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authorJuan Linietsky <juan@godotengine.org>2018-12-20 10:09:07 -0300
committerJuan Linietsky <juan@godotengine.org>2018-12-20 10:10:30 -0300
commit3bdd1ff3875450d90f7a695aa5d527a47558d80c (patch)
treea79398f162e96c986cd5bd820ccb0720f1324079 /drivers/gles2/rasterizer_canvas_gles2.cpp
parent6cdcde7114a7b12063d2d4b720583d6094d66c85 (diff)
Support lights and shadows in GLES2, fixes #21853
Diffstat (limited to 'drivers/gles2/rasterizer_canvas_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp306
1 files changed, 303 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index e6be0f57fc..f1bb8803f1 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -186,6 +186,42 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
}
+ if (p_normal_map == state.current_normal) {
+ //do none
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
+
+ } else if (p_normal_map.is_valid()) {
+
+ RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
+
+ if (!normal_map) {
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
+
+ } else {
+
+ normal_map = normal_map->get_ptr();
+
+ if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
+ VisualServerRaster::redraw_request();
+ }
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
+ state.current_normal = p_normal_map;
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
+ }
+
+ } else {
+
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
+ }
+
return tex_return;
}
@@ -1053,10 +1089,164 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
_set_uniforms();
- _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
+ if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
+ _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
rebind_shader = true; // hacked in for now.
+ if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
+
+ Light *light = p_light;
+ bool light_used = false;
+ VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
+ state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
+
+ while (light) {
+
+ if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
+
+ //intersects this light
+
+ if (!light_used || mode != light->mode) {
+
+ mode = light->mode;
+
+ switch (mode) {
+
+ case VS::CANVAS_LIGHT_MODE_ADD: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+
+ } break;
+ case VS::CANVAS_LIGHT_MODE_SUB: {
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ } break;
+ case VS::CANVAS_LIGHT_MODE_MIX:
+ case VS::CANVAS_LIGHT_MODE_MASK: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ } break;
+ }
+ }
+
+ if (!light_used) {
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
+ light_used = true;
+ }
+
+ bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
+ if (has_shadow) {
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
+ switch (light->shadow_filter) {
+
+ case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break;
+ case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break;
+ }
+ }
+
+ bool light_rebind = state.canvas_shader.bind();
+
+ if (light_rebind) {
+
+ _set_uniforms();
+ }
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
+ Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
+ basis_inverse[2] = Vector2();
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
+
+ if (has_shadow) {
+ RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, cls->distance);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
+ if (light->radius_cache == 0) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
+ } else {
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
+ }
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
+
+ /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
+ canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
+ }
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
+ if (!t) {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ } else {
+ t = t->get_ptr();
+
+ glBindTexture(t->target, t->tex_id);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
+ }
+
+ light = light->next_ptr;
+ }
+
+ if (light_used) {
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
+
+ state.canvas_shader.bind();
+
+ last_blend_mode = -1;
+
+ /*
+ //this is set again, so it should not be needed anyway?
+ state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
+ ci->final_modulate.r * p_modulate.r,
+ ci->final_modulate.g * p_modulate.g,
+ ci->final_modulate.b * p_modulate.b,
+ ci->final_modulate.a * p_modulate.a );
+
+
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
+ state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
+
+ glBlendEquation(GL_FUNC_ADD);
+
+ if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ //@TODO RESET canvas_blend_mode
+ */
+ }
+ }
+
if (reclip) {
glEnable(GL_SCISSOR_TEST);
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
@@ -1077,8 +1267,116 @@ void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_s
}
void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
-}
+ RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
+ ERR_FAIL_COND(!cls);
+
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glDisable(GL_CULL_FACE);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(true);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
+
+ state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
+ state.canvas_shadow_shader.bind();
+
+ glViewport(0, 0, cls->size, cls->height);
+ glClearDepth(1.0f);
+ glClearColor(1, 1, 1, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+
+ for (int i = 0; i < 4; i++) {
+
+ //make sure it remains orthogonal, makes easy to read angle later
+
+ Transform light;
+ light.origin[0] = p_light_xform[2][0];
+ light.origin[1] = p_light_xform[2][1];
+ light.basis[0][0] = p_light_xform[0][0];
+ light.basis[0][1] = p_light_xform[1][0];
+ light.basis[1][0] = p_light_xform[0][1];
+ light.basis[1][1] = p_light_xform[1][1];
+
+ //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
+
+ //p_near=1;
+ CameraMatrix projection;
+ {
+ real_t fov = 90;
+ real_t nearp = p_near;
+ real_t farp = p_far;
+ real_t aspect = 1.0;
+
+ real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
+ real_t ymin = -ymax;
+ real_t xmin = ymin * aspect;
+ real_t xmax = ymax * aspect;
+
+ projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
+ }
+
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
+ projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
+
+ if (i == 0)
+ *p_xform_cache = projection;
+
+ glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+
+ RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
+ if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
+
+ instance = instance->next;
+ continue;
+ }
+
+ state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
+ if (cull != instance->cull_cache) {
+
+ cull = instance->cull_cache;
+ switch (cull) {
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
+
+ glDisable(GL_CULL_FACE);
+
+ } break;
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_FRONT);
+ } break;
+ case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ } break;
+ }
+ }
+
+ glBindVertexArray(cc->array_id);
+ glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
+
+ instance = instance->next;
+ }
+ }
+
+ glBindVertexArray(0);
+}
void RasterizerCanvasGLES2::reset_canvas() {
glDisable(GL_CULL_FACE);
@@ -1094,7 +1392,7 @@ void RasterizerCanvasGLES2::reset_canvas() {
}
// bind the back buffer to a texture so shaders can use it.
- // It should probably use texture unit -3 (as GLES3 does as well) but currently that's buggy.
+ // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
// keeping this for now as there's nothing else that uses texture unit 2
// TODO ^
if (storage->frame.current_rt) {
@@ -1264,6 +1562,8 @@ void RasterizerCanvasGLES2::initialize() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
+ state.canvas_shadow_shader.init();
+
state.canvas_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);