) { + + glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube.size, cube.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + } + + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + // Remove artifact on the edges of the shadowmap + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + //gen renderbuffers second, because it needs a complete cubemap + for(int i=0;i<6;i++) { + + glGenFramebuffers(1, &cube.fbo_id[i]); + glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo_id[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,_cube_side_enum[i], cube.cubemap, 0); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE); + } + + shadow_cubemaps.push_back(cube); + + cube_size>>=1; + } + + { + //directional light shadow + directional_shadow.light_count=0; + directional_shadow.size=nearest_power_of_2(GLOBAL_DEF("renderer/directional_shadow_size",2048)); + glGenFramebuffers(1,&directional_shadow.fbo); + glBindFramebuffer(GL_FRAMEBUFFER,directional_shadow.fbo); + glGenTextures(1,&directional_shadow.depth); + glBindTexture(GL_TEXTURE_2D,directional_shadow.depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, 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); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,GL_TEXTURE_2D, directional_shadow.depth, 0); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status!=GL_FRAMEBUFFER_COMPLETE) { + ERR_PRINT("Directional shadow framebuffer status invalid"); + } + } } void RasterizerSceneGLES3::finalize(){ diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index 9df6315e45..d7beebbcf6 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -3,6 +3,7 @@ #include "rasterizer_storage_gles3.h" #include "drivers/gles3/shaders/scene.glsl.h" +#include "drivers/gles3/shaders/cube_to_dp.glsl.h" class RasterizerSceneGLES3 : public RasterizerScene { public: @@ -16,10 +17,13 @@ public: uint32_t current_geometry_index; RID default_material; + RID default_material_twosided; RID default_shader; + RID default_shader_twosided; RasterizerStorageGLES3 *storage; + struct State { @@ -29,6 +33,7 @@ public: int current_depth_draw; SceneShaderGLES3 scene_shader; + CubeToDpShaderGLES3 cube_to_dp_shader; struct SceneDataUBO { @@ -41,6 +46,12 @@ public: float bg_color[4]; float ambient_energy; float bg_energy; + float shadow_z_offset; + float shadow_slope_scale; + float shadow_dual_paraboloid_render_zfar; + float shadow_dual_paraboloid_render_side; + float shadow_atlas_pixel_size[2]; + float shadow_directional_pixel_size[2]; } ubo_data; @@ -62,7 +73,7 @@ public: GLuint skybox_verts; GLuint skybox_array; - + bool cull_front; } state; @@ -71,7 +82,6 @@ public: struct ShadowAtlas : public RID_Data { enum { - SHADOW_INDEX_DIRTY_BIT=(1<<31), QUADRANT_SHIFT=27, SHADOW_INDEX_MASK=(1<<QUADRANT_SHIFT)-1, SHADOW_INVALID=0xFFFFFFFF @@ -111,13 +121,35 @@ public: Map<RID,uint32_t> shadow_owners; }; + struct ShadowCubeMap { + + GLuint fbo_id[6]; + GLuint cubemap; + int size; + }; + + Vector<ShadowCubeMap> shadow_cubemaps; + RID_Owner<ShadowAtlas> shadow_atlas_owner; RID shadow_atlas_create(); void shadow_atlas_set_size(RID p_atlas,int p_size); void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision); bool _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); - uint32_t shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version); + bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version); + + + struct DirectionalShadow { + GLuint fbo; + GLuint depth; + int light_count; + int size; + int current_light; + } directional_shadow; + + virtual int get_directional_light_shadow_size(RID p_light_intance); + virtual void set_directional_shadow_count(int p_count); + /* ENVIRONMENT API */ @@ -174,12 +206,12 @@ public: struct LightInstance : public RID_Data { - struct SplitInfo { + struct ShadowTransform { CameraMatrix camera; Transform transform; - float near; float far; + float split; }; struct LightDataUBO { @@ -188,6 +220,7 @@ public: float light_direction_attenuation[4]; float light_color_energy[4]; float light_params[4]; //cone attenuation, specular, shadow darkening, + float light_clamp[4]; //cone attenuation, specular, shadow darkening, float shadow_split_offsets[4]; float shadow_matrix1[16]; float shadow_matrix2[16]; @@ -197,13 +230,11 @@ public: } light_ubo_data; - SplitInfo split_info[4]; + ShadowTransform shadow_transform[4]; + RID self; RID light; RasterizerStorageGLES3::Light *light_ptr; - - CameraMatrix shadow_matrix[4]; - Transform transform; Vector3 light_vector; @@ -214,12 +245,17 @@ public: uint64_t shadow_pass; uint64_t last_scene_pass; + uint64_t last_scene_shadow_pass; uint64_t last_pass; uint16_t light_index; + uint16_t light_directional_index; + + uint32_t current_shadow_atlas_key; Vector2 dp; - CameraMatrix shadow_projection[4]; + Rect2 directional_rect; + Set<RID> shadow_atlases; //shadow atlases where this light is registered @@ -231,6 +267,7 @@ public: virtual RID light_instance_create(RID p_light); virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform); + virtual void 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); virtual void light_instance_mark_visible(RID p_light_instance); /* RENDER LIST */ @@ -371,26 +408,31 @@ public: RenderList render_list; + _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull); + _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass); _FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection); _FORCE_INLINE_ void _setup_geometry(RenderList::Element *e); _FORCE_INLINE_ void _render_geometry(RenderList::Element *e); _FORCE_INLINE_ void _setup_light(LightInstance *p_light); - void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, RasterizerStorageGLES3::Texture *p_base_env, bool p_reverse_cull, bool p_alpha_pass); + void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, RasterizerStorageGLES3::Texture *p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow); - _FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material); + _FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow); - void _draw_skybox(RID p_skybox, CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale); + void _draw_skybox(RID p_skybox, const CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale); - void _setup_environment(Environment *env,CameraMatrix& p_cam_projection, const Transform& p_cam_transform); - void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform,const CameraMatrix& p_camera_projection); + void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform& p_cam_transform); + void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_shadow_atlas); void _copy_screen(); void _copy_to_front_buffer(Environment *env); + void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug - virtual void render_scene(const Transform& p_cam_transform,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_directional_lights,int p_directional_light_count,RID p_environment); + void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow); + virtual void 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_environment,RID p_shadow_atlas); + virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count); virtual bool free(RID p_rid); void _generate_brdf(); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 4b2c607297..b988781e14 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1290,12 +1290,13 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const { shaders.actions_scene.render_mode_values["cull_front"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_FRONT); shaders.actions_scene.render_mode_values["cull_back"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_BACK); - shaders.actions_scene.render_mode_values["cull_disable"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED); + shaders.actions_scene.render_mode_values["cull_disabled"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED); shaders.actions_scene.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded; shaders.actions_scene.render_mode_flags["ontop"]=&p_shader->spatial.ontop; shaders.actions_scene.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha; + shaders.actions_scene.usage_flag_pointers["VERTEX"]=&p_shader->spatial.uses_vertex; actions=&shaders.actions_scene; actions->uniforms=&p_shader->uniforms; @@ -1318,6 +1319,9 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const { p_shader->texture_count=gen_code.texture_uniforms.size(); p_shader->texture_hints=gen_code.texture_hints; + p_shader->uses_vertex_time=gen_code.uses_vertex_time; + p_shader->uses_fragment_time=gen_code.uses_fragment_time; + //all materials using this shader will have to be invalidated, unfortunately for (SelfList<Material>* E = p_shader->materials.first();E;E=E->next() ) { @@ -1535,6 +1539,57 @@ void RasterizerStorageGLES3::material_set_line_width(RID p_material, float p_wid } +bool RasterizerStorageGLES3::material_is_animated(RID p_material) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,false); + if (material->dirty_list.in_list()) { + _update_material(material); + } + + return material->is_animated_cache; + +} +bool RasterizerStorageGLES3::material_casts_shadows(RID p_material) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND_V(!material,false); + if (material->dirty_list.in_list()) { + _update_material(material); + } + + return material->can_cast_shadow_cache; +} + +void RasterizerStorageGLES3::material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance); + if (E) { + E->get()++; + } else { + material->instance_owners[p_instance]=1; + } +} + +void RasterizerStorageGLES3::material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) { + + Material *material = material_owner.get( p_material ); + ERR_FAIL_COND(!material); + + Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.find(p_instance); + ERR_FAIL_COND(!E); + E->get()--; + + if (E->get()==0) { + material->instance_owners.erase(E); + } +} + + + _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataType type, const Variant& value, uint8_t *data,bool p_linear_color) { switch(type) { case ShaderLanguage::TYPE_BOOL: { @@ -2011,6 +2066,48 @@ void RasterizerStorageGLES3::_update_material(Material* material) { if (material->dirty_list.in_list()) _material_dirty_list.remove( &material->dirty_list ); + + if (material->shader && material->shader->dirty_list.in_list()) { + _update_shader(material->shader); + } + //update caches + + { + bool can_cast_shadow = false; + bool is_animated = false; + + if (material->shader && material->shader->mode==VS::SHADER_SPATIAL) { + if (!material->shader->spatial.uses_alpha && material->shader->spatial.blend_mode==Shader::Spatial::BLEND_MODE_MIX) { + can_cast_shadow=true; + } + + if (material->shader->spatial.uses_discard && material->shader->uses_fragment_time) { + is_animated=true; + } + + if (material->shader->spatial.uses_vertex && material->shader->uses_vertex_time) { + is_animated=true; + } + + } + + if (can_cast_shadow!=material->can_cast_shadow_cache || is_animated!=material->is_animated_cache) { + material->can_cast_shadow_cache=can_cast_shadow; + material->is_animated_cache=is_animated; + + for(Map<Instantiable*,int>::Element *E=material->instantiable_owners.front();E;E=E->next()) { + E->key()->instance_material_change_notify(); + } + + for(Map<RasterizerScene::InstanceBase*,int>::Element *E=material->instance_owners.front();E;E=E->next()) { + E->key()->base_material_changed(); + } + + } + + } + + //clear ubo if it needs to be cleared if (material->ubo_size) { @@ -2102,6 +2199,36 @@ void RasterizerStorageGLES3::_update_material(Material* material) { } +void RasterizerStorageGLES3::_material_add_instantiable(RID p_material,Instantiable *p_instantiable) { + + Material * material = material_owner.getornull(p_material); + ERR_FAIL_COND(!material); + + Map<Instantiable*,int>::Element *I = material->instantiable_owners.find(p_instantiable); + + if (I) { + I->get()++; + } else { + material->instantiable_owners[p_instantiable]=1; + } + +} + +void RasterizerStorageGLES3::_material_remove_instantiable(RID p_material,Instantiable *p_instantiable) { + + Material * material = material_owner.getornull(p_material); + ERR_FAIL_COND(!material); + + Map<Instantiable*,int>::Element *I = material->instantiable_owners.find(p_instantiable); + ERR_FAIL_COND(!I); + + I->get()--; + if (I->get()==0) { + material->instantiable_owners.erase(I); + } +} + + void RasterizerStorageGLES3::update_dirty_materials() { while( _material_dirty_list.first() ) { @@ -2406,6 +2533,8 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P surface->active=true; surface->array_len=p_vertex_count; surface->index_array_len=p_index_count; + surface->array_byte_size=p_array.size(); + surface->index_array_byte_size=p_index_array.size(); surface->primitive=p_primitive; surface->mesh=mesh; surface->format=p_format; @@ -2556,8 +2685,22 @@ void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface ERR_FAIL_COND(!mesh); ERR_FAIL_INDEX(p_surface,mesh->surfaces.size()); + if (mesh->surfaces[p_surface]->material==p_material) + return; + + if (mesh->surfaces[p_surface]->material.is_valid()) { + _material_remove_instantiable(mesh->surfaces[p_surface]->material,mesh); + } + mesh->surfaces[p_surface]->material=p_material; + if (mesh->surfaces[p_surface]->material.is_valid()) { + _material_add_instantiable(mesh->surfaces[p_surface]->material,mesh); + } + + mesh->instance_material_change_notify(); + + } RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const{ @@ -2595,17 +2738,17 @@ DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int Surface *surface = mesh->surfaces[p_surface]; glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); - void * data = glMapBufferRange(GL_ARRAY_BUFFER,0,surface->array_len,GL_MAP_READ_BIT); + void * data = glMapBufferRange(GL_ARRAY_BUFFER,0,surface->array_byte_size,GL_MAP_READ_BIT); ERR_FAIL_COND_V(!data,DVector<uint8_t>()); DVector<uint8_t> ret; - ret.resize(surface->array_len); + ret.resize(surface->array_byte_size); { DVector<uint8_t>::Write w = ret.write(); - copymem(w.ptr(),data,surface->array_len); + copymem(w.ptr(),data,surface->array_byte_size); } glUnmapBuffer(GL_ARRAY_BUFFER); @@ -2622,18 +2765,18 @@ DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh ERR_FAIL_COND_V(surface->index_array_len==0,DVector<uint8_t>()); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->vertex_id); - void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,surface->index_array_len,GL_MAP_READ_BIT); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,surface->index_array_byte_size,GL_MAP_READ_BIT); ERR_FAIL_COND_V(!data,DVector<uint8_t>()); DVector<uint8_t> ret; - ret.resize(surface->index_array_len); + ret.resize(surface->index_array_byte_size); { DVector<uint8_t>::Write