diff options
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
| -rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 526 |
1 files changed, 482 insertions, 44 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index 58abb71a12..74a82e1a5c 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -952,7 +952,11 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) { Texture *texture = texture_owner.get( p_texture ); ERR_FAIL_COND(!texture); - ERR_FAIL_COND(texture->render_target); + if (texture->render_target) { + + p_flags&=VS::TEXTURE_FLAG_FILTER;//can change only filter + } + glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); @@ -2241,6 +2245,9 @@ AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh) const { Mesh *mesh = mesh_owner.get( p_mesh ); ERR_FAIL_COND_V(!mesh,AABB()); + if (mesh->custom_aabb!=AABB()) + return mesh->custom_aabb; + AABB aabb; for (int i=0;i<mesh->surfaces.size();i++) { @@ -2253,6 +2260,24 @@ AABB RasterizerGLES2::mesh_get_aabb(RID p_mesh) const { return aabb; } + + +void RasterizerGLES2::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + + mesh->custom_aabb=p_aabb; + +} + +AABB RasterizerGLES2::mesh_get_custom_aabb(RID p_mesh) const { + + const Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,AABB()); + + return mesh->custom_aabb; +} /* MULTIMESH API */ RID RasterizerGLES2::multimesh_create() { @@ -2464,6 +2489,156 @@ int RasterizerGLES2::multimesh_get_visible_instances(RID p_multimesh) const { } +/* IMMEDIATE API */ + + +RID RasterizerGLES2::immediate_create() { + + Immediate *im = memnew( Immediate ); + return immediate_owner.make_rid(im); + +} + +void RasterizerGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(im->building); + + Immediate::Chunk ic; + ic.texture=p_texture; + ic.primitive=p_rimitive; + im->chunks.push_back(ic); + im->mask=0; + im->building=true; + + +} +void RasterizerGLES2::immediate_vertex(RID p_immediate,const Vector3& p_vertex){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + Immediate::Chunk *c = &im->chunks.back()->get(); + + + if (c->vertices.empty() && im->chunks.size()==1) { + + im->aabb.pos=p_vertex; + im->aabb.size=Vector3(); + } else { + im->aabb.expand_to(p_vertex); + } + + if (im->mask&VS::ARRAY_FORMAT_NORMAL) + c->normals.push_back(chunk_normal); + if (im->mask&VS::ARRAY_FORMAT_TANGENT) + c->tangents.push_back(chunk_tangent); + if (im->mask&VS::ARRAY_FORMAT_COLOR) + c->colors.push_back(chunk_color); + if (im->mask&VS::ARRAY_FORMAT_TEX_UV) + c->uvs.push_back(chunk_uv); + if (im->mask&VS::ARRAY_FORMAT_TEX_UV2) + c->uvs2.push_back(chunk_uv2); + im->mask|=VS::ARRAY_FORMAT_VERTEX; + c->vertices.push_back(p_vertex); + +} + + +void RasterizerGLES2::immediate_normal(RID p_immediate,const Vector3& p_normal){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_NORMAL; + chunk_normal=p_normal; + +} +void RasterizerGLES2::immediate_tangent(RID p_immediate,const Plane& p_tangent){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_TANGENT; + chunk_tangent=p_tangent; + +} +void RasterizerGLES2::immediate_color(RID p_immediate,const Color& p_color){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_COLOR; + chunk_color=p_color; + +} +void RasterizerGLES2::immediate_uv(RID p_immediate,const Vector2& tex_uv){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_TEX_UV; + chunk_uv=tex_uv; + +} +void RasterizerGLES2::immediate_uv2(RID p_immediate,const Vector2& tex_uv){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->mask|=VS::ARRAY_FORMAT_TEX_UV2; + chunk_uv2=tex_uv; + +} + +void RasterizerGLES2::immediate_end(RID p_immediate){ + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(!im->building); + + im->building=false; + +} +void RasterizerGLES2::immediate_clear(RID p_immediate) { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + ERR_FAIL_COND(im->building); + + im->chunks.clear(); +} + +AABB RasterizerGLES2::immediate_get_aabb(RID p_immediate) const { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND_V(!im,AABB()); + return im->aabb; +} + +void RasterizerGLES2::immediate_set_material(RID p_immediate,RID p_material) { + + Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!im); + im->material=p_material; + +} + +RID RasterizerGLES2::immediate_get_material(RID p_immediate) const { + + const Immediate *im = immediate_owner.get(p_immediate); + ERR_FAIL_COND_V(!im,RID()); + return im->material; + +} + /* PARTICLES API */ @@ -3114,7 +3289,8 @@ Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_lig case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{ return SHADOW_PSM; } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT:{ + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:{ return SHADOW_PSSM; } break; } @@ -3131,9 +3307,13 @@ int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) cons LightInstance *lighti = light_instance_owner.get( p_light_instance ); ERR_FAIL_COND_V(!lighti,0); - if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT)) + + if (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + + return 4; // dp4 + } else if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)) { return 2; // dp - else + } else return 1; } @@ -3145,6 +3325,10 @@ void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL); // ERR_FAIL_INDEX(p_index,1); + lighti->custom_projection[p_index]=p_camera; + lighti->custom_transform[p_index]=p_transform; + lighti->shadow_split[p_index]=1.0/p_split_far; +#if 0 if (p_index==0) { lighti->custom_projection=p_camera; lighti->custom_transform=p_transform; @@ -3161,7 +3345,7 @@ void RasterizerGLES2::light_instance_set_shadow_transform(RID p_light_instance, lighti->shadow_split2=p_split_far; } - +#endif } int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{ @@ -3407,6 +3591,7 @@ void RasterizerGLES2::begin_frame() { //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting"); canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false)); + shadow_filter=ShadowFilterTechnique(int(Globals::get_singleton()->get("rasterizer/shadow_filter"))); window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height ); @@ -3675,18 +3860,21 @@ void RasterizerGLES2::add_light( RID p_light_instance ) { if (li->base->shadow_enabled) { CameraMatrix bias; bias.set_light_bias(); - Transform modelview=Transform(camera_transform_inverse * li->custom_transform).inverse(); - li->shadow_projection = bias * li->custom_projection * modelview; - Transform modelview2=Transform(camera_transform_inverse * li->custom_transform2).inverse(); - li->shadow_projection2 = bias * li->custom_projection2 * modelview2; + int passes=light_instance_get_shadow_passes(p_light_instance); + + 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; } } break; case VS::LIGHT_OMNI: { if (li->base->shadow_enabled) { - li->shadow_projection = Transform(camera_transform_inverse * li->transform).inverse(); + li->shadow_projection[0] = Transform(camera_transform_inverse * li->transform).inverse(); lights_use_shadow=true; } } break; @@ -3696,7 +3884,7 @@ void RasterizerGLES2::add_light( RID p_light_instance ) { CameraMatrix bias; bias.set_light_bias(); Transform modelview=Transform(camera_transform_inverse * li->transform).inverse(); - li->shadow_projection = bias * li->projection * modelview; + li->shadow_projection[0] = bias * li->projection * modelview; lights_use_shadow=true; } } break; @@ -3755,9 +3943,16 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { //print_line("UCF: "+itos(p_shader->uniforms.size())); + int first_tex_index=0xFFFFF; + p_shader->first_texture=StringName(); + for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) { uniform_names.push_back("_"+String(E->key())); + if (E->get().type==ShaderLanguage::TYPE_TEXTURE && E->get().order<first_tex_index) { + p_shader->first_texture=E->key(); + first_tex_index=E->get().order; + } } if (p_shader->mode==VS::SHADER_MATERIAL) { @@ -3781,6 +3976,9 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { if (flags.uses_screen_uv) { enablers.push_back("#define ENABLE_SCREEN_UV\n"); } + if (flags.uses_discard) { + enablers.push_back("#define ENABLE_DISCARD\n"); + } material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers); } else { @@ -3789,6 +3987,8 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const { p_shader->valid=true; p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen; + p_shader->writes_vertex=flags.vertex_code_writes_vertex; + p_shader->uses_discard=flags.uses_discard; p_shader->has_texscreen=flags.uses_texscreen; p_shader->has_screen_uv=flags.uses_screen_uv; p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex; @@ -3849,16 +4049,19 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD RenderList *render_list=NULL; - bool has_alpha = m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || (m->shader_cache && m->shader_cache->has_alpha) || m->flags[VS::MATERIAL_FLAG_ONTOP]; + bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha); + bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP]; + bool has_alpha = has_base_alpha || has_blend_alpha; if (shadow) { - if (has_alpha) + if (has_blend_alpha || (has_base_alpha && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS])) return; //bye - if (true) { - m = shadow_mat_ptr; //for now do this always + if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) { + //shader does not use discard and does not write a vertex position, use generic material + m = shadow_mat_ptr; if (m->last_pass!