diff options
author | Juan Linietsky <reduzio@gmail.com> | 2016-12-31 10:53:29 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2016-12-31 10:53:29 -0300 |
commit | a62c99c4e4325ca0c015d731f2bcb9b07410bb65 (patch) | |
tree | f9579eb97799c881fe5ed6ab4c193f65daaa0ca5 /drivers | |
parent | f4a56e7782526e5e20a4351c4c293a7b4f020acd (diff) |
Some fixes and clean ups
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 53 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 19 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 4 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 28 |
4 files changed, 83 insertions, 21 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 7fdd08a834..1b080a1216 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -3687,9 +3687,47 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C state.ubo_data.subsurface_scatter_width=subsurface_scatter_size; + state.ubo_data.shadow_z_offset=0; + state.ubo_data.shadow_slope_scale=0; + state.ubo_data.shadow_dual_paraboloid_render_side=0; + state.ubo_data.shadow_dual_paraboloid_render_zfar=0; _setup_environment(env,p_cam_projection,p_cam_transform); + bool fb_cleared=false; + + glDepthFunc(GL_LEQUAL); + + + if (storage->frame.current_rt && true) { + //pre z pass + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo); + glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height); + + glColorMask(0,0,0,0); + + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + + + render_list.clear(); + _fill_render_list(p_cull_result,p_cull_count,true); + render_list.sort_by_depth(false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true); + _render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,0,false,false,true,false,false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false); + + glColorMask(1,1,1,1); + + fb_cleared=true; + render_pass++; + } + + _setup_lights(p_light_cull_result,p_light_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_shadow_atlas); _setup_reflections(p_reflection_probe_cull_result,p_reflection_probe_cull_count,p_cam_transform.affine_inverse(),p_cam_projection,p_reflection_atlas,env); @@ -3778,9 +3816,10 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C } } - - glClearDepth(1.0); - glClear(GL_DEPTH_BUFFER_BIT); + if (!fb_cleared) { + glClearDepth(1.0); + glClear(GL_DEPTH_BUFFER_BIT); + } Color clear_color(0,0,0,0); @@ -4287,7 +4326,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa 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); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,true); } } else if (light->type==VS::LIGHT_SPOT) { @@ -4341,12 +4380,12 @@ void RasterizerSceneGLES3::render_shadow(RID p_light,RID p_shadow_atlas,int p_pa _setup_environment(NULL,light_projection,light_transform); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW,true); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,true); _render_list(render_list.elements,render_list.element_count,light_transform,light_projection,0,!flip_facing,false,true,false,false); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW,false); - state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_SHADOW_DUAL_PARABOLOID,false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH,false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID,false); if (light->type==VS::LIGHT_OMNI && light->omni_shadow_mode==VS::LIGHT_OMNI_SHADOW_CUBE && p_pass==5) { diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 3fc0513542..2875c1f788 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -4743,6 +4743,7 @@ RID RasterizerStorageGLES3::gi_probe_create() { gip->dynamic_range=1.0; gip->energy=1.0; gip->interior=false; + gip->compress=false; gip->version=1; gip->cell_size=1.0; @@ -4864,6 +4865,24 @@ bool RasterizerStorageGLES3::gi_probe_is_interior(RID p_probe) const{ } + +void RasterizerStorageGLES3::gi_probe_set_compress(RID p_probe,bool p_enable) { + + GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND(!gip); + + gip->compress=p_enable; + +} + +bool RasterizerStorageGLES3::gi_probe_is_compressed(RID p_probe) const{ + + const GIProbe *gip = gi_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!gip,false); + + return gip->compress; + +} float RasterizerStorageGLES3::gi_probe_get_energy(RID p_probe) const{ const GIProbe *gip = gi_probe_owner.getornull(p_probe); diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index b0f9800159..690a169ca2 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -899,6 +899,7 @@ public: int dynamic_range; float energy; bool interior; + bool compress; uint32_t version; @@ -932,6 +933,9 @@ public: virtual void gi_probe_set_interior(RID p_probe,bool p_enable); virtual bool gi_probe_is_interior(RID p_probe) const; + virtual void gi_probe_set_compress(RID p_probe,bool p_enable); + virtual bool gi_probe_is_compressed(RID p_probe) const; + virtual uint32_t gi_probe_get_version(RID p_probe); struct GIProbeData : public RID_Data { diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 90c501ea32..c18a356a54 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -146,7 +146,7 @@ MATERIAL_UNIFORMS #endif -#ifdef RENDER_SHADOW_DUAL_PARABOLOID +#ifdef RENDER_DEPTH_DUAL_PARABOLOID out highp float dp_clip; @@ -253,10 +253,10 @@ VERTEX_SHADER_CODE binormal_interp = binormal; #endif -#ifdef RENDER_SHADOW +#ifdef RENDER_DEPTH -#ifdef RENDER_SHADOW_DUAL_PARABOLOID +#ifdef RENDER_DEPTH_DUAL_PARABOLOID vertex_interp.z*= shadow_dual_paraboloid_render_side; normal_interp.z*= shadow_dual_paraboloid_render_side; @@ -282,12 +282,12 @@ VERTEX_SHADER_CODE z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale; vertex_interp.z-=z_ofs; -#endif //RENDER_SHADOW_DUAL_PARABOLOID +#endif //RENDER_DEPTH_DUAL_PARABOLOID -#endif //RENDER_SHADOW +#endif //RENDER_DEPTH -#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_SHADOW_DUAL_PARABOLOID) +#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_DEPTH_DUAL_PARABOLOID) gl_Position = projection_matrix * vec4(vertex_interp,1.0); #else gl_Position = vertex; @@ -622,7 +622,7 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p } -#ifdef RENDER_SHADOW_DUAL_PARABOLOID +#ifdef RENDER_DEPTH_DUAL_PARABOLOID in highp float dp_clip; @@ -861,20 +861,20 @@ vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, b float dist = dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0; float alpha=0.0; - vec4 color = vec4(0.0); + vec3 color = vec3(0.0); while(dist < max_distance && alpha < 0.95) { float diameter = max(1.0, 2.0 * tan_half_angle * dist); vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter) ); float a = (1.0 - alpha); - color.rgb += a * scolor.rgb; + color += scolor.rgb * a; alpha += a * scolor.a; dist += diameter * 0.5; } //color.rgb = mix(color.rgb,mix(ambient,color.rgb,alpha),blend_ambient); - return color.rgb; + return color; } void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness, out vec4 out_spec, out vec4 out_diff) { @@ -1004,7 +1004,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, in void main() { -#ifdef RENDER_SHADOW_DUAL_PARABOLOID +#ifdef RENDER_DEPTH_DUAL_PARABOLOID if (dp_clip>0.0) discard; @@ -1128,7 +1128,7 @@ FRAGMENT_SHADER_CODE vec3 eye_vec = -normalize( vertex_interp ); -#ifndef RENDER_SHADOW +#ifndef RENDER_DEPTH float ndotv = clamp(dot(normal,eye_vec),0.0,1.0); vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy; @@ -1370,7 +1370,7 @@ LIGHT_SHADER_CODE } #endif -#ifdef RENDER_SHADOW +#ifdef RENDER_DEPTH //nothing happens, so a tree-ssa optimizer will result in no fragment shader :) #else @@ -1424,7 +1424,7 @@ LIGHT_SHADER_CODE -#endif //RENDER_SHADOW +#endif //RENDER_DEPTH } |