w = ret.write(); - copymem(w.ptr(),data,surface->index_array_len); + copymem(w.ptr(),data,surface->index_array_byte_size); } glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); @@ -2662,6 +2805,59 @@ VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_ return mesh->surfaces[p_surface]->primitive; } +AABB RasterizerStorageGLES3::mesh_surface_get_aabb(RID p_mesh, int p_surface) const { + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,AABB()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),AABB()); + + return mesh->surfaces[p_surface]->aabb; + + +} +Vector<DVector<uint8_t> > RasterizerStorageGLES3::mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,Vector<DVector<uint8_t> >()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<DVector<uint8_t> >()); + + Vector<DVector<uint8_t> > bsarr; + + for(int i=0;i<mesh->surfaces[p_surface]->morph_targets.size();i++) { + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mesh->surfaces[p_surface]->morph_targets[i].vertex_id); + void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,mesh->surfaces[p_surface]->array_byte_size,GL_MAP_READ_BIT); + + ERR_FAIL_COND_V(!data,Vector<DVector<uint8_t> >()); + + DVector<uint8_t> ret; + ret.resize(mesh->surfaces[p_surface]->array_byte_size); + + { + + DVector<uint8_t>::Write w = ret.write(); + copymem(w.ptr(),data,mesh->surfaces[p_surface]->array_byte_size); + } + + bsarr.push_back(ret); + + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); + } + + return bsarr; + +} +Vector<AABB> RasterizerStorageGLES3::mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const{ + + const Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh,Vector<AABB >()); + ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),Vector<AABB >()); + + return mesh->surfaces[p_surface]->skeleton_bone_aabb; + +} + + void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){ Mesh *mesh = mesh_owner.getornull(p_mesh); @@ -2670,6 +2866,10 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){ Surface *surface = mesh->surfaces[p_surface]; + if (surface->material.is_valid()) { + _material_remove_instantiable(surface->material,mesh); + } + glDeleteBuffers(1,&surface->vertex_id); if (surface->index_id) { glDeleteBuffers(1,&surface->index_id); @@ -2683,6 +2883,8 @@ void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){ glDeleteVertexArrays(1,&surface->morph_targets[i].array_id); } + mesh->instance_material_change_notify(); + memdelete(surface); mesh->surfaces.remove(p_surface); @@ -2971,7 +3173,6 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){ light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET]=0.1; light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET]=0.3; light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET]=0.6; - light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_4_OFFSET]=1.0; light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]=0.1; light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]=0.1; @@ -2981,6 +3182,10 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type){ light->negative=false; light->cull_mask=0xFFFFFFFF; light->directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; + light->omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; + light->omni_shadow_detail=VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL; + + light->version=0; return light_owner.make_rid(light); } @@ -2998,9 +3203,23 @@ void RasterizerStorageGLES3::light_set_param(RID p_light,VS::LightParam p_param, ERR_FAIL_COND(!light); ERR_FAIL_INDEX(p_param,VS::LIGHT_PARAM_MAX); - if (p_param==VS::LIGHT_PARAM_RANGE || p_param==VS::LIGHT_PARAM_SPOT_ANGLE) { - light->instance_change_notify(); + switch(p_param) { + case VS::LIGHT_PARAM_RANGE: + case VS::LIGHT_PARAM_SPOT_ANGLE: + case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE: + case VS::LIGHT_PARAM_SHADOW_DARKNESS: + case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: + case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: + case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: + case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: + case VS::LIGHT_PARAM_SHADOW_BIAS: + case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: { + + light->version++; + light->instance_change_notify(); + } break; } + light->param[p_param]=p_value; } void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){ @@ -3009,6 +3228,10 @@ void RasterizerStorageGLES3::light_set_shadow(RID p_light,bool p_enabled){ ERR_FAIL_COND(!light); light->shadow=p_enabled; + light->version++; + light->instance_change_notify(); + + } void RasterizerStorageGLES3::light_set_projector(RID p_light,RID p_texture){ @@ -3021,9 +3244,8 @@ void RasterizerStorageGLES3::light_set_attenuation_texure(RID p_light,RID p_text Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); - - } + void RasterizerStorageGLES3::light_set_negative(RID p_light,bool p_enable){ Light * light = light_owner.getornull(p_light); @@ -3037,6 +3259,10 @@ void RasterizerStorageGLES3::light_set_cull_mask(RID p_light,uint32_t p_mask){ ERR_FAIL_COND(!light); light->cull_mask=p_mask; + + light->version++; + light->instance_change_notify(); + } void RasterizerStorageGLES3::light_set_shader(RID p_light,RID p_shader){ @@ -3045,22 +3271,92 @@ void RasterizerStorageGLES3::light_set_shader(RID p_light,RID p_shader){ } +void RasterizerStorageGLES3::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->omni_shadow_mode=p_mode; + + light->version++; + light->instance_change_notify(); + + +} + +VS::LightOmniShadowMode RasterizerStorageGLES3::light_omni_get_shadow_mode(RID p_light) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_CUBE); + + return light->omni_shadow_mode; +} + + +void RasterizerStorageGLES3::light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail) { + + Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND(!light); + + light->omni_shadow_detail=p_detail; + light->version++; + light->instance_change_notify(); +} + void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode){ Light * light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); + light->directional_shadow_mode=p_mode; + light->version++; + light->instance_change_notify(); + +} + +VS::LightDirectionalShadowMode RasterizerStorageGLES3::light_directional_get_shadow_mode(RID p_light) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); + + return light->directional_shadow_mode; } + VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const { const Light * light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); - return VS::LIGHT_DIRECTIONAL; + return light->type; } +float RasterizerStorageGLES3::light_get_param(RID p_light,VS::LightParam p_param) { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); + + return light->param[p_param]; +} + +bool RasterizerStorageGLES3::light_has_shadow(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL); + + return light->shadow; +} + +uint64_t RasterizerStorageGLES3::light_get_version(RID p_light) const { + + const Light * light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light,0); + + return light->version; +} + + AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const { const Light * light = light_owner.getornull(p_light); diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index b12c2d93b6..f8b34d6a16 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -99,6 +99,38 @@ public: + struct Instantiable : public RID_Data { + + SelfList<RasterizerScene::InstanceBase>::List instance_list; + + _FORCE_INLINE_ void instance_change_notify() { + + SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first(); + while(instances) { + + instances->self()->base_changed(); + instances=instances->next(); + } + } + + _FORCE_INLINE_ void instance_material_change_notify() { + + SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first(); + while(instances) { + + instances->self()->base_material_changed(); + instances=instances->next(); + } + } + + Instantiable() { } + virtual ~Instantiable() { + + while(instance_list.first()) { + instance_list.first()->self()->base_removed(); + } + } + }; @@ -282,9 +314,14 @@ public: bool uses_alpha; bool unshaded; bool ontop; + bool uses_vertex; + bool uses_discard; } spatial; + bool uses_vertex_time; + bool uses_fragment_time; + Shader() : dirty_list(this) { shader=NULL; @@ -315,6 +352,8 @@ public: void update_dirty_shaders(); + + /* COMMON MATERIAL API */ struct Material : public RID_Data { @@ -331,7 +370,15 @@ public: uint32_t index; uint64_t last_pass; + Map<Instantiable*,int> instantiable_owners; + Map<RasterizerScene::InstanceBase*,int> instance_owners; + + bool can_cast_shadow_cache; + bool is_animated_cache; + Material() : list(this), dirty_list(this) { + can_cast_shadow_cache=false; + is_animated_cache=false; shader=NULL; line_width=1.0; ubo_id=0; @@ -343,6 +390,8 @@ public: mutable SelfList<Material>::List _material_dirty_list; void _material_make_dirty(Material *p_material) const; + void _material_add_instantiable(RID p_material,Instantiable *p_instantiable); + void _material_remove_instantiable(RID p_material, Instantiable *p_instantiable); mutable RID_Owner<Material> material_owner; @@ -357,34 +406,18 @@ public: virtual void material_set_line_width(RID p_material, float p_width); + virtual bool material_is_animated(RID p_material); + virtual bool material_casts_shadows(RID p_material); + + virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); + virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); + void _update_material(Material* material); void update_dirty_materials(); /* MESH API */ - struct Instantiable : public RID_Data { - - SelfList<RasterizerScene::InstanceBase>::List instance_list; - - _FORCE_INLINE_ void instance_change_notify() { - - SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first(); - while(instances) { - - instances->self()->base_changed(); - instances=instances->next(); - } - } - - Instantiable() { } - virtual ~Instantiable() { - - while(instance_list.first()) { - instance_list.first()->self()->base_removed(); - } - } - }; struct Geometry : Instantiable { @@ -455,7 +488,8 @@ public: int index_array_len; int max_bone; - int array_bytes; + int array_byte_size; + int index_array_byte_size; VS::PrimitiveType primitive; @@ -464,7 +498,8 @@ public: Surface() { - array_bytes=0; + array_byte_size=0; + index_array_byte_size=0; mesh=NULL; format=0; array_id=0; @@ -526,6 +561,10 @@ public: virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; + virtual Vector<DVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; + virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const; + virtual void mesh_remove_surface(RID p_mesh, int p_surface); virtual int mesh_get_surface_count(RID p_mesh) const; @@ -598,7 +637,10 @@ public: bool shadow; bool negative; uint32_t cull_mask; + VS::LightOmniShadowMode omni_shadow_mode; + VS::LightOmniShadowDetail omni_shadow_detail; VS::LightDirectionalShadowMode directional_shadow_mode; + uint64_t version; }; mutable RID_Owner<Light> light_owner; @@ -614,11 +656,22 @@ public: virtual void light_set_cull_mask(RID p_light,uint32_t p_mask); virtual void light_set_shader(RID p_light,RID p_shader); + virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); + + virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail); virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); + + virtual bool light_has_shadow(RID p_light) const; virtual VS::LightType light_get_type(RID p_light) const; + virtual float light_get_param(RID p_light,VS::LightParam p_param); + virtual AABB light_get_aabb(RID p_light) const; + virtual uint64_t light_get_version(RID p_light) const; + /* PROBE API */ virtual RID reflection_probe_create(); diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 0dff53bfb9..dce52ecd93 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -330,6 +330,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener SL::FunctionNode *fnode=pnode->functions[i].function; + current_func_name=fnode->name; if (fnode->name=="vertex") { @@ -401,6 +402,14 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener else code=_mkid(vnode->name); + if (vnode->name==time_name) { + if (current_func_name==vertex_name) { + r_gen_code.uses_vertex_time=true; + } + if (current_func_name==fragment_name) { + r_gen_code.uses_fragment_time=true; + } + } } break; case SL::Node::TYPE_CONSTANT: { @@ -536,6 +545,8 @@ Error ShaderCompilerGLES3::compile(VS::ShaderMode p_mode, const String& p_code, r_gen_code.fragment=String(); r_gen_code.fragment_global=String(); r_gen_code.light=String(); + r_gen_code.uses_fragment_time=false; + r_gen_code.uses_vertex_time=false; @@ -645,7 +656,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { - + vertex_name="vertex"; + fragment_name="fragment"; + time_name="TIME"; diff --git a/drivers/gles3/shader_compiler_gles3.h b/drivers/gles3/shader_compiler_gles3.h index dcea82d773..3549526808 100644 --- a/drivers/gles3/shader_compiler_gles3.h +++ b/drivers/gles3/shader_compiler_gles3.h @@ -32,6 +32,9 @@ public: String fragment; String light; + bool uses_fragment_time; + bool uses_vertex_time; + }; private: @@ -49,6 +52,10 @@ private: String _dump_node_code(ShaderLanguage::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions& p_actions, const DefaultIdentifierActions& p_default_actions); + StringName current_func_name; + StringName vertex_name; + StringName fragment_name; + StringName time_name; Set<StringName> used_name_defines; Set<StringName> used_rmode_defines; diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index afffe10316..44d325b091 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -6,4 +6,5 @@ if env['BUILDERS'].has_key('GLES3_GLSL'): env.GLES3_GLSL('canvas_shadow.glsl'); env.GLES3_GLSL('scene.glsl'); env.GLES3_GLSL('cubemap_filter.glsl'); + env.GLES3_GLSL('cube_to_dp.glsl'); diff --git a/drivers/gles3/shaders/cube_to_dp.glsl b/drivers/gles3/shaders/cube_to_dp.glsl new file mode 100644 index 0000000000..5ffc78c0b9 --- /dev/null +++ b/drivers/gles3/shaders/cube_to_dp.glsl @@ -0,0 +1,79 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[fragment] + + +uniform highp samplerCube source_cube; //texunit:0 +in vec2 uv_interp; + +uniform bool z_flip; +uniform highp float z_far; +uniform highp float z_near; +uniform highp float bias; + +void main() { + + highp