=frame) { if (m->shader.is_valid()) { @@ -3901,6 +4104,9 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD RenderList::Element *e = render_list->add_element(); + if (!e) + return; + e->geometry=p_geometry; e->geometry_cmp=p_geometry_cmp; e->material=m; @@ -3936,6 +4142,18 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD e->light_type=0xFF; // no lights! e->light=0xFFFF; + if (!shadow && !has_blend_alpha && has_alpha && m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) { + + //if nothing exists, add this element as opaque too + RenderList::Element *oe = opaque_render_list.add_element(); + + if (!oe) + return; + + memcpy(oe,e,sizeof(RenderList::Element)); + oe->additive_ptr=&oe->additive; + } + if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED]) { e->light_type=0x7F; //unshaded is zero @@ -3954,8 +4172,10 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD light_types[i]=VS::LIGHT_DIRECTIONAL; if (directional_lights[i]->base->shadow_enabled) { light_types[i]|=0x8; - if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) + if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) light_types[i]|=0x10; + else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) + light_types[i]|=0x30; } @@ -4058,6 +4278,17 @@ void RasterizerGLES2::add_multimesh( const RID& p_multimesh, const InstanceData } +void RasterizerGLES2::add_immediate( const RID& p_immediate, const InstanceData *p_data) { + + + Immediate *immediate = immediate_owner.get(p_immediate); + ERR_FAIL_COND(!immediate); + + _add_geometry(immediate,p_data,immediate,NULL); + +} + + void RasterizerGLES2::add_particles( const RID& p_particle_instance, const InstanceData *p_data){ //print_line("adding particles"); @@ -4129,7 +4360,7 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_ } -bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light) { +bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light,bool p_opaque_pass) { if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) { glDisable(GL_CULL_FACE); @@ -4152,14 +4383,23 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material //all goes to false by default material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL); - material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,use_shadow_pcf); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,shadow_filter!=SHADOW_FILTER_NONE); + material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter>SHADOW_FILTER_PCF5); //material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,true); + if (p_opaque_pass && p_material->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS] && p_material->shader_cache && p_material->shader_cache->has_alpha) { + + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true); + } else { + material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,false); + + } + if (!shadow) { bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP]; - bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW]; + bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]); if (current_depth_mask!=depth_write) { current_depth_mask=depth_write; @@ -4235,6 +4475,10 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material if (t) { if (t->render_target) t->render_target->last_pass=frame; + if (E->key()==p_material->shader_cache->first_texture) { + tc0_idx=texcoord; + tc0_id_cache=t->tex_id; + } glBindTexture(t->target,t->tex_id); } else glBindTexture(GL_TEXTURE_2D,white_tex); //no texture @@ -4379,16 +4623,27 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) { //} - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection[0]); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size); material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7); - if (li->base->type==VS::LIGHT_DIRECTIONAL && li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) { + if (li->base->type==VS::LIGHT_DIRECTIONAL) { + + if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]); + material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2])); + } else if (li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + - material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection2); - material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,li->shadow_split); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection[1]); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX3,li->shadow_projection[2]); + material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX4,li->shadow_projection[3]); + material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,Vector3(li->shadow_split[0],li->shadow_split[1],li->shadow_split[2])); + + } //print_line("shadow split: "+rtos(li->shadow_split)); - } + } else material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]); //matrix @@ -4967,6 +5222,109 @@ void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_mater }; } } break; + case Geometry::GEOMETRY_IMMEDIATE: { + + bool restore_tex=false; + const Immediate *im = static_cast<const Immediate*>( p_geometry ); + if (im->building) { + return; + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + + for(const List<Immediate::Chunk>::Element *E=im->chunks.front();E;E=E->next()) { + + const Immediate::Chunk &c=E->get(); + if (c.vertices.empty()) { + continue; + } + for(int i=0;i<c.vertices.size();i++) + + if (c.texture.is_valid() && texture_owner.owns(c.texture)) { + + const Texture *t = texture_owner.get(c.texture); + glActiveTexture(GL_TEXTURE0+tc0_idx); + glBindTexture(t->target,t->tex_id); + restore_tex=true; + + + } else if (restore_tex) { + + glActiveTexture(GL_TEXTURE0+tc0_idx); + glBindTexture(GL_TEXTURE_2D,tc0_id_cache); + restore_tex=false; + } + + if (!c.normals.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_NORMAL); + glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, false,sizeof(Vector3),c.normals.ptr()); + + } else { + + glDisableVertexAttribArray(VS::ARRAY_NORMAL); + } + + if (!c.tangents.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_TANGENT); + glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, false,sizeof(Plane),c.tangents.ptr()); + + } else { + + glDisableVertexAttribArray(VS::ARRAY_TANGENT); + } + + if (!c.colors.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false,sizeof(Color),c.colors.ptr()); + + } else { + + glDisableVertexAttribArray(VS::ARRAY_COLOR); + _set_color_attrib(Color(1, 1, 1,1)); + } + + + if (!c.uvs.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs.ptr()); + + } else { + + glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + } + + if (!c.uvs2.empty()) { + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); + glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, false,sizeof(Vector2),c.uvs2.ptr()); + + } else { + + glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); + } + + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false,sizeof(Vector3),c.vertices.ptr()); + glDrawArrays(gl_primitive[c.primitive],0,c.vertices.size()); + + + } + + + if (restore_tex) { + + glActiveTexture(GL_TEXTURE0+tc0_idx); + glBindTexture(GL_TEXTURE_2D,tc0_id_cache); + restore_tex=false; + } + + + } break; case Geometry::GEOMETRY_PARTICLES: { @@ -5126,11 +5484,13 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false); } + bool stores_glow = !shadow && (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) && !p_alpha_pass; bool prev_blend=false; glDisable(GL_BLEND); @@ -5151,7 +5511,6 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans if (!shadow) { if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) { - texscreen_copied=true; _copy_to_texscreen(); @@ -5179,6 +5538,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false); material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true); } else { material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL); @@ -5186,6 +5546,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8)); material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10)); + material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,(light_type&0x20)); material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false); } @@ -5196,11 +5557,15 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans if (!*e->additive_ptr) { additive=false; - *e->additive_ptr=true; + *e->additive_ptr=true; } else { additive=true; } + if (stores_glow) + material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,!additive); + + bool desired_blend=false; VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; @@ -5216,8 +5581,10 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans if (desired_blend) { glEnable(GL_BLEND); + glColorMask(1,1,1,0); } else { glDisable(GL_BLEND); + glColorMask(1,1,1,1); } prev_blend=desired_blend; @@ -5278,7 +5645,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans if (material!