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authorJuan Linietsky <reduzio@gmail.com>2016-12-21 14:20:35 -0300
committerJuan Linietsky <reduzio@gmail.com>2016-12-21 14:22:17 -0300
commit37f558cd7b2308f6442f74c5265f12425d9887c8 (patch)
tree88901b350f7674013f7aecf8fddf3f1c3dbd7399 /drivers/gles3
parent72b844c34999d8615450798ed1f27ef24a72d8ce (diff)
Some BRDF fixes
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp19
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp21
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h1
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp13
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h6
-rw-r--r--drivers/gles3/shaders/scene.glsl44
6 files changed, 87 insertions, 17 deletions
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 110436b9d5..cb42790e67 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -130,9 +130,9 @@ void RasterizerGLES3::initialize() {
ERR_PRINT("Error initializing GLAD");
}
- glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
+// glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
// glDebugMessageCallbackARB(_gl_debug_print, NULL);
- glEnable(_EXT_DEBUG_OUTPUT);
+// glEnable(_EXT_DEBUG_OUTPUT);
#endif
@@ -169,6 +169,14 @@ void RasterizerGLES3::begin_frame(){
storage->update_dirty_skeletons();
storage->update_dirty_shaders();
storage->update_dirty_materials();
+
+ storage->info.render_object_count=0;
+ storage->info.render_material_switch_count=0;
+ storage->info.render_surface_switch_count=0;
+ storage->info.render_shader_rebind_count=0;
+ storage->info.render_vertices_count=0;
+
+
scene->iteration();
@@ -277,6 +285,13 @@ void RasterizerGLES3::end_frame(){
canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1));
#endif
OS::get_singleton()->swap_buffers();
+
+/* print_line("objects: "+itos(storage->info.render_object_count));
+ print_line("material chages: "+itos(storage->info.render_material_switch_count));
+ print_line("surface changes: "+itos(storage->info.render_surface_switch_count));
+ print_line("shader changes: "+itos(storage->info.render_shader_rebind_count));
+ print_line("vertices: "+itos(storage->info.render_vertices_count));
+*/
}
void RasterizerGLES3::finalize(){
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 65591de56e..675b6f228d 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1331,10 +1331,14 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
+ storage->info.render_vertices_count+=s->index_array_len;
+
} else {
glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
+ storage->info.render_vertices_count+=s->array_len;
+
}
} break;
@@ -1349,10 +1353,14 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
glDrawElementsInstanced(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0,amount);
+ storage->info.render_vertices_count+=s->index_array_len * amount;
+
} else {
glDrawArraysInstanced(gl_primitive[s->primitive],0,s->array_len,amount);
+ storage->info.render_vertices_count+=s->array_len * amount;
+
}
} break;
@@ -1379,6 +1387,8 @@ void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
int vertices = c.vertices.size();
uint32_t buf_ofs=0;
+ storage->info.render_vertices_count+=vertices;
+
if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) {
const RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(c.texture);
@@ -1704,6 +1714,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
bool first=true;
+ storage->info.render_object_count+=p_element_count;
+
for (int i=0;i<p_element_count;i++) {
RenderList::Element *e = p_elements[i];
@@ -1864,8 +1876,13 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
if (material!=prev_material || rebind) {
+ storage->info.render_material_switch_count++;
+
rebind = _setup_material(material,p_alpha_pass);
-// _rinfo.mat_change_count++;
+
+ if (rebind) {
+ storage->info.render_shader_rebind_count++;
+ }
}
if (!(e->sort_key&RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
@@ -1877,6 +1894,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) {
_setup_geometry(e);
+ storage->info.render_surface_switch_count++;
+
}
_set_cull(e->sort_key&RenderList::SORT_KEY_MIRROR_FLAG,p_reverse_cull);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index ef1b7b8d38..ce869da131 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -148,6 +148,7 @@ public:
} state;
+
/* SHADOW ATLAS API */
struct ShadowAtlas : public RID_Data {
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index eca916854a..9edc37fe3b 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -826,15 +826,20 @@ Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_c
DVector<uint8_t> data;
- int data_size = Image::get_image_data_size(texture->width,texture->height,texture->format,texture->mipmaps>1?-1:0);
+ int data_size = Image::get_image_data_size(texture->alloc_width,texture->alloc_height,texture->format,texture->mipmaps>1?-1:0);
- data.resize(data_size);
+ data.resize(data_size*2); //add some memory at the end, just in case for buggy drivers
DVector<uint8_t>::Write wb = data.write();
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture->target,texture->tex_id);
+ glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
+
+ print_line("GET FORMAT: "+Image::get_format_name(texture->format)+" mipmaps: "+itos(texture->mipmaps));