vec3 normal = vec3( uv_interp * 2.0 - 1.0, 0.0 ); +/* + if(z_flip) { + normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + } else { + normal.z = -0.5 + 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + } +*/ + + //normal.z = sqrt(1.0-dot(normal.xy,normal.xy)); + //normal.xy*=1.0+normal.z; + + normal.z = 0.5 - 0.5*((normal.x * normal.x) + (normal.y * normal.y)); + normal = normalize(normal); + +/* + normal.z=0.5; + normal=normalize(normal); +*/ + if (!z_flip) { + normal.z=-normal.z; + } + + //normal = normalize(vec3( uv_interp * 2.0 - 1.0, 1.0 )); + float depth = texture(source_cube,normal).r; + + // absolute values for direction cosines, bigger value equals closer to basis axis + vec3 unorm = abs(normal); + + if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) { + // x code + unorm = normal.x > 0.0 ? vec3( 1.0, 0.0, 0.0 ) : vec3( -1.0, 0.0, 0.0 ) ; + } else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) { + // y code + unorm = normal.y > 0.0 ? vec3( 0.0, 1.0, 0.0 ) : vec3( 0.0, -1.0, 0.0 ) ; + } else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) { + // z code + unorm = normal.z > 0.0 ? vec3( 0.0, 0.0, 1.0 ) : vec3( 0.0, 0.0, -1.0 ) ; + } else { + // oh-no we messed up code + // has to be + unorm = vec3( 1.0, 0.0, 0.0 ); + } + + float depth_fix = 1.0 / dot(normal,unorm); + + + depth = 2.0 * depth - 1.0; + float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); + gl_FragDepth = (linear_depth*depth_fix+bias) / z_far; +} + diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 60ac015a17..de1591e8ff 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1,7 +1,6 @@ [vertex] -#define ENABLE_UV_INTERP /* from VisualServer: @@ -56,6 +55,15 @@ layout(std140) uniform SceneData { //ubo:0 highp vec4 bg_color; float ambient_energy; float bg_energy; + + float shadow_z_offset; + float shadow_z_slope_scale; + float shadow_dual_paraboloid_render_zfar; + float shadow_dual_paraboloid_render_side; + + vec2 shadow_atlas_pixel_size; + vec2 directional_shadow_pixel_size; + }; uniform highp mat4 world_transform; @@ -68,6 +76,7 @@ layout(std140) uniform LightData { //ubo:3 mediump vec4 light_direction_attenuation; mediump vec4 light_color_energy; mediump vec4 light_params; //cone attenuation, specular, shadow darkening, + mediump vec4 light_clamp; mediump vec4 shadow_split_offsets; highp mat4 shadow_matrix1; highp mat4 shadow_matrix2; @@ -75,19 +84,6 @@ layout(std140) uniform LightData { //ubo:3 highp mat4 shadow_matrix4; }; -#ifdef USE_FORWARD_1_SHADOW_MAP -out mediump vec4 forward_shadow_pos1; -#endif - -#ifdef USE_FORWARD_2_SHADOW_MAP -out mediump vec4 forward_shadow_pos2; -#endif - -#ifdef USE_FORWARD_4_SHADOW_MAP -out mediump vec4 forward_shadow_pos3; -out mediump vec4 forward_shadow_pos4; -#endif - #endif /* Varyings */ @@ -120,13 +116,6 @@ varying vec4 position_interp; #endif -#ifdef USE_SHADOW_PASS - -uniform highp float shadow_z_offset; -uniform highp float shadow_z_slope_scale; - -#endif - VERTEX_SHADER_GLOBALS @@ -141,6 +130,11 @@ MATERIAL_UNIFORMS #endif +#ifdef RENDER_SHADOW_DUAL_PARABOLOID + +out highp float dp_clip; + +#endif void main() { @@ -206,24 +200,49 @@ VERTEX_SHADER_CODE } + vertex_interp = vertex.xyz; + normal_interp = normal; + +#if defined(ENABLE_TANGENT_INTERP) + tangent_interp = tangent; + binormal_interp = binormal; +#endif + +#ifdef RENDER_SHADOW + + +#ifdef RENDER_SHADOW_DUAL_PARABOLOID + + vertex_interp.z*= shadow_dual_paraboloid_render_side; + normal_interp.z*= shadow_dual_paraboloid_render_side; -#ifdef USE_SHADOW_PASS + dp_clip=vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias + + //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges + + highp vec3 vtx = vertex_interp+normalize(vertex_interp)*shadow_z_offset; + highp float distance = length(vtx); + vtx = normalize(vtx); + vtx.xy/=1.0-vtx.z; + vtx.z=(distance/shadow_dual_paraboloid_render_zfar); + vtx.z=vtx.z * 2.0 - 1.0; + + vertex.xyz=vtx; + vertex.w=1.0; + + +#else float z_ofs = shadow_z_offset; z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale; vertex_interp.z-=z_ofs; -#endif +#endif //RENDER_SHADOW_DUAL_PARABOLOID - vertex_interp = vertex.xyz; - normal_interp = normal; +#endif //RENDER_SHADOW -#if defined(ENABLE_TANGENT_INTERP) - tangent_interp = tangent; - binormal_interp = binormal; -#endif -#if !defined(SKIP_TRANSFORM_USED) +#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_SHADOW_DUAL_PARABOLOID) gl_Position = projection_matrix * vec4(vertex_interp,1.0); #else gl_Position = vertex; @@ -239,11 +258,6 @@ VERTEX_SHADER_CODE #define M_PI 3.14159265359 - -#define ENABLE_UV_INTERP -//hack to use uv if no uv present so it works with lightmap - - /* Varyings */ #if defined(ENABLE_COLOR_INTERP) @@ -318,6 +332,15 @@ layout(std140) uniform SceneData { highp vec4 bg_color; float ambient_energy; float bg_energy; + + float shadow_z_offset; + float shadow_z_slope_scale; + float shadow_dual_paraboloid_render_zfar; + float shadow_dual_paraboloid_render_side; + + vec2 shadow_atlas_pixel_size; + vec2 directional_shadow_pixel_size; + }; @@ -328,7 +351,8 @@ layout(std140) uniform LightData { highp vec4 light_pos_inv_radius; mediump vec4 light_direction_attenuation; mediump vec4 light_color_energy; - mediump vec4 light_params; //cone attenuation, specular, shadow darkening, + mediump vec4 light_params; //cone attenuation, specular, shadow darkening, shadow enabled + mediump vec4 light_clamp; mediump vec4 shadow_split_offsets; highp mat4 shadow_matrix1; highp mat4 shadow_matrix2; @@ -336,20 +360,12 @@ layout(std140) uniform LightData { highp mat4 shadow_matrix4; }; -#ifdef USE_FORWARD_1_SHADOW_MAP -in mediump vec4 forward_shadow_pos1; #endif -#ifdef USE_FORWARD_2_SHADOW_MAP -in mediump vec4 forward_shadow_pos2; -#endif -#ifdef USE_FORWARD_4_SHADOW_MAP -in mediump vec4 forward_shadow_pos3; -in mediump vec4 forward_shadow_pos4; -#endif +uniform highp sampler2DShadow directional_shadow; //texunit:-4 +uniform highp sampler2DShadow shadow_atlas; //texunit:-3 -#endif #ifdef USE_MULTIPLE_RENDER_TARGETS @@ -408,10 +424,27 @@ void light_compute(vec3 normal, vec3 light_vec,vec3 eye_vec,vec3 diffuse_color, } +float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 pos, float depth, vec4 clamp_rect) { + + return textureProj(shadow,vec4(pos,depth,1.0)); +} + +#ifdef RENDER_SHADOW_DUAL_PARABOLOID + +in highp float dp_clip; + +#endif + void main() { +#ifdef RENDER_SHADOW_DUAL_PARABOLOID + + if (dp_clip>0.0) + discard; +#endif + //lay out everything, whathever is unused is optimized away anyway - vec3 vertex = vertex_interp; + highp vec3 vertex = vertex_interp; vec3 albedo = vec3(0.8,0.8,0.8); vec3 specular = vec3(0.2,0.2,0.2); float roughness = 1.0; @@ -528,27 +561,216 @@ FRAGMENT_SHADER_CODE #endif -#ifdef USE_FORWARD_LIGHTING - #ifdef USE_FORWARD_DIRECTIONAL - light_compute(normal,light_direction_attenuation.xyz,eye_vec,albedo,specular,roughness,1.0,diffuse_light,specular_light); + float light_attenuation=1.0; + +#ifdef LIGHT_DIRECTIONAL_SHADOW + + if (gl_FragCoord.w > shadow_split_offsets.w) { + + vec3 pssm_coord; + +#ifdef LIGHT_USE_PSSM_BLEND + float pssm_blend; + vec3 pssm_coord2; + bool use_blend=true; + vec3 light_pssm_split_inv = 1.0/shadow_split_offsets.xyz; + float w_inv = 1.0/gl_FragCoord.w; #endif + +#ifdef LIGHT_USE_PSSM4 + + + if (gl_FragCoord.w > shadow_split_offsets.y) { + + if (gl_FragCoord.w > shadow_split_offsets.x) { + + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + ambient_light=vec3(1.0,0.4,0.4); + + +#if defined(LIGHT_USE_PSSM_BLEND) + + splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv); +#endif + + } else { + + highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + ambient_light=vec3(0.4,1.0,0.4); + +#if defined(LIGHT_USE_PSSM_BLEND) + splane=(shadow_matrix3 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(light_pssm_split_inv.x,light_pssm_split_inv.y,w_inv); +#endif + + } + } else { + + + if (gl_FragCoord.w > shadow_split_offsets.z) { + + highp vec4 splane=(shadow_matrix3 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + ambient_light=vec3(0.4,0.4,1.0); + +#if defined(LIGHT_USE_PSSM_BLEND) + splane=(shadow_matrix4 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(light_pssm_split_inv.y,light_pssm_split_inv.z,w_inv); +#endif + + } else { + highp vec4 splane=(shadow_matrix4 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + diffuse_light*=vec3(1.0,0.4,1.0); + +#if defined(LIGHT_USE_PSSM_BLEND) + use_blend=false; + +#endif + + } + } + +#endif //LIGHT_USE_PSSM4 + +#ifdef LIGHT_USE_PSSM2 + + if (gl_FragCoord.w > shadow_split_offsets.x) { + + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + + +#if defined(LIGHT_USE_PSSM_BLEND) + + splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord2=splane.xyz/splane.w; + pssm_blend=smoothstep(0.0,light_pssm_split_inv.x,w_inv); +#endif + + } else { + highp vec4 splane=(shadow_matrix2 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; +#if defined(LIGHT_USE_PSSM_BLEND) + use_blend=false; + +#endif + + } + +#endif //LIGHT_USE_PSSM2 + +#if !defined(LIGHT_USE_PSSM4) && !defined(LIGHT_USE_PSSM2) + { //regular orthogonal + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + pssm_coord=splane.xyz/splane.w; + } +#endif + + + //one one sample + light_attenuation=sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord.xy,pssm_coord.z,light_clamp); + + +#if defined(LIGHT_USE_PSSM_BLEND) + if (use_blend) { + float light_attenuation2=sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp); + light_attenuation=mix(light_attenuation,light_attenuation2,pssm_blend); + } +#endif + + } + +#endif //LIGHT_DIRECTIONAL_SHADOW + + light_compute(normal,-light_direction_attenuation.xyz,eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light); + + +#endif //USE_FORWARD_DIRECTIONAL + + #ifdef USE_FORWARD_OMNI vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex; float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w; float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w ); + + if (light_params.w>0.5) { + //there is a shadowmap + + highp vec3 splane=(shadow_matrix1 * vec4(vertex,1.0)).xyz; + float shadow_len=length(splane); + splane=normalize(splane); + vec4 clamp_rect=light_clamp; + + if (splane.z>=0.0) { + + splane.z+=1.0; + + clamp_rect.y+=clamp_rect.w; + + } else { + + splane.z=1.0 - splane.z; + + //if (clamp_rect.z<clamp_rect.w) { + // clamp_rect.x+=clamp_rect.z; + //} else { + // clamp_rect.y+=clamp_rect.w; + //} + + } + + splane.xy/=splane.z; + splane.xy=splane.xy * 0.5 + 0.5; + splane.z = shadow_len * light_pos_inv_radius.w; + + splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw; + + light_attenuation*=sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect); + } + light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light); -#endif + +#endif //USE_FORWARD_OMNI #ifdef USE_FORWARD_SPOT -#endif + vec3 light_rel_vec = light_pos_inv_radius.xyz-vertex; + float normalized_distance = length( light_rel_vec )*light_pos_inv_radius.w; + float light_attenuation = pow( max(1.0 - normalized_distance, 0.0), light_direction_attenuation.w ); + vec3 spot_dir = light_direction_attenuation.xyz; + float spot_cutoff=light_params.y; + float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); + float rim = (1.0 - scos) / (1.0 - spot_cutoff); + light_attenuation *= 1.0 - pow( rim, light_params.x); + + if (light_params.w>0.5) { + //there is a shadowmap + + highp vec4 splane=(shadow_matrix1 * vec4(vertex,1.0)); + splane.xyz/=splane.w; + // splane.xy=splane.xy*0.5+0.5; + + //splane.xy=light_clamp.xy+splane.xy*light_clamp.zw; + light_attenuation*=sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,light_clamp); + + } + + light_compute(normal,normalize(light_rel_vec),eye_vec,albedo,specular,roughness,light_attenuation,diffuse_light,specular_light); + +#endif //USE_FORWARD_SPOT -#endif #if defined(USE_LIGHT_SHADER_CODE) @@ -560,6 +782,11 @@ LIGHT_SHADER_CODE } #endif +#ifdef RENDER_SHADOW +//nothing happens, so a tree-ssa optimizer will result in no fragment shader :) +#else + + #ifdef USE_MULTIPLE_RENDER_TARGETS //approximate ambient scale for SSAO, since we will lack full ambient @@ -574,13 +801,17 @@ LIGHT_SHADER_CODE #else + #ifdef SHADELESS frag_color=vec4(albedo,alpha); #else frag_color=vec4(ambient_light+diffuse_light+specular_light,alpha); -#endif +#endif //SHADELESS + +#endif //USE_MULTIPLE_RENDER_TARGETS + +#endif //RENDER_SHADOW -#endif } diff --git a/main/main.cpp b/main/main.cpp index 912e8adf4f..bd4af2e79a 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -1296,6 +1296,17 @@ bool Main::start() { appname = TranslationServer::get_singleton()->translate(appname); OS::get_singleton()->set_window_title(appname); + int shadow_atlas_size = GLOBAL_DEF("rendering/shadow_atlas/size",2048); + int shadow_atlas_q0_subdiv = GLOBAL_DEF("rendering/shadow_atlas/quadrant_0_subdiv",2); + int shadow_atlas_q1_subdiv = GLOBAL_DEF("rendering/shadow_atlas/quadrant_1_subdiv",2); + int shadow_atlas_q2_subdiv = GLOBAL_DEF("rendering/shadow_atlas/quadrant_2_subdiv",3); + int shadow_atlas_q3_subdiv = GLOBAL_DEF("rendering/shadow_atlas/quadrant_3_subdiv",4); + + sml->get_root()->set_shadow_atlas_size(shadow_atlas_size); + sml->get_root()->set_shadow_atlas_quadrant_subdiv(0,Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q0_subdiv)); + sml->get_root()->set_shadow_atlas_quadrant_subdiv(1,Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q1_subdiv)); + sml->get_root()->set_shadow_atlas_quadrant_subdiv(2,Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q2_subdiv)); + sml->get_root()->set_shadow_atlas_quadrant_subdiv(3,Viewport::ShadowAtlasQuadrantSubdiv(shadow_atlas_q3_subdiv)); } else { GLOBAL_DEF("display/stretch_mode","disabled"); @@ -1304,7 +1315,17 @@ bool