=prev_material || rebind) { - rebind = _setup_material(e->geometry,material,additive); + rebind = _setup_material(e->geometry,material,additive,!p_alpha_pass); DEBUG_TEST_ERROR("Setup material"); _rinfo.mat_change_count++; @@ -5471,9 +5838,12 @@ void RasterizerGLES2::_process_glow_bloom() { _copy_screen_quad(); copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false); - copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]; Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size); + float pscale = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE]; + float pmag = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH]; + for(int i=0;i<passes;i++) { @@ -5496,6 +5866,8 @@ void RasterizerGLES2::_process_glow_bloom() { copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false); copy_shader.bind(); copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag); _draw_gui_primitive(4,dst_pos,NULL,src_uv); @@ -5506,6 +5878,8 @@ void RasterizerGLES2::_process_glow_bloom() { copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true); copy_shader.bind(); copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize); + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SCALE,pscale); + copy_shader.set_uniform(CopyShaderGLES2::BLUR_MAGNITUDE,pmag); _draw_gui_primitive(4,dst_pos,NULL,src_uv); @@ -5634,6 +6008,8 @@ void RasterizerGLES2::_draw_tex_bg() { copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false); } + copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true); + copy_shader.bind(); if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) { @@ -5646,6 +6022,7 @@ void RasterizerGLES2::_draw_tex_bg() { if (current_env->fx_enabled[VS::ENV_FX_HDR]) nrg*=0.25; //go down a quarter for hdr copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg); + copy_shader.set_uniform(CopyShaderGLES2::CUSTOM_ALPHA,float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW])); Vector3 vertices[4]={ Vector3(-1,-1,1), @@ -5715,6 +6092,7 @@ void RasterizerGLES2::_draw_tex_bg() { copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false); copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false); copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,false); } void RasterizerGLES2::end_scene() { @@ -5795,7 +6173,7 @@ void RasterizerGLES2::end_scene() { bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR]; else bgcolor = Globals::get_singleton()->get("render/default_clear_color"); - float a = use_fb ? 0.0 : 1.0; + float a = use_fb ? float(current_env->bg_param[VS::ENV_BG_PARAM_GLOW]) : 1.0; glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a); _glClearDepth(1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); @@ -5843,7 +6221,7 @@ void RasterizerGLES2::end_scene() { glDisable(GL_BLEND); current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX; - material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); + //material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); opaque_render_list.sort_mat_light_type_flags(); _render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting); @@ -5864,7 +6242,7 @@ void RasterizerGLES2::end_scene() { } alpha_render_list.sort_z(); - _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,false,true); + _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); glColorMask(1,1,1,1); // material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false); @@ -5894,17 +6272,25 @@ void RasterizerGLES2::end_scene() { _process_hdr(); } if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) { - _process_glow_bloom(); + _process_glow_bloom(); + int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]; + if (glow_transfer_mode==1) + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true); + if (glow_transfer_mode==2) + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true); } glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer); + Size2 size; if (current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo); glViewport( 0,0,viewport.width,viewport.height); + size=Size2(viewport.width,viewport.height); } else { glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer); glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); + size=Size2(viewport.width,viewport.height); } //time to copy!!! @@ -5913,6 +6299,7 @@ void RasterizerGLES2::end_scene() { copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true); + copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]); copy_shader.bind(); //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0); @@ -5934,6 +6321,9 @@ void RasterizerGLES2::end_scene() { } + if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]) + copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y)); + if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) { @@ -5957,6 +6347,9 @@ void RasterizerGLES2::end_scene() { copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false); copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false); copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false); + copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false); material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,false); @@ -6010,18 +6403,45 @@ void RasterizerGLES2::end_shadow_map() { case VS::LIGHT_DIRECTIONAL: { - if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) { + if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + + cm = shadow->custom_projection[shadow_pass]; + light_transform=shadow->custom_transform[shadow_pass]; if (shadow_pass==0) { - cm = shadow->custom_projection; - light_transform=shadow->custom_transform; + glViewport(0, sb->size*0.5, sb->size*0.5, sb->size*0.5); + glScissor(0, sb->size*0.5, sb->size*0.5, sb->size*0.5); + } else if (shadow_pass==1) { + + glViewport(0, 0, sb->size*0.5, sb->size*0.5); + glScissor(0, 0, sb->size*0.5, sb->size*0.5); + + } else if (shadow_pass==2) { + + glViewport(sb->size*0.5, sb->size*0.5, sb->size*0.5, sb->size*0.5); + glScissor(sb->size*0.5, sb->size*0.5, sb->size*0.5, sb->size*0.5); + } else if (shadow_pass==3) { + + glViewport(sb->size*0.5, 0, sb->size*0.5, sb->size*0.5); + glScissor(sb->size*0.5, 0, sb->size*0.5, sb->size*0.5); + + } + + glEnable(GL_SCISSOR_TEST); + + } else if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + + if (shadow_pass==0) { + + cm = shadow->custom_projection[0]; + light_transform=shadow->custom_transform[0]; glViewport(0, sb->size*0.5, sb->size, sb->size*0.5); glScissor(0, sb->size*0.5, sb->size, sb->size*0.5); } else { - cm = shadow->custom_projection2; - light_transform=shadow->custom_transform2; + cm = shadow->custom_projection[1]; + light_transform=shadow->custom_transform[1]; glViewport(0, 0, sb->size, sb->size*0.5); glScissor(0, 0, sb->size, sb->size*0.5); @@ -6030,8 +6450,8 @@ void RasterizerGLES2::end_shadow_map() { glEnable(GL_SCISSOR_TEST); } else { - cm = shadow->custom_projection; - light_transform=shadow->custom_transform; + cm = shadow->custom_projection[0]; + light_transform=shadow->custom_transform[0]; glViewport(0, 0, sb->size, sb->size); } @@ -6122,8 +6542,8 @@ void RasterizerGLES2::end_shadow_map() { //glDisable(GL_POLYGON_OFFSET_FILL); - if (!use_rgba_shadowmaps) - glColorMask(1, 1, 1, 1); + //if (!use_rgba_shadowmaps) + glColorMask(1, 1, 1, 1); DEBUG_TEST_ERROR("Drawing Shadow"); shadow=NULL; @@ -6342,7 +6762,10 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) { case VS::MATERIAL_BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - + } break; + case VS::MATERIAL_BLEND_MODE_PREMULT_ALPHA: { + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); } break; } @@ -6853,6 +7276,10 @@ bool RasterizerGLES2::is_mesh(const RID& p_rid) const { return mesh_owner.owns(p_rid); } +bool RasterizerGLES2::is_immediate(const RID& p_rid) const { + + return immediate_owner.owns(p_rid); +} bool RasterizerGLES2::is_multimesh(const RID& p_rid) const { return multimesh_owner.owns(p_rid); @@ -6977,6 +7404,13 @@ void RasterizerGLES2::free(const RID& p_rid) { multimesh_owner.free(p_rid); memdelete(multimesh); + } else if (immediate_owner.owns(p_rid)) { + + Immediate *immediate = immediate_owner.get(p_rid); + ERR_FAIL_COND(!immediate); + + immediate_owner.free(p_rid); + memdelete(immediate); } else if (particles_owner.owns(p_rid)) { Particles *particles = particles_owner.get(p_rid); @@ -7993,9 +8427,11 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo p_default_fragment_lighting=false; fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true); read_depth_supported=true; //todo check for extension - use_shadow_pcf=GLOBAL_DEF("rasterizer/use_shadow_pcf",true); + shadow_filter=ShadowFilterTechnique((int)(GLOBAL_DEF("rasterizer/shadow_filter",SHADOW_FILTER_PCF5))); + Globals::get_singleton()->set_custom_property_info("rasterizer/shadow_filter",PropertyInfo(Variant::INT,"rasterizer/shadow_filter",PROPERTY_HINT_ENUM,"None,PCF5,PCF13,ESM,VSM")); + use_shadow_mapping=true; - use_fast_texture_filter=GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true); + use_fast_texture_filter=!bool(GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true)); skel_default.resize(1024*4); for(int i=0;i<1024/3;i++) { @@ -8022,6 +8458,8 @@ RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,boo draw_next_frame=false; use_framebuffers=true; framebuffer.active=false; + tc0_id_cache=0; + tc0_idx=0; }; RasterizerGLES2::~RasterizerGLES2() { |