diff options
author | Juan Linietsky <reduzio@gmail.com> | 2016-11-11 12:27:52 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2016-11-11 12:27:52 -0300 |
commit | a7078a4be9f4c44a41e5c7e7a633169b53f78d48 (patch) | |
tree | 35db5242c153b8d3a9732fcd5654e7a5c9d2e4e6 /drivers/gles3/rasterizer_scene_gles3.cpp | |
parent | cacf9ebb7fd8df8845daca9da2fe55456cc179aa (diff) |
Done with lights and shadows (wonder if i'm missing something..)
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 786 |
1 files changed, 427 insertions, 359 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 287801b597..4ae257abc4 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -131,8 +131,10 @@ void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas,int p_size){ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); //interpola nearest (though nvidia can improve this) - 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_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Remove artifact on the edges of the shadowmap glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); @@ -559,11 +561,6 @@ RID RasterizerSceneGLES3::light_instance_create(RID p_light) { light_instance->light=p_light; light_instance->light_ptr=storage->light_owner.getornull(p_light); - glGenBuffers(1, &light_instance->light_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, light_instance->light_ubo); - 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()); light_instance->self=light_instance_owner.make_rid(light_instance); @@ -818,9 +815,50 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) { } -void RasterizerSceneGLES3::_setup_light(LightInstance *p_light) { +void RasterizerSceneGLES3::_setup_light(RenderList::Element *e) { + + int omni_indices[16]; + int omni_count=0; + int spot_indices[16]; + int spot_count=0; + + int maxobj = MIN(16,state.max_forward_lights_per_object); + + int lc = e->instance->light_instances.size(); + if (lc) { + + const RID* lights=e->instance->light_instances.ptr(); + + for(int i=0;i<lc;i++) { + LightInstance *li=light_instance_owner.getptr(lights[i]); + if (li->last_pass!=render_pass) //not visible + continue; + + if (li->light_ptr->type==VS::LIGHT_OMNI) { + if (omni_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) { + omni_indices[omni_count++]=li->light_index; + } + } + + if (li->light_ptr->type==VS::LIGHT_SPOT) { + if (spot_count<maxobj && e->instance->layer_mask&li->light_ptr->cull_mask) { + spot_indices[spot_count++]=li->light_index; + } + } + } + } + + state.scene_shader.set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT,omni_count); + + if (omni_count) { + glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES),omni_count,omni_indices); + } + + state.scene_shader.set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT,spot_count); + if (spot_count) { + glUniform1iv(state.scene_shader.get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES),spot_count,spot_indices); + } - glBindBufferBase(GL_UNIFORM_BUFFER,3,p_light->light_ubo); //bind light uniform } @@ -894,7 +932,7 @@ void RasterizerSceneGLES3::_set_cull(bool p_front,bool p_reverse_cull) { -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) { +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,bool p_directional_add) { if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { //p_reverse_cull=!p_reverse_cull; @@ -906,7 +944,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo - if (!p_shadow) { + if (!p_shadow && !p_directional_add) { 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); @@ -934,160 +972,147 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e state.current_line_width=-1; state.current_depth_draw=-1; - glDisable(GL_BLEND); - RasterizerStorageGLES3::Material* prev_material=NULL; RasterizerStorageGLES3::Geometry* prev_geometry=NULL; VS::InstanceType prev_base_type = VS::INSTANCE_MAX; - int prev_light_type=-1; - int prev_light_index=-1; - int prev_blend=-1; int current_blend_mode=-1; - bool prev_additive=false; + int prev_shading=-1; + + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set) + + bool first=true; for (int i=0;i<p_element_count;i++) { RenderList::Element *e = p_elements[i]; RasterizerStorageGLES3::Material* material= e->material; - bool rebind=i==0; - - int light_type=(e->sort_key>>RenderList::SORT_KEY_LIGHT_TYPE_SHIFT)&0xF; - int light_index=(e->sort_key>>RenderList::SORT_KEY_LIGHT_INDEX_SHIFT)&0xFFFF; + bool rebind=first; - bool additive=false; + int shading = (e->sort_key>>RenderList::SORT_KEY_SHADING_SHIFT)&RenderList::SORT_KEY_SHADING_MASK; if (!p_shadow) { - if (light_type!=prev_light_type /* || receive_shadows_state!=prev_receive_shadows_state*/) { - if (material->shader->spatial.unshaded/* || current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) { - 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); + + if (p_directional_add) { + if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask&directional_light->light_ptr->cull_mask)) { + continue; + } + + shading&=~1; //ignore the ignore directional for base pass + } + + if (shading!