Main::start() { Globals::get_singleton()->set_custom_property_info("display/stretch_aspect",PropertyInfo(Variant::STRING,"display/stretch_aspect",PROPERTY_HINT_ENUM,"ignore,keep,keep_width,keep_height")); sml->set_auto_accept_quit(GLOBAL_DEF("application/auto_accept_quit",true)); - + GLOBAL_DEF("rendering/shadow_atlas/size",2048); + Globals::get_singleton()->set_custom_property_info("rendering/shadow_atlas/size",PropertyInfo(Variant::INT,"rendering/shadow_atlas/size",PROPERTY_HINT_RANGE,"256,16384")); + + GLOBAL_DEF("rendering/shadow_atlas/quadrant_0_subdiv",2); + GLOBAL_DEF("rendering/shadow_atlas/quadrant_1_subdiv",2); + GLOBAL_DEF("rendering/shadow_atlas/quadrant_2_subdiv",3); + GLOBAL_DEF("rendering/shadow_atlas/quadrant_3_subdiv",4); + Globals::get_singleton()->set_custom_property_info("rendering/shadow_atlas/quadrant_0_subdiv",PropertyInfo(Variant::INT,"rendering/shadow_atlas/quadrant_0_subdiv",PROPERTY_HINT_ENUM,"Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows")); + Globals::get_singleton()->set_custom_property_info("rendering/shadow_atlas/quadrant_1_subdiv",PropertyInfo(Variant::INT,"rendering/shadow_atlas/quadrant_1_subdiv",PROPERTY_HINT_ENUM,"Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows")); + Globals::get_singleton()->set_custom_property_info("rendering/shadow_atlas/quadrant_2_subdiv",PropertyInfo(Variant::INT,"rendering/shadow_atlas/quadrant_2_subdiv",PROPERTY_HINT_ENUM,"Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows")); + Globals::get_singleton()->set_custom_property_info("rendering/shadow_atlas/quadrant_3_subdiv",PropertyInfo(Variant::INT,"rendering/shadow_atlas/quadrant_3_subdiv",PROPERTY_HINT_ENUM,"Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows")); } diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp index 88ba7b3731..cfc829078d 100644 --- a/scene/3d/light.cpp +++ b/scene/3d/light.cpp @@ -202,7 +202,7 @@ void Light::_bind_methods() { ADD_PROPERTY( PropertyInfo( Variant::BOOL, "light/negative"), _SCS("set_negative"), _SCS("is_negative")); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/specular"), _SCS("set_param"), _SCS("get_param"), PARAM_SPECULAR); ADD_PROPERTY( PropertyInfo( Variant::INT, "light/cull_mask"), _SCS("set_cull_mask"), _SCS("get_cull_mask")); - ADD_PROPERTY( PropertyInfo( Variant::INT, "shadow/enabled"), _SCS("set_shadow"), _SCS("has_shadow")); + ADD_PROPERTY( PropertyInfo( Variant::BOOL, "shadow/enabled"), _SCS("set_shadow"), _SCS("has_shadow")); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/darkness"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_DARKNESS); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/normal_bias"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_NORMAL_BIAS); ADD_PROPERTYI( PropertyInfo( Variant::REAL, "shadow/bias"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_BIAS); @@ -222,7 +222,6 @@ void Light::_bind_methods() { BIND_CONSTANT( PARAM_SHADOW_SPLIT_1_OFFSET ); BIND_CONSTANT( PARAM_SHADOW_SPLIT_2_OFFSET ); BIND_CONSTANT( PARAM_SHADOW_SPLIT_3_OFFSET ); - BIND_CONSTANT( PARAM_SHADOW_SPLIT_4_OFFSET ); BIND_CONSTANT( PARAM_SHADOW_NORMAL_BIAS ); BIND_CONSTANT( PARAM_SHADOW_BIAS ); BIND_CONSTANT( PARAM_SHADOW_BIAS_SPLIT_SCALE ); @@ -255,7 +254,6 @@ Light::Light(VisualServer::LightType p_type) { set_param(PARAM_SHADOW_SPLIT_1_OFFSET,0.1); set_param(PARAM_SHADOW_SPLIT_2_OFFSET,0.2); set_param(PARAM_SHADOW_SPLIT_3_OFFSET,0.5); - set_param(PARAM_SHADOW_SPLIT_4_OFFSET,1.0); set_param(PARAM_SHADOW_NORMAL_BIAS,0.1); set_param(PARAM_SHADOW_BIAS,0.1); set_param(PARAM_SHADOW_BIAS_SPLIT_SCALE,0.1); @@ -279,36 +277,107 @@ Light::~Light() { } ///////////////////////////////////////// +void DirectionalLight::set_shadow_mode(ShadowMode p_mode) { + + shadow_mode=p_mode; + VS::get_singleton()->light_directional_set_shadow_mode(light,VS::LightDirectionalShadowMode(p_mode)); +} + +DirectionalLight::ShadowMode DirectionalLight::get_shadow_mode() const { + + return shadow_mode; +} + +void DirectionalLight::set_blend_splits(bool p_enable) { + + blend_splits=p_enable; +} + +bool DirectionalLight::is_blend_splits_enabled() const { + + return blend_splits; +} + void DirectionalLight::_bind_methods() { + ObjectTypeDB::bind_method( _MD("set_shadow_mode","mode"),&DirectionalLight::set_shadow_mode); + ObjectTypeDB::bind_method( _MD("get_shadow_mode"),&DirectionalLight::get_shadow_mode); - ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pssm/split_1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET); - ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pssm/split_2"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET); - ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pssm/split_3"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET); - ADD_PROPERTYI( PropertyInfo( Variant::REAL, "pssm/split_4"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_4_OFFSET); + ObjectTypeDB::bind_method( _MD("set_blend_splits","enabled"),&DirectionalLight::set_blend_splits); + ObjectTypeDB::bind_method( _MD("is_blend_splits_enabled"),&DirectionalLight::is_blend_splits_enabled); + + ADD_PROPERTY( PropertyInfo( Variant::INT, "directional/shadow_mode",PROPERTY_HINT_ENUM,"Orthogonal,PSSM 2 Splits,PSSM 4 Splits"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode")); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_1"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_1_OFFSET); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_2"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_2_OFFSET); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "directional/split_3"), _SCS("set_param"), _SCS("get_param"), PARAM_SHADOW_SPLIT_3_OFFSET); + ADD_PROPERTY( PropertyInfo( Variant::BOOL, "directional/blend_splits"), _SCS("set_blend_splits"), _SCS("is_blend_splits_enabled")); + + BIND_CONSTANT( SHADOW_ORTHOGONAL ); + BIND_CONSTANT( SHADOW_PARALLEL_2_SPLITS ); + BIND_CONSTANT( SHADOW_PARALLEL_4_SPLITS ); } DirectionalLight::DirectionalLight() : Light( VisualServer::LIGHT_DIRECTIONAL ) { + set_shadow_mode(SHADOW_PARALLEL_4_SPLITS); + blend_splits=false; +} +void OmniLight::set_shadow_mode(ShadowMode p_mode) { + shadow_mode=p_mode; + VS::get_singleton()->light_omni_set_shadow_mode(light,VS::LightOmniShadowMode(p_mode)); } +OmniLight::ShadowMode OmniLight::get_shadow_mode() const{ + + return shadow_mode; +} + +void OmniLight::set_shadow_detail(ShadowDetail p_detail){ + + shadow_detail=p_detail; + VS::get_singleton()->light_omni_set_shadow_detail(light,VS::LightOmniShadowDetail(p_detail)); +} +OmniLight::ShadowDetail OmniLight::get_shadow_detail() const{ + + return shadow_detail; +} + + + void OmniLight::_bind_methods() { - ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/range"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE); - ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION); + ObjectTypeDB::bind_method( _MD("set_shadow_mode","mode"),&OmniLight::set_shadow_mode); + ObjectTypeDB::bind_method( _MD("get_shadow_mode"),&OmniLight::get_shadow_mode); + + ObjectTypeDB::bind_method( _MD("set_shadow_detail","detail"),&OmniLight::set_shadow_detail); + ObjectTypeDB::bind_method( _MD("get_shadow_detail"),&OmniLight::get_shadow_detail); + + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/range"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "omni/attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION); + ADD_PROPERTY( PropertyInfo( Variant::INT, "omni/shadow_mode",PROPERTY_HINT_ENUM,"Dual Paraboloid,Cube"), _SCS("set_shadow_mode"), _SCS("get_shadow_mode")); + ADD_PROPERTY( PropertyInfo( Variant::INT, "omni/shadow_detail",PROPERTY_HINT_ENUM,"Vertical,Horizontal"), _SCS("set_shadow_detail"), _SCS("get_shadow_detail")); + +} + +OmniLight::OmniLight() : Light( VisualServer::LIGHT_OMNI ) { + + set_shadow_mode(SHADOW_DUAL_PARABOLOID); + set_shadow_detail(SHADOW_DETAIL_HORIZONTAL); } void SpotLight::_bind_methods() { - ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/spot_angle"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE); - ADD_PROPERTYI( PropertyInfo( Variant::REAL, "light/spot_attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/range"), _SCS("set_param"), _SCS("get_param"), PARAM_RANGE); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_ATTENUATION); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_angle"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ANGLE); + ADD_PROPERTYI( PropertyInfo( Variant::REAL, "spot/spot_attenuation"), _SCS("set_param"), _SCS("get_param"), PARAM_SPOT_ATTENUATION); } diff --git a/scene/3d/light.h b/scene/3d/light.h index 7da2d8e7ca..da28542817 100644 --- a/scene/3d/light.h +++ b/scene/3d/light.h @@ -45,22 +45,21 @@ class Light : public VisualInstance { public: enum Param { - PARAM_ENERGY, - PARAM_SPECULAR, - PARAM_RANGE, - PARAM_ATTENUATION, - PARAM_SPOT_ANGLE, - PARAM_SPOT_ATTENUATION, - PARAM_SHADOW_MAX_DISTANCE, - PARAM_SHADOW_DARKNESS, - PARAM_SHADOW_SPLIT_1_OFFSET, - PARAM_SHADOW_SPLIT_2_OFFSET, - PARAM_SHADOW_SPLIT_3_OFFSET, - PARAM_SHADOW_SPLIT_4_OFFSET, - PARAM_SHADOW_NORMAL_BIAS, - PARAM_SHADOW_BIAS, - PARAM_SHADOW_BIAS_SPLIT_SCALE, - PARAM_MAX + PARAM_ENERGY = VS::LIGHT_PARAM_ENERGY, + PARAM_SPECULAR = VS::LIGHT_PARAM_SPECULAR, + PARAM_RANGE = VS::LIGHT_PARAM_RANGE, + PARAM_ATTENUATION = VS::LIGHT_PARAM_ATTENUATION, + PARAM_SPOT_ANGLE = VS::LIGHT_PARAM_SPOT_ANGLE, + PARAM_SPOT_ATTENUATION = VS::LIGHT_PARAM_SPOT_ATTENUATION, + PARAM_SHADOW_MAX_DISTANCE = VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE, + PARAM_SHADOW_DARKNESS = VS::LIGHT_PARAM_SHADOW_DARKNESS, + PARAM_SHADOW_SPLIT_1_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET, + PARAM_SHADOW_SPLIT_2_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET, + PARAM_SHADOW_SPLIT_3_OFFSET = VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET, + PARAM_SHADOW_NORMAL_BIAS = VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS, + PARAM_SHADOW_BIAS = VS::LIGHT_PARAM_SHADOW_BIAS, + PARAM_SHADOW_BIAS_SPLIT_SCALE = VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, + PARAM_MAX = VS::LIGHT_PARAM_MAX }; private: @@ -126,31 +125,69 @@ class DirectionalLight : public Light { public: + enum ShadowMode { + SHADOW_ORTHOGONAL, + SHADOW_PARALLEL_2_SPLITS, + SHADOW_PARALLEL_4_SPLITS + }; private: + bool blend_splits; + ShadowMode shadow_mode; protected: static void _bind_methods(); public: + void set_shadow_mode(ShadowMode p_mode); + ShadowMode get_shadow_mode() const; + + void set_blend_splits(bool p_enable); + bool is_blend_splits_enabled() const; DirectionalLight(); }; +VARIANT_ENUM_CAST(DirectionalLight::ShadowMode) class OmniLight : public Light { OBJ_TYPE( OmniLight, Light ); +public: + // omni light + enum ShadowMode { + SHADOW_DUAL_PARABOLOID, + SHADOW_CUBE, + }; + + // omni light + enum ShadowDetail { + SHADOW_DETAIL_VERTICAL, + SHADOW_DETAIL_HORIZONTAL + }; + +private: + + ShadowMode shadow_mode; + ShadowDetail shadow_detail; protected: static void _bind_methods(); public: + void set_shadow_mode(ShadowMode p_mode); + ShadowMode get_shadow_mode() const; - OmniLight() : Light( VisualServer::LIGHT_OMNI ) { } + void set_shadow_detail(ShadowDetail p_detail); + ShadowDetail get_shadow_detail() const; + + OmniLight(); }; +VARIANT_ENUM_CAST(OmniLight::ShadowMode) +VARIANT_ENUM_CAST(OmniLight::ShadowDetail) + class SpotLight : public Light { OBJ_TYPE( SpotLight, Light ); diff --git a/scene/3d/navigation_mesh.cpp b/scene/3d/navigation_mesh.cpp index 386a0fab57..5e1bda3436 100644 --- a/scene/3d/navigation_mesh.cpp +++ b/scene/3d/navigation_mesh.cpp @@ -201,7 +201,7 @@ Ref<Mesh> NavigationMesh::get_debug_mesh() { arr.resize(Mesh::ARRAY_MAX); arr[Mesh::ARRAY_VERTEX]=varr; - debug_mesh->add_surface(Mesh::PRIMITIVE_LINES,arr); + debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES,arr); return debug_mesh; } diff --git a/scene/main/scene_main_loop.cpp b/scene/main/scene_main_loop.cpp index cfc6753378..ef619244d0 100644 --- a/scene/main/scene_main_loop.cpp +++ b/scene/main/scene_main_loop.cpp @@ -845,7 +845,7 @@ Ref<Mesh> SceneTree::get_debug_contact_mesh() { arr[Mesh::ARRAY_INDEX]=indices; - debug_contact_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr); + debug_contact_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES,arr); debug_contact_mesh->surface_set_material(0,mat); return debug_contact_mesh; diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 35f72c5ce7..0ca72eaa2a 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -1297,6 +1297,39 @@ bool Viewport::get_clear_on_new_frame() const{ return clear_on_new_frame; } +void Viewport::set_shadow_atlas_size(int p_size) { + + shadow_atlas_size=p_size; + VS::get_singleton()->viewport_set_shadow_atlas_size(viewport,p_size); +} + +int Viewport::get_shadow_atlas_size() const{ + + return shadow_atlas_size; +} + +void Viewport::set_shadow_atlas_quadrant_subdiv(int p_quadrant,ShadowAtlasQuadrantSubdiv p_subdiv){ + + + ERR_FAIL_INDEX(p_quadrant,4); + ERR_FAIL_INDEX(p_subdiv,SHADOW_ATLAS_QUADRANT_SUBDIV_MAX); + + if (shadow_atlas_quadrant_subdiv[p_quadrant]==p_subdiv) + return; + + shadow_atlas_quadrant_subdiv[p_quadrant]=p_subdiv; + static const int subdiv[SHADOW_ATLAS_QUADRANT_SUBDIV_MAX]={0,1,4,16,64,256,1024}; + + VS::get_singleton()->viewport_set_shadow_atlas_quadrant_subdivision(viewport,p_quadrant,subdiv[p_subdiv]); + +} +Viewport::ShadowAtlasQuadrantSubdiv Viewport::get_shadow_atlas_quadrant_subdiv(int p_quadrant) const{ + + ERR_FAIL_INDEX_V(p_quadrant,4,SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED); + return shadow_atlas_quadrant_subdiv[p_quadrant]; +} + + void Viewport::clear() { //clear=true; @@ -2661,6 +2694,12 @@ void Viewport::_bind_methods() { ObjectTypeDB::bind_method(_MD("_gui_show_tooltip"), &Viewport::_gui_show_tooltip); ObjectTypeDB::bind_method(_MD("_gui_remove_focus"), &Viewport::_gui_remove_focus); + ObjectTypeDB::bind_method(_MD("set_shadow_atlas_size","size"), &Viewport::set_shadow_atlas_size); + ObjectTypeDB::bind_method(_MD("get_shadow_atlas_size"), &Viewport::get_shadow_atlas_size); + + ObjectTypeDB::bind_method(_MD("set_shadow_atlas_quadrant_subdiv","quadrant","subdiv"), &Viewport::set_shadow_atlas_quadrant_subdiv); + ObjectTypeDB::bind_method(_MD("get_shadow_atlas_quadrant_subdiv","quadrant"), &Viewport::get_shadow_atlas_quadrant_subdiv); + ADD_PROPERTY( PropertyInfo(Variant::RECT2,"size"), _SCS("set_size"), _SCS("get_size") ); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"own_world"), _SCS("set_use_own_world"), _SCS("is_using_own_world") ); ADD_PROPERTY( PropertyInfo(Variant::OBJECT,"world",PROPERTY_HINT_RESOURCE_TYPE,"World"), _SCS("set_world"), _SCS("get_world") ); @@ -2674,6 +2713,11 @@ void Viewport::_bind_methods() { ADD_PROPERTY( PropertyInfo(Variant::BOOL,"physics/object_picking"), _SCS("set_physics_object_picking"), _SCS("get_physics_object_picking") ); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"gui/disable_input"), _SCS("set_disable_input"), _SCS("is_input_disabled") ); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"3d/disable_3d"), _SCS("set_disable_3d"), _SCS("is_3d_disabled") ); + ADD_PROPERTY( PropertyInfo(Variant::INT,"shadow_atlas/size"), _SCS("set_shadow_atlas_size"), _SCS("get_shadow_atlas_size") ); + ADD_PROPERTYI( PropertyInfo(Variant::INT,"shadow_atlas/quad_0",PROPERTY_HINT_ENUM,"Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), _SCS("set_shadow_atlas_quadrant_subdiv"), _SCS("get_shadow_atlas_quadrant_subdiv"),0 ); + ADD_PROPERTYI( PropertyInfo(Variant::INT,"shadow_atlas/quad_1",PROPERTY_HINT_ENUM,"Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), _SCS("set_shadow_atlas_quadrant_subdiv"), _SCS("get_shadow_atlas_quadrant_subdiv"),1 ); + ADD_PROPERTYI( PropertyInfo(Variant::INT,"shadow_atlas/quad_2",PROPERTY_HINT_ENUM,"Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), _SCS("set_shadow_atlas_quadrant_subdiv"), _SCS("get_shadow_atlas_quadrant_subdiv"),2 ); + ADD_PROPERTYI( PropertyInfo(Variant::INT,"shadow_atlas/quad_3",PROPERTY_HINT_ENUM,"Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"), _SCS("set_shadow_atlas_quadrant_subdiv"), _SCS("get_shadow_atlas_quadrant_subdiv"),3 ); ADD_SIGNAL(MethodInfo("size_changed")); @@ -2682,6 +2726,14 @@ void Viewport::_bind_methods() { BIND_CONSTANT( UPDATE_WHEN_VISIBLE ); BIND_CONSTANT( UPDATE_ALWAYS ); + BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED ); + BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_1 ); + BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_4 ); + BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_16 ); + BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_64 ); + BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_256 ); + BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_1024 ); + BIND_CONSTANT( SHADOW_ATLAS_QUADRANT_SUBDIV_MAX ); } @@ -2719,6 +2771,15 @@ Viewport::Viewport() { physics_object_over=0; physics_last_mousepos=Vector2(1e20,1e20); + shadow_atlas_size=0; + for(int i=0;i<4;i++) { + shadow_atlas_quadrant_subdiv[0]=SHADOW_ATLAS_QUADRANT_SUBDIV_MAX; + } + set_shadow_atlas_quadrant_subdiv(0,SHADOW_ATLAS_QUADRANT_SUBDIV_4); + set_shadow_atlas_quadrant_subdiv(1,SHADOW_ATLAS_QUADRANT_SUBDIV_4); + set_shadow_atlas_quadrant_subdiv(2,SHADOW_ATLAS_QUADRANT_SUBDIV_16); + set_shadow_atlas_quadrant_subdiv(3,SHADOW_ATLAS_QUADRANT_SUBDIV_64); + String id=itos(get_instance_ID()); input_group = "_vp_input"+id; diff --git a/scene/main/viewport.h b/scene/main/viewport.h index c5d61469dd..462ecff93e 100644 --- a/scene/main/viewport.h +++ b/scene/main/viewport.h @@ -86,6 +86,18 @@ public: UPDATE_ALWAYS }; + enum ShadowAtlasQuadrantSubdiv { + SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED, + SHADOW_ATLAS_QUADRANT_SUBDIV_1, + SHADOW_ATLAS_QUADRANT_SUBDIV_4, + SHADOW_ATLAS_QUADRANT_SUBDIV_16, + SHADOW_ATLAS_QUADRANT_SUBDIV_64, + SHADOW_ATLAS_QUADRANT_SUBDIV_256, + SHADOW_ATLAS_QUADRANT_SUBDIV_1024, + SHADOW_ATLAS_QUADRANT_SUBDIV_MAX, + + }; + private: friend class ViewportTexture; @@ -120,8 +132,6 @@ friend class ViewportTexture; RID contact_3d_debug_multimesh; RID contact_3d_debug_instance; - - bool size_override; bool size_override_stretch; Size2 size_override_size; @@ -175,6 +185,9 @@ friend class ViewportTexture; RID texture_rid; Ref<ViewportTexture> texture; + int shadow_atlas_size; + ShadowAtlasQuadrantSubdiv shadow_atlas_quadrant_subdiv[4]; + struct GUI { // info used when this is a window @@ -347,6 +360,11 @@ public: UpdateMode get_update_mode() const; Ref<ViewportTexture> get_texture() const; + void set_shadow_atlas_size(int p_size); + int get_shadow_atlas_size() const; + + void set_shadow_atlas_quadrant_subdiv(int p_quadrant,ShadowAtlasQuadrantSubdiv p_subdiv); + ShadowAtlasQuadrantSubdiv get_shadow_atlas_quadrant_subdiv(int p_quadrant) const; Vector2 get_camera_coords(const Vector2& p_viewport_coords) const; Vector2 get_camera_rect_size() const; @@ -393,4 +411,6 @@ public: }; VARIANT_ENUM_CAST(Viewport::UpdateMode); +VARIANT_ENUM_CAST(Viewport::ShadowAtlasQuadrantSubdiv); + #endif diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 3c7b0fbe6c..cb55f4f030 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -152,7 +152,7 @@ void FixedSpatialMaterial::_update_shader() { switch(cull_mode) { case CULL_BACK: code+=",cull_back"; break; case CULL_FRONT: code+=",cull_front"; break; - case CULL_DISABLED: code+=",cull_disable"; break; + case CULL_DISABLED: code+=",cull_disabled"; break; } diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp index 132ec54e48..e737c5c37e 100644 --- a/scene/resources/mesh.cpp +++ b/scene/resources/mesh.cpp @@ -125,11 +125,61 @@ bool Mesh::_set(const StringName& p_name, const Variant& p_value) { //create Dictionary d=p_value; ERR_FAIL_COND_V(!d.has("primitive"),false); - ERR_FAIL_COND_V(!d.has("arrays"),false); - ERR_FAIL_COND_V(!d.has("morph_arrays"),false); + + if (d.has("arrays")) { + //old format + ERR_FAIL_COND_V(!d.has("morph_arrays"),false); + add_surface_from_arrays(PrimitiveType(int(d["primitive"])),d["arrays"],d["morph_arrays"]); + + } else if (d.has("array_data")) { + + DVector<uint8_t> array_data = d["array_data"]; + DVector<uint8_t> array_index_data; + if (d.has("array_index_data")) + array_index_data=d["array_index_data"]; + + ERR_FAIL_COND_V(!d.has("format"),false); + uint32_t format = d["format"]; + + ERR_FAIL_COND_V(!d.has("primitive"),false); + uint32_t primitive = d["primitive"]; + + ERR_FAIL_COND_V(!d.has("vertex_count"),false); + int vertex_count = d["vertex_count"]; + + int index_count=0; + if (d.has("index_count")) + index_count=d["index_count"]; + + Vector< DVector<uint8_t> > morphs; + + if (d.has("morph_data")) { + Array morph_data=d["morph_data"]; + for(int i=0;i<morph_data.size();i++) { + DVector<uint8_t> morph = morph_data[i]; + morphs.push_back(morph_data[i]); + } + } + + ERR_FAIL_COND_V(!d.has("aabb"),false); + AABB aabb = d["aabb"]; + + Vector<AABB> bone_aabb; + if (d.has("bone_aabb")) { + Array baabb = d["bone_aabb"]; + bone_aabb.resize(baabb.size()); + + for(int i=0;i<baabb.size();i++) { + bone_aabb[i]=baabb[i]; + } + } + + add_surface(format,PrimitiveType(primitive),array_data,vertex_count,array_index_data,index_count,aabb,morphs,bone_aabb); + } else { + ERR_FAIL_V(false); + } - add_surface(PrimitiveType(int(d["primitive"])),d["arrays"],d["morph_arrays"]); if (d.has("material")) { surface_set_material(idx,d["material"]); @@ -185,9 +235,31 @@ bool Mesh::_get(const StringName& p_name,Variant &r_ret) const { ERR_FAIL_INDEX_V(idx,surfaces.size(),false); Dictionary d; - d["primitive"]=surface_get_primitive_type(idx); - d["arrays"]=surface_get_arrays(idx); - d["morph_arrays"]=surface_get_morph_arrays(idx); + + d["array_data"]=VS::get_singleton()->mesh_surface_get_array(mesh,idx); + d["vertex_count"]=VS::get_singleton()->mesh_surface_get_array_len(mesh,idx); + d["array_index_data"]=VS::get_singleton()->mesh_surface_get_index_array(mesh,idx); + d["index_count"]=VS::get_singleton()->mesh_surface_get_array_index_len(mesh,idx); + d["primitive"]=VS::get_singleton()->mesh_surface_get_primitive_type(mesh,idx); + d["format"]=VS::get_singleton()->mesh_surface_get_format(mesh,idx); + d["aabb"]=VS::get_singleton()->mesh_surface_get_aabb(mesh,idx); + + Vector<AABB> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh,idx); + Array arr; + for(int i=0;i<skel_aabb.size();i++) { + arr[i]=skel_aabb[i]; + } + d["skeleton_aabb"]=arr; + + Vector< DVector<uint8_t> > morph_data = VS::get_singleton()->mesh_surface_get_blend_shapes(mesh,idx); + + Array md; + for(int i=0;i<morph_data.size();i++) { + md.push_back(morph_data[i]); + } + + d["morph_data"]=md; + Ref<Material> m = surface_get_material(idx); if (m.is_valid()) d["material"]=m; @@ -234,7 +306,17 @@ void Mesh::_recompute_aabb() { } -void Mesh::add_surface(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes) { +void Mesh::add_surface(uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs) { + + Surface s; + s.aabb=p_aabb; + surfaces.push_back(s); + + VisualServer::get_singleton()->mesh_add_surface(mesh,p_format,(VS::PrimitiveType)p_primitive,p_array,p_vertex_count,p_index_array,p_index_count,p_aabb,p_blend_shapes,p_bone_aabbs); + +} + +void Mesh::add_surface_from_arrays(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes) { ERR_FAIL_COND(p_arrays.size()!=ARRAY_MAX); @@ -279,8 +361,7 @@ void Mesh::add_surface(PrimitiveType p_primitive,const Array& p_arrays,const Arr Array Mesh::surface_get_arrays(int p_surface) const { ERR_FAIL_INDEX_V(p_surface,surfaces.size(),Array()); - //return VisualServer::get_singleton()->mesh_get_surface_arrays(mesh,p_surface); - return Array(); + return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh,p_surface); } Array Mesh::surface_get_morph_arrays(int p_surface) const { @@ -929,7 +1010,7 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const { Ref<Mesh> newmesh = memnew( Mesh ); - newmesh->add_surface(PRIMITIVE_TRIANGLES,arrays); + newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES,arrays); return newmesh; } @@ -943,6 +1024,7 @@ void Mesh::_bind_methods() { ObjectTypeDB::bind_method(_MD("set_morph_target_mode","mode"),&Mesh::set_morph_target_mode); ObjectTypeDB::bind_method(_MD("get_morph_target_mode"),&Mesh::get_morph_target_mode); + ObjectTypeDB::bind_method(_MD("add_surface_from_arrays","primitive","arrays","blend_shapes"),&Mesh::add_surface_from_arrays,DEFVAL(Array())); ObjectTypeDB::bind_method(_MD("get_surface_count"),&Mesh::get_surface_count); ObjectTypeDB::bind_method(_MD("surface_remove","surf_idx"),&Mesh::surface_remove); ObjectTypeDB::bind_method(_MD("surface_get_array_len","surf_idx"),&Mesh::surface_get_array_len); diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h index e329c353a0..2b28f1187e 100644 --- a/scene/resources/mesh.h +++ b/scene/resources/mesh.h @@ -122,7 +122,9 @@ protected: public: - void add_surface(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array()); + void add_surface_from_arrays(PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array()); + void add_surface(uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>()); + Array surface_get_arrays(int p_surface) const; virtual Array surface_get_morph_arrays(int p_surface) const; diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp index fb0fc2a247..758d78e513 100644 --- a/scene/resources/mesh_data_tool.cpp +++ b/scene/resources/mesh_data_tool.cpp @@ -328,7 +328,7 @@ Error MeshDataTool::commit_to_surface(const Ref<Mesh>& p_mesh) { Ref<Mesh> ncmesh=p_mesh; int sc = ncmesh->get_surface_count(); - ncmesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr); + ncmesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES,arr); ncmesh->surface_set_material(sc,material); return OK; diff --git a/scene/resources/shape.cpp b/scene/resources/shape.cpp index a71e414f61..778764a832 100644 --- a/scene/resources/shape.cpp +++ b/scene/resources/shape.cpp @@ -77,7 +77,7 @@ Ref<Mesh> Shape::get_debug_mesh() { SceneTree *st=OS::get_singleton()->get_main_loop()->cast_to<SceneTree>(); - debug_mesh_cache->add_surface(Mesh::PRIMITIVE_LINES,arr); + debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES,arr); if (st) { debug_mesh_cache->surface_set_material(0,st->get_debug_collision_material()); diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp index e1769d099b..6f08d69221 100644 --- a/scene/resources/surface_tool.cpp +++ b/scene/resources/surface_tool.cpp @@ -410,7 +410,7 @@ Ref<Mesh> SurfaceTool::commit(const Ref<Mesh>& p_existing) { } - mesh->add_surface(primitive,a); + mesh->add_surface_from_arrays(primitive,a); if (material.is_valid()) mesh->surface_set_material(surface,material); diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index feaac38acb..d87cc0fd8c 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -39,6 +39,16 @@ class RasterizerScene { public: + /* SHADOW ATLAS API */ + + virtual RID shadow_atlas_create()=0; + virtual void shadow_atlas_set_size(RID p_atlas,int p_size)=0; + virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision)=0; + virtual bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version)=0; + + virtual int get_directional_light_shadow_size(RID p_light_intance)=0; + virtual void set_directional_shadow_count(int p_count)=0; + /* ENVIRONMENT API */ virtual RID environment_create()=0; @@ -93,6 +103,7 @@ public: virtual void base_removed()=0; virtual void base_changed()=0; + virtual void base_material_changed()=0; InstanceBase() : dependency_item(this) { @@ -109,10 +120,11 @@ public: virtual RID light_instance_create(RID p_light)=0; virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0; + virtual void 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)=0; virtual void light_instance_mark_visible(RID p_light_instance)=0; - - virtual void render_scene(const Transform& p_cam_transform,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_directional_lights,int p_directional_light_count,RID p_environment)=0; + virtual void 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_environment,RID p_shadow_atlas)=0; + virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count)=0; virtual void set_scene_pass(uint64_t p_pass)=0; @@ -179,6 +191,12 @@ public: virtual void material_set_line_width(RID p_material, float p_width)=0; + virtual bool material_is_animated(RID p_material)=0; + virtual bool material_casts_shadows(RID p_material)=0; + + virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance)=0; + virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance)=0; + /* MESH API */ virtual RID mesh_create()=0; @@ -205,6 +223,10 @@ public: virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0; + virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const=0; + virtual Vector<DVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const=0; + virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const=0; + virtual void mesh_remove_surface(RID p_mesh,int p_index)=0; virtual int mesh_get_surface_count(RID p_mesh) const=0; @@ -279,10 +301,21 @@ public: virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0; virtual void light_set_shader(RID p_light,RID p_shader)=0; + virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0; + virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail)=0; + virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0; + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light)=0; + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light)=0; + + virtual bool light_has_shadow(RID p_light) const=0; + virtual VS::LightType light_get_type(RID p_light) const=0; virtual AABB light_get_aabb(RID p_light) const=0; + virtual float light_get_param(RID p_light,VS::LightParam p_param)=0; + virtual uint64_t light_get_version(RID p_light) const=0; + /* PROBE API */ diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 8c54ef11fb..8a0818c299 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -84,7 +84,7 @@ ShaderTypes::ShaderTypes() shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_front"); shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back"); - shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disable"); + shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disabled"); shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded"); shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop"); diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index 6c7048bd62..7810cc9018 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -687,6 +687,10 @@ public: BIND2RC(uint32_t,mesh_surface_get_format,RID,int) BIND2RC(PrimitiveType,mesh_surface_get_primitive_type,RID,int) + BIND2RC(AABB,mesh_surface_get_aabb,RID,int) + BIND2RC(Vector<DVector<uint8_t> >,mesh_surface_get_blend_shapes,RID,int) + BIND2RC(Vector<AABB>,mesh_surface_get_skeleton_aabb,RID,int) + BIND2(mesh_remove_surface,RID,int) BIND1RC(int,mesh_get_surface_count,RID) @@ -759,6 +763,9 @@ public: BIND2(light_set_cull_mask,RID ,uint32_t ) BIND2(light_set_shader,RID ,RID ) + BIND2(light_omni_set_shadow_mode,RID,LightOmniShadowMode) + BIND2(light_omni_set_shadow_detail,RID,LightOmniShadowDetail) + BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode) /* PROBE API */ @@ -847,7 +854,8 @@ public: BIND2(viewport_set_global_canvas_transform,RID,const Matrix32& ) BIND3(viewport_set_canvas_layer,RID ,RID ,int ) - + BIND2(viewport_set_shadow_atlas_size,RID ,int ) + BIND3(viewport_set_shadow_atlas_quadrant_subdivision,RID ,int, int ) /* ENVIRONMENT API */ diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index e7900bdcc9..e36e31e191 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -96,7 +96,10 @@ void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo); - light->shadow_sirty=true; + if (geom->can_cast_shadows) { + + light->shadow_dirty=true; + } geom->lighting_dirty=true; return E; //this element should make freeing faster @@ -180,7 +183,9 @@ void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance geom->lighting.erase(E->get().L); light->geometries.erase(E); - light->shadow_sirty=true; + if (geom->can_cast_shadows) { + light->shadow_dirty=true; + } geom->lighting_dirty=true; @@ -346,6 +351,12 @@ void VisualServerScene::instance_set_base(RID p_instance, RID p_base){ } instance->morph_values.clear(); + + for(int i=0;i<instance->materials.size();i++) { + if (instance->materials[i].is_valid()) { + VSG::storage->material_remove_instance_owner(instance->materials[i],instance); + } + } instance->materials.clear(); #if 0 @@ -667,7 +678,16 @@ void VisualServerScene::instance_set_surface_material(RID p_instance,int p_surfa ERR_FAIL_INDEX(p_surface,instance->materials.size()); + if (instance->materials[p_surface].is_valid()) { + VSG::storage->material_remove_instance_owner(instance->materials[p_surface],instance); + } instance->materials[p_surface]=p_material; + instance->base_material_changed(); + + if (instance->materials[p_surface].is_valid()) { + VSG::storage->material_add_instance_owner(instance->materials[p_surface],instance); + } + } @@ -791,12 +811,14 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFl } break; case VS::INSTANCE_FLAG_CAST_SHADOW: { - /*if (p_enabled == true) { - instance->cast_shadows = SHADOW_CASTING_SETTING_ON; + if (p_enabled == true) { + instance->cast_shadows = VS::SHADOW_CASTING_SETTING_ON; } else { - instance->cast_shadows = SHADOW_CASTING_SETTING_OFF; - }*/ + instance->cast_shadows = VS::SHADOW_CASTING_SETTING_OFF; + } + + instance->base_material_changed(); // to actually compute if shadows are visible or not } break; case VS::INSTANCE_FLAG_DEPH_SCALE: { @@ -820,8 +842,15 @@ void VisualServerScene::instance_geometry_set_material_override(RID p_instance, Instance *instance = instance_owner.get( p_instance ); ERR_FAIL_COND( !instance ); + if (instance->material_override.is_valid()) { + VSG::storage->material_remove_instance_owner(instance->material_override,instance); + } instance->material_override=p_material; + instance->base_material_changed(); + if (instance->material_override.is_valid()) { + VSG::storage->material_add_instance_owner(instance->material_override,instance); + } } @@ -843,6 +872,7 @@ void VisualServerScene::_update_instance(Instance *p_instance) { InstanceLightData *light = static_cast<InstanceLightData*>(p_instance->base_data); VSG::scene_render->light_instance_set_transform( light->instance, p_instance->transform ); + light->shadow_dirty=true; } @@ -860,11 +890,13 @@ void VisualServerScene::_update_instance(Instance *p_instance) { if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) { InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data); - //make sure lights are updated + //make sure lights are updated if it casts shadow - for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) { - InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data); - light->shadow_sirty=true; + if (geom->can_cast_shadows) { + for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) { + InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data); + light->shadow_dirty=true; + } } } @@ -1095,9 +1127,371 @@ void VisualServerScene::_update_instance_aabb(Instance *p_instance) { -void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewport_size) { +void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,Camera* p_camera,RID p_shadow_atlas,Scenario* p_scenario,Size2 p_viewport_rect) { + + + InstanceLightData * light = static_cast<InstanceLightData*>(p_instance->base_data); + + switch(VSG::storage->light_get_type(p_instance->base)) { + + case VS::LIGHT_DIRECTIONAL: { + + float max_distance = p_camera->zfar; + float shadow_max = VSG::storage->light_get_param(p_instance->base,VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE); + if (shadow_max>0) { + max_distance=MIN(shadow_max,max_distance); + } + max_distance=MAX(max_distance,p_camera->znear+0.001); + + float range = max_distance-p_camera->znear; + + int splits=0; + switch(VSG::storage->light_directional_get_shadow_mode(p_instance->base)) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: splits=1; break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: splits=2; break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits=4; break; + } + + float distances[5]; + + distances[0]=p_camera->znear; + for(int i=0;i<splits;i++) { + distances[i+1]=p_camera->znear+VSG::storage->light_get_param(p_instance->base,VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET+i))*range; + }; + + distances[splits]=max_distance; + + float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance); + + bool overlap = false;//rasterizer->light_instance_get_pssm_shadow_overlap(p_light->light_info->instance); + + for (int i=0;i<splits;i++) { + + // setup a camera matrix for that range! + CameraMatrix camera_matrix; + + switch(p_camera->type) { + + case Camera::ORTHOGONAL: { + + camera_matrix.set_orthogonal( + p_camera->size, + p_viewport_rect.width / p_viewport_rect.height, + distances[(i==0 || !overlap )?i:i-1], + distances[i+1], + p_camera->vaspect + + ); + } break; + case Camera::PERSPECTIVE: { + + + camera_matrix.set_perspective( + p_camera->fov, + p_viewport_rect.width / (float)p_viewport_rect.height, + distances[(i==0 || !overlap )?i:i-1], + distances[i+1], + p_camera->vaspect + + ); + + } break; + } + + //obtain the frustum endpoints + + Vector3 endpoints[8]; // frustum plane endpoints + bool res = camera_matrix.get_endpoints(p_camera->transform,endpoints); + ERR_CONTINUE(!res); + + // obtain the light frustm ranges (given endpoints) + + Vector3 x_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_X ).normalized(); + Vector3 y_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Y ).normalized(); + Vector3 z_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Z ).normalized(); + //z_vec points agsint the camera, like in default opengl + + float x_min,x_max; + float y_min,y_max; + float z_min,z_max; + + float x_min_cam,x_max_cam; + float y_min_cam,y_max_cam; + float z_min_cam,z_max_cam; + + + //used for culling + for(int j=0;j<8;j++) { + + float d_x=x_vec.dot(endpoints[j]); + float d_y=y_vec.dot(endpoints[j]); + float d_z=z_vec.dot(endpoints[j]); + + if (j==0 || d_x<x_min) + x_min=d_x; + if (j==0 || d_x>x_max) + x_max=d_x; + + if (j==0 || d_y<y_min) + y_min=d_y; + if (j==0 || d_y>y_max) + y_max=d_y; + + if (j==0 || d_z<z_min) + z_min=d_z; + if (j==0 || d_z>z_max) + z_max=d_z; + + + } + + + + + + { + //camera viewport stuff + //this trick here is what stabilizes the shadow (make potential jaggies to not move) + //at the cost of some wasted resolution. Still the quality increase is very well worth it + + + Vector3 center; + + for(int j=0;j<8;j++) { + + center+=endpoints[j]; + } + center/=8.0; + + //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5; + + float radius=0; + + for(int j=0;j<8;j++) { + + float d = center.distance_to(endpoints[j]); + if (d>radius) + radius=d; + } + + + radius *= texture_size/(texture_size-2.0); //add a texel by each side, so stepified texture will always fit + + x_max_cam=x_vec.dot(center)+radius; + x_min_cam=x_vec.dot(center)-radius; + y_max_cam=y_vec.dot(center)+radius; + y_min_cam=y_vec.dot(center)-radius; + z_max_cam=z_vec.dot(center)+radius; + z_min_cam=z_vec.dot(center)-radius; + + float unit = radius*2.0/texture_size; + + x_max_cam=Math::stepify(x_max_cam,unit); + x_min_cam=Math::stepify(x_min_cam,unit); + y_max_cam=Math::stepify(y_max_cam,unit); + y_min_cam=Math::stepify(y_min_cam,unit); + + } + + //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree + + Vector<Plane> light_frustum_planes; + light_frustum_planes.resize(6); + + //right/left + light_frustum_planes[0]=Plane( x_vec, x_max ); + light_frustum_planes[1]=Plane( -x_vec, -x_min ); + //top/bottom + light_frustum_planes[2]=Plane( y_vec, y_max ); + light_frustum_planes[3]=Plane( -y_vec, -y_min ); + //near/far + light_frustum_planes[4]=Plane( z_vec, z_max+1e6 ); + light_frustum_planes[5]=Plane( -z_vec, -z_min ); // z_min is ok, since casters further than far-light plane are not needed + + int cull_count = p_scenario->octree.cull_convex(light_frustum_planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK); + + // a pre pass will need to be needed to determine the actual z-near to be used + + + for (int j=0;j<cull_count;j++) { + + float min,max; + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) { + cull_count--; + SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]); + j--; + + } + + instance->transformed_aabb.project_range_in_plane(Plane(z_vec,0),min,max); + if (max>z_max) + z_max=max; + } + + { + CameraMatrix ortho_camera; + real_t half_x = (x_max_cam-x_min_cam) * 0.5; + real_t half_y = (y_max_cam-y_min_cam) * 0.5; + + + ortho_camera.set_orthogonal( -half_x, half_x,-half_y,half_y, 0, (z_max-z_min_cam) ); + + Transform ortho_transform; + ortho_transform.basis=p_instance->transform.basis; + ortho_transform.origin=x_vec*(x_min_cam+half_x)+y_vec*(y_min_cam+half_y)+z_vec*z_max; + + VSG::scene_render->light_instance_set_shadow_transform(light->instance,ortho_camera,ortho_transform,0,distances[i+1],i); + } + + + + VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count); + + } + + } break; + case VS::LIGHT_OMNI: { + + VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base); + + switch(shadow_mode) { + case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: { + + for(int i=0;i<2;i++) { + + //using this one ensures that raster deferred will have it + + float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE); + + float z =i==0?-1:1; + Vector<Plane> planes; + planes.resize(5); + planes[0]=p_instance->transform.xform(Plane(Vector3(0,0,z),radius)); + planes[1]=p_instance->transform.xform(Plane(Vector3(1,0,z).normalized(),radius)); + planes[2]=p_instance->transform.xform(Plane(Vector3(-1,0,z).normalized(),radius)); + planes[3]=p_instance->transform.xform(Plane(Vector3(0,1,z).normalized(),radius)); + planes[4]=p_instance->transform.xform(Plane(Vector3(0,-1,z).normalized(),radius)); + + + int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK); + + for (int j=0;j<cull_count;j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) { + cull_count--; + SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]); + j--; + + } + } + + VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,i); + VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count); + } + } break; + case VS::LIGHT_OMNI_SHADOW_CUBE: { + + float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE); + CameraMatrix cm; + cm.set_perspective(90,1,0.01,radius); + + for(int i=0;i<6;i++) { + + //using this one ensures that raster deferred will have it + + + + static const Vector3 view_normals[6]={ + Vector3(-1, 0, 0), + Vector3(+1, 0, 0), + Vector3( 0,-1, 0), + Vector3( 0,+1, 0), + Vector3( 0, 0,-1), + Vector3( 0, 0,+1) + }; + static const Vector3 view_up[6]={ + Vector3( 0,-1, 0), + Vector3( 0,-1, 0), + Vector3( 0, 0,-1), + Vector3( 0, 0,+1), + Vector3( 0,-1, 0), + Vector3( 0,-1, 0) + }; + + Transform xform = p_instance->transform * Transform().looking_at(view_normals[i],view_up[i]); + + + Vector<Plane> planes = cm.get_projection_planes(xform); + + int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK); + + for (int j=0;j<cull_count;j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) { + cull_count--; + SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]); + j--; + + } + } + + VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,xform,radius,0,i); + VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count); + } + + //restore the regular DP matrix + VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,0); + + } break; + } + + + } break; + case VS::LIGHT_SPOT: { + + + float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE); + float angle = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_SPOT_ANGLE); + + CameraMatrix cm; + cm.set_perspective( 90, 1.0, 0.01, radius ); + print_line("perspective: "+cm); + + Vector<Plane> planes = cm.get_projection_planes(p_instance->transform); + int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK); + + for (int j=0;j<cull_count;j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) { + cull_count--; + SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]); + j--; + + } + } + + + print_line("MOMONGO"); + VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,p_instance->transform,radius,0,0); + VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,0,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count); + + } break; + } + +} + + + + + +void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewport_size,RID p_shadow_atlas) { + Camera *camera = camera_owner.getornull(p_camera); ERR_FAIL_COND(!camera); @@ -1112,8 +1506,10 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp /* STEP 1 - SETUP CAMERA */ CameraMatrix camera_matrix; + Transform camera_inverse_xform = camera->transform.affine_inverse(); bool ortho=false; + switch(camera->type) { case Camera::ORTHOGONAL: { @@ -1268,12 +1664,14 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp //do not add this light if no geometry is affected by it.. light_cull_result[light_cull_count]=ins; light_instance_cull_result[light_cull_count]=light->instance; - VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later + if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) { + VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later + } light_cull_count++; } -// rasterizer->light_instance_set_active_hint(ins->light_info->instance); + } } else if ((1<<ins->base_type)&VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows!=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { @@ -1386,6 +1784,10 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp // directional lights { + + Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*light_cull_count); + int directional_shadow_count=0; + for (List<Instance*>::Element *E=scenario->directional_lights.front();E;E=E->next()) { if (light_cull_count+directional_light_count>=MAX_LIGHTS_CULLED) { @@ -1401,42 +1803,142 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp //check shadow.. -/* if (light && light->light_info->enabled && rasterizer->light_has_shadow(light->base_rid)) { - //rasterizer->light_instance_set_active_hint(light->light_info->instance); - _light_instance_update_shadow(light,p_scenario,camera,cull_range); + if (light && VSG::storage->light_has_shadow(E->get()->base)) { + lights_with_shadow[directional_shadow_count++]=E->get(); + } -*/ //add to list - directional_light_ptr[directional_light_count++]=light->instance; + } + + VSG::scene_render->set_directional_shadow_count(directional_shadow_count); + + for(int i=0;i<directional_shadow_count;i++) { + + _light_instance_update_shadow(lights_with_shadow[i],camera,p_shadow_atlas,scenario,p_viewport_size); } } -#if 0 - { //this should eventually change to - //assign shadows by distance to camera - SortArray<Instance*,_InstanceLightsort> sorter; - sorter.sort(light_cull_result,light_cull_count); + + { //setup shadow maps + + //SortArray<Instance*,_InstanceLightsort> sorter; + //sorter.sort(light_cull_result,light_cull_count); for (int i=0;i<light_cull_count;i++) { Instance *ins = light_cull_result[i]; - if (!rasterizer->light_has_shadow(ins->base_rid) || !shadows_enabled) + if (!p_shadow_atlas.is_valid() || !VSG::storage->light_has_shadow(ins->base)) continue; - /* for far shadows? - if (ins->version == ins->light_info->last_version && rasterizer->light_instance_has_far_shadow(ins->light_info->instance)) - continue; // didn't change - */ + InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data); + + float coverage; + + { //compute coverage + + + Transform cam_xf = camera->transform; + float zn = camera_matrix.get_z_near(); + Plane p (cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2) ); //camera near plane + + float vp_w,vp_h; //near plane size in screen coordinates + camera_matrix.get_viewport_size(vp_w,vp_h); + + + switch(VSG::storage->light_get_type(ins->base)) { + + case VS::LIGHT_OMNI: { + + float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE); + + //get two points parallel to near plane + Vector3 points[2]={ + ins->transform.origin, + ins->transform.origin+cam_xf.basis.get_axis(0)*radius + }; + + if (!ortho) { + //if using perspetive, map them to near plane + for(int j=0;j<2;j++) { + if (p.distance_to(points[j]) < 0 ) { + points[j].z=-zn; //small hack to keep size constant when hitting the screen + + } + + p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane + } + + + } + + float screen_diameter = points[0].distance_to(points[1])*2; + coverage = screen_diameter / (vp_w+vp_h); + } break; + case VS::LIGHT_SPOT: { + + float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE); + float angle = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_SPOT_ANGLE); + + + float w = radius*Math::sin(Math::deg2rad(angle)); + float d = radius*Math::cos(Math::deg2rad(angle)); + + + Vector3 base = ins->transform.origin-ins->transform.basis.get_axis(2).normalized()*d; + + Vector3 points[2]={ + base, + base+cam_xf.basis.get_axis(0)*w + }; + + if (!ortho) { + //if using perspetive, map them to near plane + for(int j=0;j<2;j++) { + if (p.distance_to(points[j]) < 0 ) { + points[j].z=-zn; //small hack to keep size constant when hitting the screen + + } + + p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane + } + + + } + + float screen_diameter = points[0].distance_to(points[1])*2; + coverage = screen_diameter / (vp_w+vp_h); + + + } break; + default: { + ERR_PRINT("Invalid Light Type"); + } + } + + } + + + if (light->shadow_dirty) { + light->last_version++; + light->shadow_dirty=false; + } + + + + bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version); + + if (redraw) { + //must redraw! + _light_instance_update_shadow(ins,camera,p_shadow_atlas,scenario,p_viewport_size); + } - _light_instance_update_shadow(ins,p_scenario,camera,cull_range); - ins->light_info->last_version=ins->version; } } -#endif + /* ENVIRONMENT */ RID environment; @@ -1492,7 +1994,8 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp - VSG::scene_render->render_scene(camera->transform, camera_matrix,ortho,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count,directional_light_ptr,directional_light_count,environment); + VSG::scene_render->render_scene(camera->transform, camera_matrix,ortho,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count+directional_light_count,environment,p_shadow_atlas); + } @@ -1505,9 +2008,77 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) { _update_instance_aabb(p_instance); if (p_instance->update_materials) { + if (p_instance->base_type==VS::INSTANCE_MESH) { - p_instance->materials.resize(VSG::storage->mesh_get_surface_count(p_instance->base)); + //remove materials no longer used and un-own them + + int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base); + for(int i=p_instance->materials.size()-1;i>=new_mat_count;i--) { + if (p_instance->materials[i].is_valid()) { + VSG::storage->material_remove_instance_owner(p_instance->materials[i],p_instance); + } + } + p_instance->materials.resize(new_mat_count); + } + + if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) { + + InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data); + + bool can_cast_shadows=true; + + if (p_instance->cast_shadows==VS::SHADOW_CASTING_SETTING_OFF) { + can_cast_shadows=false; + } else if (p_instance->material_override.is_valid()) { + can_cast_shadows=VSG::storage->material_casts_shadows(p_instance->material_override); + } else { + + RID mesh; + + if (p_instance->base_type==VS::INSTANCE_MESH) { + mesh=p_instance->base; + } else if (p_instance->base_type==VS::INSTANCE_MULTIMESH) { + + } + + if (mesh.is_valid()) { + + bool cast_shadows=false; + + for(int i=0;i<p_instance->materials.size();i++) { + + + RID mat = p_instance->materials[i].is_valid()?p_instance->materials[i]:VSG::storage->mesh_surface_get_material(mesh,i); + + if (!mat.is_valid()) { + cast_shadows=true; + break; + } + + if (VSG::storage->material_casts_shadows(mat)) { + cast_shadows=true; + break; + } + } + + if (!cast_shadows) { + can_cast_shadows=false; + } + } + + } + + if (can_cast_shadows!=geom->can_cast_shadows) { + //ability to cast shadows change, let lights now + for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) { + InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data); + light->shadow_dirty=true; + } + + geom->can_cast_shadows=can_cast_shadows; + } } + } _update_instance(p_instance); @@ -1557,6 +2128,7 @@ bool VisualServerScene::free(RID p_rid) { instance_set_room(p_rid,RID()); instance_set_scenario(p_rid,RID()); instance_set_base(p_rid,RID()); + instance_geometry_set_material_override(p_rid,RID()); if (instance->skeleton.is_valid()) instance_attach_skeleton(p_rid,RID()); diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h index 10a159f27a..1b62583dcf 100644 --- a/servers/visual/visual_server_scene.h +++ b/servers/visual/visual_server_scene.h @@ -195,6 +195,7 @@ public: //aabb stuff bool update_aabb; bool update_materials; + SelfList<Instance> update_item; @@ -232,6 +233,11 @@ public: singleton->_instance_queue_update(this,true,true); } + virtual void base_material_changed() { + + singleton->_instance_queue_update(this,false,true); + } + Instance() : scenario_item(this), update_item(this), room_item(this) { @@ -282,10 +288,12 @@ public: List<Instance*> lighting; bool lighting_dirty; + bool can_cast_shadows; InstanceGeometryData() { lighting_dirty=false; + can_cast_shadows=true; } }; @@ -298,18 +306,18 @@ public: }; RID instance; - uint64_t last_hash; + uint64_t last_version; List<Instance*>::Element *D; // directional light in scenario - bool shadow_sirty; + bool shadow_dirty; List<PairInfo> geometries; InstanceLightData() { - shadow_sirty=true; + shadow_dirty=true; D=NULL; - last_hash=0; + last_version=0; } }; @@ -360,8 +368,9 @@ public: _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance); _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance); + _FORCE_INLINE_ void _light_instance_update_shadow(Instance *p_instance,Camera* p_camera,RID p_shadow_atlas,Scenario* p_scenario,Size2 p_viewport_rect); - void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size); + void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas); void update_dirty_instances(); bool free(RID p_rid); diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp index 583b42bfc1..18742aa21d 100644 --- a/servers/visual/visual_server_viewport.cpp +++ b/servers/visual/visual_server_viewport.cpp @@ -64,7 +64,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) { if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) { - VSG::scene->render_camera(p_viewport->camera,p_viewport->scenario,p_viewport->size); + VSG::scene->render_camera(p_viewport->camera,p_viewport->scenario,p_viewport->size,p_viewport->shadow_atlas); } if (!p_viewport->hide_canvas) { @@ -287,7 +287,8 @@ RID VisualServerViewport::viewport_create() { viewport->self=rid; viewport->hide_scenario=false; viewport->hide_canvas=false; - viewport->render_target=VSG::storage->render_target_create(); + viewport->render_target=VSG::storage->render_target_create(); + viewport->shadow_atlas=VSG::scene_render->shadow_atlas_create(); return rid; @@ -496,6 +497,27 @@ void VisualServerViewport::viewport_set_canvas_layer(RID p_viewport,RID p_canvas } +void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport,int p_size) { + + Viewport * viewport = viewport_owner.getornull(p_viewport); + ERR_FAIL_COND(!viewport); + + viewport->shadow_atlas_size=p_size; + + VSG::scene_render->shadow_atlas_set_size( viewport->shadow_atlas, viewport->shadow_atlas_size); + +} + +void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv) { + + Viewport * viewport = viewport_owner.getornull(p_viewport); + ERR_FAIL_COND(!viewport); + + VSG::scene_render->shadow_atlas_set_quadrant_subdivision( viewport->shadow_atlas, p_quadrant, p_subdiv); + +} + + bool VisualServerViewport::free(RID p_rid) { Viewport * viewport = viewport_owner.getornull(p_rid); @@ -504,6 +526,7 @@ bool VisualServerViewport::free(RID p_rid) { VSG::storage->free( viewport->render_target ); + VSG::scene_render->free( viewport->shadow_atlas ); while(viewport->canvas_map.front()) { viewport_remove_canvas(p_rid,viewport->canvas_map.front()->key()); diff --git a/servers/visual/visual_server_viewport.h b/servers/visual/visual_server_viewport.h index cba33a3b2d..a9b8fe4e94 100644 --- a/servers/visual/visual_server_viewport.h +++ b/servers/visual/visual_server_viewport.h @@ -36,6 +36,9 @@ public: bool disable_environment; bool disable_3d; + RID shadow_atlas; + int shadow_atlas_size; + VS::ViewportClearMode clear_mode; @@ -67,6 +70,7 @@ public: rendered_in_prev_frame=false; disable_environment=false; viewport_to_screen=0; + shadow_atlas_size=0; } }; @@ -129,6 +133,9 @@ public: void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform); void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer); + void viewport_set_shadow_atlas_size(RID p_viewport,int p_size); + void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv); + void draw_viewports(); bool free(RID p_rid); diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index 95636d2bc7..953448db52 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -1021,7 +1021,7 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primi break; } /* determine wether using 16 or 32 bits indices */ - if (array_len>(1<<16)) { + if (array_len>=(1<<16)) { elem_size=4; @@ -1089,6 +1089,454 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primi } +Array VisualServer::_get_array_from_surface(uint32_t p_format,DVector<uint8_t> p_vertex_data,int p_vertex_len,DVector<uint8_t> p_index_data,int p_index_len) const { + + + uint32_t offsets[ARRAY_MAX]; + + int total_elem_size=0; + + for (int i=0;i<VS::ARRAY_MAX;i++) { + + + offsets[i]=0; //reset + + if (!(p_format&(1<<i))) // no array + continue; + + + int elem_size=0; + + switch(i) { + + case VS::ARRAY_VERTEX: { + + + if (p_format&ARRAY_FLAG_USE_2D_VERTICES) { + elem_size=2; + } else { + elem_size=3; + } + + if (p_format&ARRAY_COMPRESS_VERTEX) { + elem_size*=sizeof(int16_t); + } else { + elem_size*=sizeof(float); + } + + } break; + case VS::ARRAY_NORMAL: { + + if (p_format&ARRAY_COMPRESS_NORMAL) { + elem_size=sizeof(uint32_t); + } else { + elem_size=sizeof(float)*3; + } + + } break; + + case VS::ARRAY_TANGENT: { + if (p_format&ARRAY_COMPRESS_TANGENT) { + elem_size=sizeof(uint32_t); + } else { + elem_size=sizeof(float)*4; + } + + } break; + case VS::ARRAY_COLOR: { + + if (p_format&ARRAY_COMPRESS_COLOR) { + elem_size=sizeof(uint32_t); + } else { + elem_size=sizeof(float)*4; + } + } break; + case VS::ARRAY_TEX_UV: { + if (p_format&ARRAY_COMPRESS_TEX_UV) { + elem_size=sizeof(uint32_t); + } else { + elem_size=sizeof(float)*2; + } + + } break; + + case VS::ARRAY_TEX_UV2: { + if (p_format&ARRAY_COMPRESS_TEX_UV2) { + elem_size=sizeof(uint32_t); + } else { + elem_size=sizeof(float)*2; + } + + } break; + case VS::ARRAY_WEIGHTS: { + + if (p_format&ARRAY_COMPRESS_WEIGHTS) { + elem_size=sizeof(uint16_t)*4; + } else { + elem_size=sizeof(float)*4; + } + + } break; + case VS::ARRAY_BONES: { + + if (p_format&ARRAY_FLAG_USE_16_BIT_BONES) { + elem_size=sizeof(uint32_t); + } else { + elem_size=sizeof(uint16_t)*4; + } + + } break; + case VS::ARRAY_INDEX: { + + if (p_index_len<=0) { + ERR_PRINT("index_array_len==NO_INDEX_ARRAY"); + break; + } + /* determine wether using 16 or 32 bits indices */ + if (p_index_len>=(1<<16)) { + + elem_size=4; + + } else { + elem_size=2; + } + offsets[i]=elem_size; + continue; + } break; + default: { + ERR_FAIL_V( Array() ); + } + } + + offsets[i]=total_elem_size; + total_elem_size+=elem_size; + + + } + + Array ret; + ret.resize(VS::ARRAY_MAX); + + DVector<uint8_t>::Read r = p_vertex_data.read(); + + for(int i=0;i<VS::ARRAY_MAX;i++) { + + if (!