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path: root/drivers/gles2/rasterizer_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp77
1 files changed, 61 insertions, 16 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index 8d1fb61fbc..1568d93af7 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -4781,9 +4781,12 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
return; //bye
- if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
+ if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) {
//shader does not use discard and does not write a vertex position, use generic material
- m = shadow_mat_ptr;
+ if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
+ m = shadow_mat_double_sided_ptr;
+ else
+ m = shadow_mat_ptr;
if (m->last_pass!=frame) {
if (m->shader.is_valid()) {
@@ -6368,6 +6371,8 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
uint8_t prev_sort_flags=0xFF;
const BakedLightData *prev_baked_light=NULL;
RID prev_baked_light_texture;
+ const float *prev_morph_values=NULL;
+ int prev_receive_shadows_state=-1;
Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
@@ -6406,6 +6411,8 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
const Skeleton *skeleton = e->skeleton;
const Geometry *geometry_cmp = e->geometry_cmp;
const BakedLightData *baked_light = e->instance->baked_light;
+ const float *morph_values = e->instance->morph_values.ptr();
+ int receive_shadows_state = e->instance->receive_shadows == true ? 1 : 0;
bool rebind=false;
bool bind_baked_light_octree=false;
@@ -6428,6 +6435,8 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
prev_overrides=NULL; // make it diferent than NULL
prev_skeleton =NULL;
prev_sort_flags=0xFF;
+ prev_morph_values=NULL;
+ prev_receive_shadows_state=-1;
prev_geometry_type=Geometry::GEOMETRY_INVALID;
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
@@ -6436,7 +6445,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
- if (light_type!=prev_light_type) {
+ if (light_type!=prev_light_type || receive_shadows_state!=prev_receive_shadows_state) {
if (material->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
@@ -6450,9 +6459,16 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
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));
+ if (receive_shadows_state==1) {
+ 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));
+ }
+ else {
+ 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);
}
@@ -6545,8 +6561,19 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_LIGHTMAP,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_DP_SAMPLER,false);
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, false);
+
+
if (material->flags[VS::MATERIAL_FLAG_UNSHADED] == false && current_debug != VS::SCENARIO_DEBUG_SHADELESS) {
+ if (baked_light != NULL) {
+ if (baked_light->realtime_color_enabled) {
+ float realtime_energy = baked_light->realtime_energy;
+ material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_COLOR, true);
+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_COLOR, Vector3(baked_light->realtime_color.r*realtime_energy, baked_light->realtime_color.g*realtime_energy, baked_light->realtime_color.b*realtime_energy));
+ }
+ }
+
if (e->instance->sampled_light.is_valid()) {
SampledLight *sl = sampled_light_owner.get(e->instance->sampled_light);
@@ -6639,10 +6666,15 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
rebind=true;
}
- if (use_hw_skeleton_xform && skeleton!=prev_skeleton) {
+
+ if (use_hw_skeleton_xform && (skeleton!=prev_skeleton||morph_values!=prev_morph_values)) {
if (!prev_skeleton || !skeleton)
rebind=true; //went from skeleton <-> no skeleton, needs rebind
- _setup_skeleton(skeleton);
+
+ if (morph_values==NULL)
+ _setup_skeleton(skeleton);
+ else
+ _setup_skeleton(NULL);
}
if (material!=prev_material || rebind) {
@@ -6715,10 +6747,6 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
if (i==0 || rebind) {
material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
- if (skeleton && use_hw_skeleton_xform) {
- material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,GL_TEXTURE0+max_texture_units-2);
- material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
- }
if (!shadow) {
if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
@@ -6733,6 +6761,13 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
_rinfo.shader_change_count++;
}
+ if (skeleton != prev_skeleton || rebind) {
+ if (skeleton && morph_values == NULL) {
+ material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES, max_texture_units - 2);
+ material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE, skeleton->pixel_size);
+ }
+ }
+
if (e->instance->billboard || e->instance->depth_scale) {
Transform xf=e->instance->transform;
@@ -6784,7 +6819,9 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
prev_light_type=e->light_type;
prev_sort_flags=sort_flags;
prev_baked_light=baked_light;
+ prev_morph_values=morph_values;
// prev_geometry_type=geometry->type;
+ prev_receive_shadows_state=receive_shadows_state;
}
//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
@@ -10826,7 +10863,6 @@ void RasterizerGLES2::init() {
use_depth24 =true;
s3tc_supported = true;
atitc_supported = false;
- use_hw_skeleton_xform = false;
// use_texture_instancing=false;
// use_attribute_instancing=true;
use_texture_instancing=false;
@@ -10837,7 +10873,11 @@ void RasterizerGLES2::init() {
s3tc_srgb_supported=true;
use_anisotropic_filter=true;
float_linear_supported=true;
- float_supported=true;
+
+ GLint vtf;
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
+ float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
+ use_hw_skeleton_xform=vtf>0 && float_supported;
read_depth_supported=_test_depth_shadow_buffer();
use_rgba_shadowmaps=!read_depth_supported;
@@ -10887,7 +10927,7 @@ void RasterizerGLES2::init() {
GLint vtf;
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
- float_supported = extensions.has("GL_OES_texture_float");
+ float_supported = extensions.has("GL_OES_texture_float") || extensions.has("GL_ARB_texture_float");
use_hw_skeleton_xform=vtf>0 && float_supported;
float_linear_supported = extensions.has("GL_OES_texture_float_linear");
@@ -10920,7 +10960,6 @@ void RasterizerGLES2::init() {
//etc_supported=false;
- use_hw_skeleton_xform=false;
#endif
@@ -10962,6 +11001,12 @@ void RasterizerGLES2::init() {
shadow_material = material_create(); //empty with nothing
shadow_mat_ptr = material_owner.get(shadow_material);
+
+ // Now create a second shadow material for double-sided shadow instances
+ shadow_material_double_sided = material_create();
+ shadow_mat_double_sided_ptr = material_owner.get(shadow_material_double_sided);
+ shadow_mat_double_sided_ptr->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = true;
+
overdraw_material = create_overdraw_debug_material();
copy_shader.set_conditional(CopyShaderGLES2::USE_8BIT_HDR,!use_fp16_fb);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_DEPTH_SHADOWS,read_depth_supported);