=prev_shading) { + + if (e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) { + state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,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::LIGHT_USE_PSSM_BLEND,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,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&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::USE_FORWARD_LIGHTING,!p_directional_add); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,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::SHADOW_MODE_PCF_5,shadow_filter_mode==SHADOW_FILTER_PCF5); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,shadow_filter_mode==SHADOW_FILTER_PCF13); - if ((light_type&3)==VS::LIGHT_DIRECTIONAL) { - if (light_instances[light_index]->light_ptr->shadow) { + if (p_directional_add || (directional_light && (e->sort_key&RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG)==0)) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,true); + + if (directional_light->light_ptr->shadow) { state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW,true); - switch(light_instances[light_index]->light_ptr->directional_shadow_mode) { + switch(directional_light->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; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM2,true); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits); + break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4,true); + state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM_BLEND,directional_light->light_ptr->directional_blend_splits); + break; } } - } + } } rebind=true; } - - if (!*e->additive_ptr) { - - additive=false; - *e->additive_ptr=true; - } else { - additive=true; - } - - bool desired_blend=false; - int desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX; - - if (additive) { - desired_blend=true; - desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD; - } else { - desired_blend=p_alpha_pass; - desired_blend_mode=material->shader->spatial.blend_mode; - } - - if (prev_blend!=desired_blend) { - - if (desired_blend) { - glEnable(GL_BLEND); - if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glColorMask(1,1,1,0); - } + if (p_alpha_pass || p_directional_add) { + int desired_blend_mode; + if (p_directional_add) { + desired_blend_mode=RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD; } else { - glDisable(GL_BLEND); - glColorMask(1,1,1,1); + desired_blend_mode=material->shader->spatial.blend_mode; } - prev_blend=desired_blend; - } + if (desired_blend_mode!=current_blend_mode) { - if (desired_blend && desired_blend_mode!=current_blend_mode) { + switch(desired_blend_mode) { - switch(desired_blend_mode) { + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { + 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); + } - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: { - 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); - } + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE); + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: { + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + } break; + case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { + 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); + } - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - } break; - case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: { - 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); - } + } break; - } break; + } + current_blend_mode=desired_blend_mode; } - current_blend_mode=desired_blend_mode; } - if (light_index!=prev_light_index) { - if (light_index!=0xFFFF) { //not unshaded - _setup_light(light_instances[light_index]); - } - } } @@ -1098,17 +1123,16 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e // _rinfo.mat_change_count++; } + if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { + _setup_light(e); + } + if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) { _setup_geometry(e); } - if (!p_shadow && (rebind || prev_additive!=additive)) { - state.scene_shader.set_uniform(SceneShaderGLES3::NO_AMBIENT_LIGHT, additive); - - } - _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); @@ -1120,9 +1144,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e prev_material=material; prev_base_type=e->instance->base_type; prev_geometry=e->geometry; - prev_additive=additive; - prev_light_type=light_type; - prev_light_index=light_index; + prev_shading=shading; + first=false; } @@ -1133,14 +1156,14 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e 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::USE_LIGHT_DIRECTIONAL,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); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5,false); + state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13,false); } @@ -1214,8 +1237,6 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g e->material=m; e->instance=p_instance; e->owner=p_owner; - e->additive=false; - e->additive_ptr=&e->additive; e->sort_key=0; if (e->geometry->last_pass!