(p_format&(1<<i))) + continue; + + + switch(i) { + + case VS::ARRAY_VERTEX: { + + + if (p_format&ARRAY_FLAG_USE_2D_VERTICES) { + + DVector<Vector2> arr_2d; + arr_2d.resize(p_vertex_len); + + if (p_format&ARRAY_COMPRESS_VERTEX) { + + DVector<Vector2>::Write w = arr_2d.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector2(Math::halfptr_to_float(&v[0]),Math::halfptr_to_float(&v[1])); + } + } else { + + DVector<Vector2>::Write w = arr_2d.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const float *v = (const float*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector2(v[0],v[1]); + } + } + + ret[i]=arr_2d; + } else { + + DVector<Vector3> arr_3d; + arr_3d.resize(p_vertex_len); + + if (p_format&ARRAY_COMPRESS_VERTEX) { + + DVector<Vector3>::Write w = arr_3d.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector3(Math::halfptr_to_float(&v[0]),Math::halfptr_to_float(&v[1]),Math::halfptr_to_float(&v[1])); + } + } else { + + DVector<Vector3>::Write w = arr_3d.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const float *v = (const float*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector3(v[0],v[1],v[2]); + } + } + + ret[i]=arr_3d; + } + + + } break; + case VS::ARRAY_NORMAL: { + DVector<Vector3> arr; + arr.resize(p_vertex_len); + + if (p_format&ARRAY_COMPRESS_NORMAL) { + + DVector<Vector3>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint8_t *v = (const uint8_t*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector3( float(v[0]/255.0)*2.0-1.0, float(v[1]/255.0)*2.0-1.0, float(v[2]/255.0)*2.0-1.0 ); + } + } else { + DVector<Vector3>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const float *v = (const float*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector3(v[0],v[1],v[2]); + } + } + + ret[i]=arr; + + } break; + + case VS::ARRAY_TANGENT: { + DVector<float> arr; + arr.resize(p_vertex_len*4); + if (p_format&ARRAY_COMPRESS_TANGENT) { + DVector<float>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint8_t *v = (const uint8_t*)&r[j*total_elem_size+offsets[i]]; + for(int k=0;k<4;k++) { + w[j*4+k]=float(v[k]/255.0)*2.0-1.0; + } + } + } else { + + DVector<float>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + const float *v = (const float*)&r[j*total_elem_size+offsets[i]]; + for(int k=0;k<4;k++) { + w[j*4+k]=v[k]; + } + } + + } + + ret[i]=arr; + + } break; + case VS::ARRAY_COLOR: { + + DVector<Color> arr; + arr.resize(p_vertex_len); + + if (p_format&ARRAY_COMPRESS_COLOR) { + + DVector<Color>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint8_t *v = (const uint8_t*)&r[j*total_elem_size+offsets[i]]; + w[j]=Color( float(v[0]/255.0)*2.0-1.0, float(v[1]/255.0)*2.0-1.0, float(v[2]/255.0)*2.0-1.0, float(v[3]/255.0)*2.0-1.0 ); + } + } else { + DVector<Color>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const float *v = (const float*)&r[j*total_elem_size+offsets[i]]; + w[j]=Color(v[0],v[1],v[2],v[3]); + } + } + + ret[i]=arr; + } break; + case VS::ARRAY_TEX_UV: { + + DVector<Vector2> arr; + arr.resize(p_vertex_len); + + if (p_format&ARRAY_COMPRESS_TEX_UV) { + + DVector<Vector2>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector2(Math::halfptr_to_float(&v[0]),Math::halfptr_to_float(&v[1])); + } + } else { + + DVector<Vector2>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const float *v = (const float*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector2(v[0],v[1]); + } + } + + ret[i]=arr; + } break; + + case VS::ARRAY_TEX_UV2: { + DVector<Vector2> arr; + arr.resize(p_vertex_len); + + if (p_format&ARRAY_COMPRESS_TEX_UV2) { + + DVector<Vector2>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector2(Math::halfptr_to_float(&v[0]),Math::halfptr_to_float(&v[1])); + } + } else { + + DVector<Vector2>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const float *v = (const float*)&r[j*total_elem_size+offsets[i]]; + w[j]=Vector2(v[0],v[1]); + } + } + + ret[i]=arr; + + } break; + case VS::ARRAY_WEIGHTS: { + + DVector<float> arr; + arr.resize(p_vertex_len*4); + if (p_format&ARRAY_COMPRESS_WEIGHTS) { + DVector<float>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]]; + for(int k=0;k<4;k++) { + w[j*4+k]=float(v[k]/65535.0)*2.0-1.0; + } + } + } else { + + DVector<float>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + const float *v = (const float*)&r[j*total_elem_size+offsets[i]]; + for(int k=0;k<4;k++) { + w[j*4+k]=v[k]; + } + } + + } + + ret[i]=arr; + + } break; + case VS::ARRAY_BONES: { + + DVector<int> arr; + arr.resize(p_vertex_len*4); + if (p_format&ARRAY_FLAG_USE_16_BIT_BONES) { + + DVector<int>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + + const uint16_t *v = (const uint16_t*)&r[j*total_elem_size+offsets[i]]; + for(int k=0;k<4;k++) { + w[j*4+k]=v[k]; + } + } + } else { + + DVector<int>::Write w = arr.write(); + + for(int j=0;j<p_vertex_len;j++) { + const int *v = (const int*)&r[j*total_elem_size+offsets[i]]; + for(int k=0;k<4;k++) { + w[j*4+k]=v[k]; + } + } + + } + + ret[i]=arr; + + } break; + case VS::ARRAY_INDEX: { + /* determine wether using 16 or 32 bits indices */ + + DVector<uint8_t>::Read ir = p_index_data.read(); + + DVector<int> arr; + arr.resize(p_index_len); + if (p_index_len<(1<<16)) { + + DVector<int>::Write w = arr.write(); + + for(int j=0;j<p_index_len;j++) { + + const uint16_t *v = (const uint16_t*)&ir[j*2]; + w[j]=*v; + } + } else { + + DVector<int>::Write w = arr.write(); + + for(int j=0;j<p_index_len;j++) { + const int *v = (const int*)&ir[j*4]; + w[j]=*v; + } + + } + ret[i]=arr; + } break; + default: { + ERR_FAIL_V( ret ); + } + } + } + + return ret; +} + +Array VisualServer::mesh_surface_get_arrays(RID p_mesh,int p_surface) const { + + DVector<uint8_t> vertex_data = mesh_surface_get_array(p_mesh,p_surface); + ERR_FAIL_COND_V(vertex_data.size()==0,Array()); + int vertex_len = mesh_surface_get_array_len(p_mesh,p_surface); + + DVector<uint8_t> index_data = mesh_surface_get_index_array(p_mesh,p_surface); + int index_len = mesh_surface_get_array_index_len(p_mesh,p_surface); + + uint32_t format = mesh_surface_get_format(p_mesh,p_surface); + + + return _get_array_from_surface(format,vertex_data,vertex_len,index_data,index_len); + +} + void VisualServer::_bind_methods() { diff --git a/servers/visual_server.h b/servers/visual_server.h index 78769c17f7..c2d7aaecef 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -51,6 +51,8 @@ class VisualServer : public Object { DVector<String> _shader_get_param_list(RID p_shader) const; void _camera_set_orthogonal(RID p_camera,float p_size,float p_z_near,float p_z_far); void _canvas_item_add_style_box(RID p_item, const Rect2& p_rect, const Rect2& p_source, RID p_texture,const Vector<float>& p_margins, const Color& p_modulate=Color(1,1,1)); + Array _get_array_from_surface(uint32_t p_format,DVector<uint8_t> p_vertex_data,int p_vertex_len,DVector<uint8_t> p_index_data,int p_index_len) const; + protected: RID _make_test_cube(); void _free_internal_rids(); @@ -258,10 +260,15 @@ public: virtual DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const=0; virtual DVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const=0; + virtual Array mesh_surface_get_arrays(RID p_mesh,int p_surface) const; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0; virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0; + virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const=0; + virtual Vector<DVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const=0; + virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const=0; + virtual void mesh_remove_surface(RID p_mesh,int p_index)=0; virtual int mesh_get_surface_count(RID p_mesh) const=0; @@ -354,7 +361,6 @@ public: LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET, LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET, LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET, - LIGHT_PARAM_SHADOW_SPLIT_4_OFFSET, LIGHT_PARAM_SHADOW_NORMAL_BIAS, LIGHT_PARAM_SHADOW_BIAS, LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, @@ -372,10 +378,25 @@ public: virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0; virtual void light_set_shader(RID p_light,RID p_shader)=0; + // omni light + enum LightOmniShadowMode { + LIGHT_OMNI_SHADOW_DUAL_PARABOLOID, + LIGHT_OMNI_SHADOW_CUBE, + }; + + virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode)=0; + + // omni light + enum LightOmniShadowDetail { + LIGHT_OMNI_SHADOW_DETAIL_VERTICAL, + LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL + }; + + virtual void light_omni_set_shadow_detail(RID p_light,LightOmniShadowDetail p_detail)=0; + // directional light enum LightDirectionalShadowMode { LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL, - LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE, LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS, LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS }; @@ -475,6 +496,9 @@ public: virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform)=0; virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer)=0; + virtual void viewport_set_shadow_atlas_size(RID p_viewport,int p_size)=0; + virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv)=0; + /* ENVIRONMENT API */ diff --git a/tools/editor/io_plugins/editor_import_collada.cpp b/tools/editor/io_plugins/editor_import_collada.cpp index e8207c9575..fa9e372eb3 100644 --- a/tools/editor/io_plugins/editor_import_collada.cpp +++ b/tools/editor/io_plugins/editor_import_collada.cpp @@ -1468,7 +1468,7 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize,Ref<Mesh>& p_mesh,con mr.push_back(a); } - p_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d,mr); + p_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES,d,mr); if (material.is_valid()) { p_mesh->surface_set_material(surface, material); diff --git a/tools/editor/plugins/spatial_editor_plugin.cpp b/tools/editor/plugins/spatial_editor_plugin.cpp index 13c69692c7..e5e8668df6 100644 --- a/tools/editor/plugins/spatial_editor_plugin.cpp +++ b/tools/editor/plugins/spatial_editor_plugin.cpp @@ -1823,6 +1823,19 @@ void SpatialEditorViewport::_notification(int p_what) { surface->update(); } + + int shadowmap_size = Globals::get_singleton()->get("rendering/shadow_atlas/size"); + int atlas_q0 = Globals::get_singleton()->get("rendering/shadow_atlas/quadrant_0_subdiv"); + int atlas_q1 = Globals::get_singleton()->get("rendering/shadow_atlas/quadrant_1_subdiv"); + int atlas_q2 = Globals::get_singleton()->get("rendering/shadow_atlas/quadrant_2_subdiv"); + int atlas_q3 = Globals::get_singleton()->get("rendering/shadow_atlas/quadrant_3_subdiv"); + + viewport->set_shadow_atlas_size(shadowmap_size); + viewport->set_shadow_atlas_quadrant_subdiv(0,Viewport::ShadowAtlasQuadrantSubdiv(atlas_q0)); + viewport->set_shadow_atlas_quadrant_subdiv(1,Viewport::ShadowAtlasQuadrantSubdiv(atlas_q1)); + viewport->set_shadow_atlas_quadrant_subdiv(2,Viewport::ShadowAtlasQuadrantSubdiv(atlas_q2)); + viewport->set_shadow_atlas_quadrant_subdiv(3,Viewport::ShadowAtlasQuadrantSubdiv(atlas_q3)); + } if (p_what==NOTIFICATION_ENTER_TREE) { @@ -2354,6 +2367,7 @@ SpatialEditorViewport::SpatialEditorViewport(SpatialEditor *p_spatial_editor, Ed c->set_area_as_parent_rect(); viewport = memnew( Viewport ); viewport->set_disable_input(true); + c->add_child(viewport); surface = memnew( Control ); add_child(surface); diff --git a/tools/editor/spatial_editor_gizmos.cpp b/tools/editor/spatial_editor_gizmos.cpp index b1accac762..cdd56bbac5 100644 --- a/tools/editor/spatial_editor_gizmos.cpp +++ b/tools/editor/spatial_editor_gizmos.cpp @@ -133,7 +133,7 @@ void EditorSpatialGizmo::add_lines(const Vector<Vector3> &p_lines, const Ref<Mat a[Mesh::ARRAY_COLOR]=color; - mesh->add_surface(Mesh::PRIMITIVE_LINES,a); + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES,a); mesh->surface_set_material(0,p_material); if (p_billboard) { @@ -182,7 +182,7 @@ void EditorSpatialGizmo::add_unscaled_billboard(const Ref<Material>& p_material, a.resize(Mesh::ARRAY_MAX); a[Mesh::ARRAY_VERTEX]=vs; a[Mesh::ARRAY_TEX_UV]=uv; - mesh->add_surface(Mesh::PRIMITIVE_TRIANGLE_FAN,a); + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_FAN,a); mesh->surface_set_material(0,p_material); if (true) { @@ -259,7 +259,7 @@ void EditorSpatialGizmo::add_handles(const Vector<Vector3> &p_handles, bool p_bi } a[VS::ARRAY_COLOR]=colors; - mesh->add_surface(Mesh::PRIMITIVE_POINTS,a); + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS,a); mesh->surface_set_material(0,SpatialEditorGizmos::singleton->handle2_material); if (p_billboard) { @@ -2321,7 +2321,7 @@ void NavigationMeshSpatialGizmo::redraw() { Array a; a.resize(Mesh::ARRAY_MAX); a[0]=tmeshfaces; - m->add_surface(Mesh::PRIMITIVE_TRIANGLES,a); + m->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES,a); m->surface_set_material(0,navmesh->is_enabled()?SpatialEditorGizmos::singleton->navmesh_solid_material:SpatialEditorGizmos::singleton->navmesh_solid_material_disabled); add_mesh(m); add_collision_segments(lines); @@ -3090,7 +3090,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() { d.resize(VS::ARRAY_MAX); d[Mesh::ARRAY_VERTEX]=cursor_points; d[Mesh::ARRAY_COLOR]=cursor_colors; - pos3d_mesh->add_surface(Mesh::PRIMITIVE_LINES,d); + pos3d_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES,d); pos3d_mesh->surface_set_material(0,mat); } @@ -3114,7 +3114,7 @@ SpatialEditorGizmos::SpatialEditorGizmos() { d.resize(VS::ARRAY_MAX); d[Mesh::ARRAY_VERTEX] = cursor_points; d[Mesh::ARRAY_COLOR] = cursor_colors; - listener_line_mesh->add_surface(Mesh::PRIMITIVE_LINES, d); + listener_line_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, d); listener_line_mesh->surface_set_material(0, mat); } |