diff options
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 77 |
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); |