=render_pass) { @@ -1223,6 +1244,9 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g e->geometry->index=current_geometry_index++; } + if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask&e->instance->layer_mask)==0) { + e->sort_key|=RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG; + } 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; @@ -1247,7 +1271,6 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g return; copymem(oe,e,sizeof(RenderList::Element)); - oe->additive_ptr=&oe->additive; } } @@ -1261,106 +1284,10 @@ void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_g //e->light_type=0xFF; // no lights! - - - if (shadow || m->shader->spatial.unshaded /*|| current_debug==VS::SCENARIO_DEBUG_SHADELESS*/) { - e->sort_key|=RenderList::SORT_KEY_LIGHT_INDEX_UNSHADED; - e->sort_key|=uint64_t(0xF)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xF is no light? - e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT; - } else { - - bool duplicate=false; - bool lit=false; - - - for(int i=0;i<directional_light_instance_count;i++) { - -/* - if (directional_lights[i]->base->shadow_enabled) { - light_type|=0x8; - if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) - light_type|=0x10; - else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) - light_type|=0x30; - - } -*/ - - RenderList::Element *ec; - if (duplicate) { - ec = render_list.add_element(); - copymem(ec,e,sizeof(RenderList::Element)); - } else { - - ec=e; - duplicate=true; - } - - ec->additive_ptr=&e->additive; - - 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; //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; - } - - - const RID *liptr = p_instance->light_instances.ptr(); - int ilc=p_instance->light_instances.size(); - - - - for(int i=0;i<ilc;i++) { - - LightInstance *li=light_instance_owner.getptr( liptr[i] ); - - if (!li || li->last_pass!=render_pass) //lit by light not in visible scene - continue; - - -// if (li->base->shadow_enabled) { -// light_type|=0x8; -// } - - RenderList::Element *ec; - if (duplicate) { - - ec = render_list.add_element(); - copymem(ec,e,sizeof(RenderList::Element)); - } else { - - duplicate=true; - ec=e; - } - - ec->additive_ptr=&e->additive; - - ec->sort_key&=~RenderList::SORT_KEY_LIGHT_MASK; - ec->sort_key|=uint64_t(li->light_index) << RenderList::SORT_KEY_LIGHT_INDEX_SHIFT; - ec->sort_key|=uint64_t(li->light_ptr->type) << RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; - - lit=true; - } - - - if (!lit) { - e->sort_key&=~RenderList::SORT_KEY_LIGHT_MASK; - e->sort_key|=uint64_t(0xE)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xE is no light found - e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT; - } - - + e->sort_key|=RenderList::SORT_KEY_UNSHADED_FLAG; } - - } void RasterizerSceneGLES3::_draw_skybox(RID p_skybox,const CameraMatrix& p_projection,const Transform& p_transform,bool p_vflip,float p_scale) { @@ -1534,161 +1461,202 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env,const CameraMatri } -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) { +void RasterizerSceneGLES3::_setup_directional_light(int p_index,const Transform& p_camera_inverse_transform) { + LightInstance *li = directional_lights[p_index]; - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + LightDataUBO ubo_data; //used for filling - directional_light_instance_count=0; - light_instance_count=0; + float sign = li->light_ptr->negative?-1:1; - for(int i=0;i<p_light_cull_count;i++) { + Color linear_col = li->light_ptr->color.to_linear(); + ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[3]=0; - ERR_BREAK( i>=RenderList::MAX_LIGHTS ); + //omni, keep at 0 + ubo_data.light_pos_inv_radius[0]=0.0; + ubo_data.light_pos_inv_radius[1]=0.0; + ubo_data.light_pos_inv_radius[2]=0.0; + ubo_data.light_pos_inv_radius[3]=0.0; - LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); + Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized(); + ubo_data.light_direction_attenuation[0]=direction.x; + ubo_data.light_direction_attenuation[1]=direction.y; + ubo_data.light_direction_attenuation[2]=direction.z; + ubo_data.light_direction_attenuation[3]=1.0; - switch(li->light_ptr->type) { + ubo_data.light_params[0]=0; + ubo_data.light_params[1]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[2]=0; + ubo_data.light_params[3]=0; - case VS::LIGHT_DIRECTIONAL: { + Color shadow_color = li->light_ptr->shadow_color.to_linear(); + ubo_data.light_shadow_color[0]=shadow_color.r; + ubo_data.light_shadow_color[1]=shadow_color.g; + ubo_data.light_shadow_color[2]=shadow_color.b; + ubo_data.light_shadow_color[3]=1.0; - ERR_FAIL_COND( directional_light_instance_count >= RenderList::MAX_LIGHTS); - directional_light_instances[directional_light_instance_count++]=li; - Color linear_col = li->light_ptr->color.to_linear(); - li->light_ubo_data.light_color_energy[0]=linear_col.r; - li->light_ubo_data.light_color_energy[1]=linear_col.g; - li->light_ubo_data.light_color_energy[2]=linear_col.b; - li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + if (li->light_ptr->shadow) { - //omni, keep at 0 - li->light_ubo_data.light_pos_inv_radius[0]=0.0; - li->light_ubo_data.light_pos_inv_radius[1]=0.0; - li->light_ubo_data.light_pos_inv_radius[2]=0.0; - li->light_ubo_data.light_pos_inv_radius[3]=0.0; + int shadow_count=0; - Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized(); - li->light_ubo_data.light_direction_attenuation[0]=direction.x; - li->light_ubo_data.light_direction_attenuation[1]=direction.y; - li->light_ubo_data.light_direction_attenuation[2]=direction.z; - li->light_ubo_data.light_direction_attenuation[3]=1.0; + 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; - 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[3]=0; + } - if (li->light_ptr->shadow) { + for(int j=0;j<shadow_count;j++) { - 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; + 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; - } - for(int j=0;j<shadow_count;j++) { + if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { - 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; + width/=2; + height/=2; + if (j==0) { - if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + } else if (j==1) { + x+=width; + } else if (j==2) { + y+=height; + } else if (j==3) { + x+=width; + y+=height; + } - 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) { - } + height/=2; + if (j==0) { + } else { + y+=height; + } - } else if (li->light_ptr->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + } - height/=2; + ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split; - if (j==0) { + Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse(); - } else { - y+=height; - } + 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); - li->light_ubo_data.shadow_split_offsets[j]=1.0/li->shadow_transform[j].split; + CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[j].camera * modelview; - Transform modelview = (p_camera_inverse_transform * li->shadow_transform[j].transform).inverse(); + store_camera(shadow_mtx,&ubo_data.shadow_matrix1[16*j]); - 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); + ubo_data.light_clamp[0]=atlas_rect.pos.x; + ubo_data.light_clamp[1]=atlas_rect.pos.y; + ubo_data.light_clamp[2]=atlas_rect.size.x; + ubo_data.light_clamp[3]=atlas_rect.size.y; -// 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]); + glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightDataUBO), &ubo_data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); - 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; + directional_light=li; - } + glBindBufferBase(GL_UNIFORM_BUFFER,3,state.directional_ubo); +} + +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) { + + + state.omni_light_count=0; + state.spot_light_count=0; + state.directional_light_count=0; + + directional_light=NULL; + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + + + for(int i=0;i<p_light_cull_count;i++) { + + ERR_BREAK( i>=RenderList::MAX_LIGHTS ); + + LightInstance *li = light_instance_owner.getptr(p_light_cull_result[i]); + + LightDataUBO ubo_data; //used for filling + + switch(li->light_ptr->type) { + + case VS::LIGHT_DIRECTIONAL: { + + if (state.directional_light_count<RenderList::MAX_DIRECTIONAL_LIGHTS) { + directional_lights[state.directional_light_count++]=li; } + } break; case VS::LIGHT_OMNI: { + float sign = li->light_ptr->negative?-1:1; + Color linear_col = li->light_ptr->color.to_linear(); - li->light_ubo_data.light_color_energy[0]=linear_col.r; - li->light_ubo_data.light_color_energy[1]=linear_col.g; - li->light_ubo_data.light_color_energy[2]=linear_col.b; - li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[3]=0; + Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin); //directional, keep at 0 - li->light_ubo_data.light_pos_inv_radius[0]=pos.x; - li->light_ubo_data.light_pos_inv_radius[1]=pos.y; - li->light_ubo_data.light_pos_inv_radius[2]=pos.z; - li->light_ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); - - li->light_ubo_data.light_direction_attenuation[0]=0; - li->light_ubo_data.light_direction_attenuation[1]=0; - li->light_ubo_data.light_direction_attenuation[2]=0; - 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]=0; - li->light_ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; - li->light_ubo_data.light_params[3]=0; - + ubo_data.light_pos_inv_radius[0]=pos.x; + ubo_data.light_pos_inv_radius[1]=pos.y; + ubo_data.light_pos_inv_radius[2]=pos.z; + ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); + + ubo_data.light_direction_attenuation[0]=0; + ubo_data.light_direction_attenuation[1]=0; + ubo_data.light_direction_attenuation[2]=0; + ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + + ubo_data.light_params[0]=0; + ubo_data.light_params[1]=0; + ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[3]=0; + + Color shadow_color = li->light_ptr->shadow_color.to_linear(); + ubo_data.light_shadow_color[0]=shadow_color.r; + ubo_data.light_shadow_color[1]=shadow_color.g; + ubo_data.light_shadow_color[2]=shadow_color.b; + ubo_data.light_shadow_color[3]=1.0; if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { // fill in the shadow information @@ -1724,17 +1692,21 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu Transform proj = (p_camera_inverse_transform * li->transform).inverse(); - store_transform(proj,li->light_ubo_data.shadow_matrix1); + store_transform(proj,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; + ubo_data.light_params[3]=1.0; //means it has shadow + ubo_data.light_clamp[0]=float(x)/atlas_size; + ubo_data.light_clamp[1]=float(y)/atlas_size; + ubo_data.light_clamp[2]=float(width)/atlas_size; + ubo_data.light_clamp[3]=float(height)/atlas_size; } + li->light_index=state.omni_light_count; + copymem(&state.omni_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size); + state.omni_light_count++; + #if 0 @@ -1746,30 +1718,38 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu } break; case VS::LIGHT_SPOT: { + float sign = li->light_ptr->negative?-1:1; + Color linear_col = li->light_ptr->color.to_linear(); - li->light_ubo_data.light_color_energy[0]=linear_col.r; - li->light_ubo_data.light_color_energy[1]=linear_col.g; - li->light_ubo_data.light_color_energy[2]=linear_col.b; - li->light_ubo_data.light_color_energy[3]=li->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + ubo_data.light_color_energy[0]=linear_col.r*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[1]=linear_col.g*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[2]=linear_col.b*sign*li->light_ptr->param[VS::LIGHT_PARAM_ENERGY];; + ubo_data.light_color_energy[3]=0; Vector3 pos = p_camera_inverse_transform.xform(li->transform.origin); //directional, keep at 0 - li->light_ubo_data.light_pos_inv_radius[0]=pos.x; - li->light_ubo_data.light_pos_inv_radius[1]=pos.y; - li->light_ubo_data.light_pos_inv_radius[2]=pos.z; - li->light_ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); + ubo_data.light_pos_inv_radius[0]=pos.x; + ubo_data.light_pos_inv_radius[1]=pos.y; + ubo_data.light_pos_inv_radius[2]=pos.z; + ubo_data.light_pos_inv_radius[3]=1.0/MAX(0.001,li->light_ptr->param[VS::LIGHT_PARAM_RANGE]); Vector3 direction = p_camera_inverse_transform.basis.xform(li->transform.basis.xform(Vector3(0,0,-1))).normalized(); - li->light_ubo_data.light_direction_attenuation[0]=direction.x; - li->light_ubo_data.light_direction_attenuation[1]=direction.y; - li->light_ubo_data.light_direction_attenuation[2]=direction.z; - 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]=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; + ubo_data.light_direction_attenuation[0]=direction.x; + ubo_data.light_direction_attenuation[1]=direction.y; + ubo_data.light_direction_attenuation[2]=direction.z; + ubo_data.light_direction_attenuation[3]=li->light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + + ubo_data.light_params[0]=li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; + ubo_data.light_params[1]=Math::cos(Math::deg2rad(li->light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE])); + ubo_data.light_params[2]=li->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + ubo_data.light_params[3]=0; + + Color shadow_color = li->light_ptr->shadow_color.to_linear(); + ubo_data.light_shadow_color[0]=shadow_color.r; + ubo_data.light_shadow_color[1]=shadow_color.g; + ubo_data.light_shadow_color[2]=shadow_color.b; + ubo_data.light_shadow_color[3]=1.0; if (li->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) { // fill in the shadow information @@ -1796,11 +1776,11 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu 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; + ubo_data.light_params[3]=1.0; //means it has shadow + ubo_data.light_clamp[0]=rect.pos.x; + ubo_data.light_clamp[1]=rect.pos.y; + ubo_data.light_clamp[2]=rect.size.x; + ubo_data.light_clamp[3]=rect.size.y; Transform modelview = (p_camera_inverse_transform * li->transform).inverse(); @@ -1811,10 +1791,15 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu CameraMatrix shadow_mtx = rectm * bias * li->shadow_transform[0].camera * modelview; - store_camera(shadow_mtx,li->light_ubo_data.shadow_matrix1); + store_camera(shadow_mtx,ubo_data.shadow_matrix1); } + + li->light_index=state.spot_light_count; + copymem(&state.spot_array_tmp[li->light_index*state.ubo_light_size],&ubo_data,state.ubo_light_size); + state.spot_light_count++; + #if 0 if (li->light_ptr->shadow_enabled) { CameraMatrix bias; @@ -1829,24 +1814,34 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result,int p_light_cu } - /* make light hash */ + li->last_pass=render_pass; - // actually, not really a hash, but helps to sort the lights - // and avoid recompiling redudant shader versions + //update UBO for forward rendering, blit to texture for clustered + } - li->last_pass=render_pass; - li->light_index=i; - //update UBO for forward rendering, blit to texture for clustered - glBindBuffer(GL_UNIFORM_BUFFER, li->light_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInstance::LightDataUBO), &li->light_ubo_data); + if (state.omni_light_count) { + + glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, state.omni_light_count*state.ubo_light_size, state.omni_array_tmp); glBindBuffer(GL_UNIFORM_BUFFER, 0); - light_instances[i]=li; - light_instance_count++; + glBindBufferBase(GL_UNIFORM_BUFFER,4,state.omni_array_ubo); } + + if (state.spot_light_count) { + + glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, state.spot_light_count*state.ubo_light_size, state.spot_array_tmp); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glBindBufferBase(GL_UNIFORM_BUFFER,5,state.spot_array_ubo); + } + + + } void RasterizerSceneGLES3::_copy_screen() { @@ -1969,6 +1964,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C //first of all, make a new render pass render_pass++; + //fill up ubo Environment *env = environment_owner.getornull(p_environment); @@ -2075,7 +2071,20 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C 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,false); + if (state.directional_light_count==0) { + directional_light=NULL; + _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,false); + } else { + for(int i=0;i<state.directional_light_count;i++) { + directional_light=directional_lights[i]; + if (i>0) { + glEnable(GL_BLEND); + } + _setup_directional_light(i,p_cam_transform.affine_inverse()); + _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,env_radiance_tex,false,false,false,i>0); + + } + } state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS,false); @@ -2107,9 +2116,20 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C 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,false); + if (state.directional_light_count==0) { + directional_light=NULL; + _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,false); + } else { + for(int i=0;i<state.directional_light_count;i++) { + directional_light=directional_lights[i]; + _setup_directional_light(i,p_cam_transform.affine_inverse()); + _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,i>0); + + } + } + _copy_to_front_buffer(env); /* if (shadow_atlas) { @@ -2123,7 +2143,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C } */ - if (directional_shadow.fbo) { + if (false && directional_shadow.fbo) { //_copy_texture_to_front_buffer(shadow_atlas->depth); storage->canvas->canvas_begin(); @@ -2285,6 +2305,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa render_pass++; + directional_light=NULL; + LightInstance *light_instance = light_instance_owner.getornull(p_light); ERR_FAIL_COND(!light_instance); RasterizerStorageGLES3::Light *light = storage->light_owner.getornull(light_instance->light); @@ -2512,7 +2534,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa 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); + _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,NULL,!flip_facing,false,true,false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW,false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW_DUAL_PARABOLOID,false); @@ -2593,7 +2615,6 @@ bool RasterizerSceneGLES3::free(RID p_rid) { } - glDeleteBuffers(1,&light_instance->light_ubo); light_instance_owner.free(p_rid); memdelete(light_instance); @@ -2860,6 +2881,53 @@ void RasterizerSceneGLES3::initialize() { ERR_PRINT("Directional shadow framebuffer status invalid"); } } + + { + //spot and omni ubos + + int max_ubo_size; + glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE,&max_ubo_size); + const int ubo_light_size=160; + state.ubo_light_size=ubo_light_size; + state.max_ubo_lights=max_ubo_size/ubo_light_size; + + state.spot_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights); + state.omni_array_tmp = (uint8_t*)memalloc(ubo_light_size*state.max_ubo_lights); + + + glGenBuffers(1, &state.spot_array_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.spot_array_ubo); + glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &state.omni_array_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.omni_array_ubo); + glBufferData(GL_UNIFORM_BUFFER, ubo_light_size*state.max_ubo_lights, NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &state.directional_ubo); + glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo); + glBufferData(GL_UNIFORM_BUFFER, sizeof(LightDataUBO), NULL, GL_DYNAMIC_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + state.max_forward_lights_per_object=8; + + state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS "+itos(state.max_ubo_lights)+"\n"); + state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS "+itos(state.max_forward_lights_per_object)+"\n"); + + + + } + + GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1); + Globals::get_singleton()->set_custom_property_info("rendering/gles3/shadow_filter_mode",PropertyInfo(Variant::INT,"rendering/gles3/shadow_filter_mode",PROPERTY_HINT_ENUM,"Disabled,PCF5,PCF13")); + shadow_filter_mode=SHADOW_FILTER_NEAREST; + +} + +void RasterizerSceneGLES3::iteration() { + + shadow_filter_mode=ShadowFilterMode(int(Globals::get_singleton()->get("rendering/gles3/shadow_filter_mode"))); } void RasterizerSceneGLES3::finalize(){ |