+
+
for(int i=0;i<texture->mipmaps;i++) {
int ofs=0;
@@ -848,7 +853,9 @@ Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_c
glGetCompressedTexImage(texture->target,i,&wb[ofs]);
} else {
+
glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
glGetTexImage(texture->target,i,texture->gl_format_cache,texture->gl_type_cache,&wb[ofs]);
}
}
@@ -856,6 +863,8 @@ Image RasterizerStorageGLES3::texture_get_data(RID p_texture,VS::CubeMapSide p_c
wb=DVector<uint8_t>::Write();
+ data.resize(data_size);
+
Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps>1?true:false,texture->format,data);
return img;
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index b81c3df78a..5d07d0be87 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -91,6 +91,12 @@ public:
uint64_t texture_mem;
+ uint32_t render_object_count;
+ uint32_t render_material_switch_count;
+ uint32_t render_surface_switch_count;
+ uint32_t render_shader_rebind_count;
+ uint32_t render_vertices_count;
+
} info;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index bf561a7e46..c9de56be4f 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -569,7 +569,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di
float speci = dotNL * D * F * vis;
- specular += speci * light_color * specular_color * specular_blob_intensity;
+ specular += speci * light_color /* specular_color*/ * specular_blob_intensity;
#if defined(LIGHT_USE_CLEARCOAT)
float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss));
@@ -780,7 +780,8 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
highp vec4 reflection;
- reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * ( brdf.x + brdf.y);
+ reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y;
+
if (reflections[idx].params.z < 0.5) {
reflection.rgb = mix(skybox,reflection.rgb,blend);
}
@@ -893,6 +894,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
blend=1.0;
//radiance
+#ifdef VCT_QUALITY_HIGH
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] (
@@ -905,13 +907,28 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
);
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
+ float cone_angle_tan = 0.577;
+#else
+
+#define MAX_CONE_DIRS 4
+
+ vec3 cone_dirs[MAX_CONE_DIRS] = vec3[] (
+ vec3(0.707107, 0, 0.707107),
+ vec3(0, 0.707107, 0.707107),
+ vec3(-0.707107, 0, 0.707107),
+ vec3(0, -0.707107, 0.707107)
+ );
+
+ float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
+ float cone_angle_tan = 0.98269;
+#endif
float max_distance = length(bounds);
vec3 light=vec3(0.0);
for(int i=0;i<MAX_CONE_DIRS;i++) {
vec3 dir = normalize( (probe_xform * vec4(pos + normal_mtx * cone_dirs[i],1.0)).xyz - probe_pos);
- light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,dir,0.577,max_distance);
+ light+=cone_weights[i] * voxel_cone_trace(probe,cell_size,probe_pos,dir,cone_angle_tan,max_distance);
}
@@ -928,6 +945,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, inout vec3 out_specular, inout vec3 out_ambient) {
+ roughness = roughness * roughness;
vec3 ref_vec = normalize(reflect(normalize(pos),normal));
@@ -1073,7 +1091,7 @@ FRAGMENT_SHADER_CODE
#endif
#ifdef ENABLE_CLIP_ALPHA
- if (diffuse.a<0.99) {
+ if (albedo.a<0.99) {
//used for doublepass and shadowmapping
discard;
}
@@ -1082,8 +1100,6 @@ FRAGMENT_SHADER_CODE
/////////////////////// LIGHTING //////////////////////////////
//apply energy conservation
- vec3 diffuse=mix(albedo,vec3(0.0),specular);
- specular = max(vec3(0.04),specular);
vec3 specular_light = vec3(0.0,0.0,0.0);
vec3 ambient_light;
@@ -1093,6 +1109,7 @@ FRAGMENT_SHADER_CODE
#ifndef RENDER_SHADOW
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
+
vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
#endif
@@ -1125,7 +1142,7 @@ FRAGMENT_SHADER_CODE
norm.xy/=norm.z;
norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25+y_ofs);
- specular_light = textureLod(radiance_map, norm.xy, lod).xyz * ( brdf.x + brdf.y);
+ specular_light = textureLod(radiance_map, norm.xy, lod).xyz * brdf.x + brdf.y;
}
//no longer a cubemap
@@ -1219,7 +1236,6 @@ FRAGMENT_SHADER_CODE
} 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;
@@ -1281,7 +1297,7 @@ FRAGMENT_SHADER_CODE
#endif //LIGHT_DIRECTIONAL_SHADOW
- light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,diffuse,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
#endif //#USE_LIGHT_DIRECTIONAL
@@ -1310,11 +1326,11 @@ FRAGMENT_SHADER_CODE
}
for(int i=0;i<omni_light_count;i++) {
- light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,diffuse,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
for(int i=0;i<spot_light_count;i++) {
- light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,diffuse,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
@@ -1338,13 +1354,17 @@ LIGHT_SHADER_CODE
#else
specular_light*=reflection_multiplier;
- specular_light*=specular;
ambient_light*=albedo; //ambient must be multiplied by albedo at the end
#if defined(ENABLE_AO)
ambient_light*=ao;
#endif
+ //energy conservation
+ diffuse_light=mix(diffuse_light,vec3(0.0),specular);
+ ambient_light=mix(ambient_light,vec3(0.0),specular);
+ specular_light *= max(vec3(0.04),specular);
+
#ifdef USE_MULTIPLE_RENDER_TARGETS
#if defined(ENABLE_AO)