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path: root/drivers/gles2/rasterizer_scene_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp115
1 files changed, 0 insertions, 115 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index bdf0559f58..02e9d7d504 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -72,7 +72,6 @@ static const GLenum _cube_side_enum[6] = {
/* SHADOW ATLAS API */
RID RasterizerSceneGLES2::shadow_atlas_create() {
-
ShadowAtlas *shadow_atlas = memnew(ShadowAtlas);
shadow_atlas->fbo = 0;
shadow_atlas->depth = 0;
@@ -133,7 +132,6 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
glActiveTexture(GL_TEXTURE0);
if (storage->config.use_rgba_3d_shadows) {
-
//maximum compatibility, renderbuffer and RGBA shadow
glGenRenderbuffers(1, &shadow_atlas->depth);
glBindRenderbuffer(GL_RENDERBUFFER, shadow_atlas->depth);
@@ -234,7 +232,6 @@ void RasterizerSceneGLES2::shadow_atlas_set_quadrant_subdivision(RID p_atlas, in
}
bool RasterizerSceneGLES2::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
-
for (int i = p_quadrant_count - 1; i >= 0; i--) {
int qidx = p_in_quadrants[i];
@@ -262,7 +259,6 @@ bool RasterizerSceneGLES2::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,
ERR_CONTINUE(!sli);
if (sli->last_scene_pass != scene_pass) {
-
// was just allocated, don't kill it so soon, wait a bit...
if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
@@ -294,7 +290,6 @@ bool RasterizerSceneGLES2::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,
}
bool RasterizerSceneGLES2::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
-
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
ERR_FAIL_COND_V(!shadow_atlas, false);
@@ -441,7 +436,6 @@ void RasterizerSceneGLES2::set_directional_shadow_count(int p_count) {
}
int RasterizerSceneGLES2::get_directional_light_shadow_size(RID p_light_intance) {
-
ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
int shadow_size;
@@ -481,7 +475,6 @@ void RasterizerSceneGLES2::reflection_atlas_set_subdivision(RID p_ref_atlas, int
////////////////////////////////////////////////////
RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
-
RasterizerStorageGLES2::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND_V(!probe, RID());
@@ -512,7 +505,6 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
}
void RasterizerSceneGLES2::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
-
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND(!rpi);
rpi->transform = p_transform;
@@ -535,14 +527,12 @@ bool RasterizerSceneGLES2::reflection_probe_instance_has_reflection(RID p_instan
}
bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
-
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
rpi->render_step = 0;
if (rpi->probe_ptr->resolution != rpi->current_resolution) {
-
//update cubemap if resolution changed
int size = rpi->probe_ptr->resolution;
rpi->current_resolution = size;
@@ -594,7 +584,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
}
bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_instance) {
-
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
ERR_FAIL_COND_V(!rpi, false);
ERR_FAIL_COND_V(rpi->current_resolution == 0, false);
@@ -643,7 +632,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
//blur
while (size >= 1) {
-
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, storage->resources.mipmap_blur_color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
@@ -652,7 +640,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
glActiveTexture(GL_TEXTURE0);
for (int i = 0; i < 6; i++) {
-
storage->bind_quad_array();
storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
float roughness = CLAMP(lod / (float)(mipmaps - 1), 0, 1);
@@ -684,14 +671,12 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
/* ENVIRONMENT API */
RID RasterizerSceneGLES2::environment_create() {
-
Environment *env = memnew(Environment);
return environment_owner.make_rid(env);
}
void RasterizerSceneGLES2::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
-
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->bg_mode = p_bg;
@@ -756,7 +741,6 @@ void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camer
}
void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality) {
-
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -768,7 +752,6 @@ void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable
}
void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality) {
-
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -780,7 +763,6 @@ void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enabl
}
void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
-
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -817,7 +799,6 @@ void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, RS::EnvironmentTon
}
void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {
-
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -829,7 +810,6 @@ void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable,
}
void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {
-
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -840,7 +820,6 @@ void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const C
}
void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
-
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -853,7 +832,6 @@ void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, f
}
void RasterizerSceneGLES2::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {
-
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -881,7 +859,6 @@ int RasterizerSceneGLES2::environment_get_canvas_max_layer(RID p_env) {
}
RID RasterizerSceneGLES2::light_instance_create(RID p_light) {
-
LightInstance *light_instance = memnew(LightInstance);
light_instance->last_scene_pass = 0;
@@ -902,7 +879,6 @@ RID RasterizerSceneGLES2::light_instance_create(RID p_light) {
}
void RasterizerSceneGLES2::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
-
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -910,7 +886,6 @@ void RasterizerSceneGLES2::light_instance_set_transform(RID p_light_instance, co
}
void RasterizerSceneGLES2::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
-
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -928,7 +903,6 @@ void RasterizerSceneGLES2::light_instance_set_shadow_transform(RID p_light_insta
}
void RasterizerSceneGLES2::light_instance_mark_visible(RID p_light_instance) {
-
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -938,7 +912,6 @@ void RasterizerSceneGLES2::light_instance_mark_visible(RID p_light_instance) {
//////////////////////
RID RasterizerSceneGLES2::gi_probe_instance_create() {
-
return RID();
}
@@ -955,7 +928,6 @@ void RasterizerSceneGLES2::gi_probe_instance_set_bounds(RID p_probe, const Vecto
////////////////////////////
void RasterizerSceneGLES2::_add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass) {
-
RasterizerStorageGLES2::Material *material = nullptr;
RID material_src;
@@ -994,7 +966,6 @@ void RasterizerSceneGLES2::_add_geometry(RasterizerStorageGLES2::Geometry *p_geo
}
}
void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass) {
-
bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.uses_depth_texture;
bool has_blend_alpha = p_material->shader->spatial.blend_mode != RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX;
bool has_alpha = has_base_alpha || has_blend_alpha;
@@ -1016,7 +987,6 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
}
if (p_depth_pass) {
-
if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
return; //bye
@@ -1077,7 +1047,6 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->refprobe_1_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
if (!p_depth_pass) {
-
e->depth_layer = e->instance->depth_layer;
e->priority = p_material->render_priority;
@@ -1119,11 +1088,9 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
if (p_material->shader->spatial.unshaded) {
e->light_mode = LIGHTMODE_UNSHADED;
} else {
-
bool copy = false;
for (int i = 0; i < render_directional_lights; i++) {
-
if (copy) {
RenderList::Element *e2 = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
if (!e2) {
@@ -1144,7 +1111,6 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
//add omni / spots
for (int i = 0; i < e->instance->light_instances.size(); i++) {
-
LightInstance *li = light_instance_owner.getornull(e->instance->light_instances[i]);
if (!li || li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) {
@@ -1186,7 +1152,6 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
}
void RasterizerSceneGLES2::_copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer) {
-
//copy to front buffer
glBindFramebuffer(GL_FRAMEBUFFER, p_buffer);
@@ -1210,7 +1175,6 @@ void RasterizerSceneGLES2::_copy_texture_to_buffer(GLuint p_texture, GLuint p_bu
}
void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass) {
-
render_pass++;
current_material_index = 0;
current_geometry_index = 0;
@@ -1219,13 +1183,10 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p
current_shader_index = 0;
for (int i = 0; i < p_cull_count; i++) {
-
InstanceBase *instance = p_cull_result[i];
switch (instance->base_type) {
-
case RS::INSTANCE_MESH: {
-
RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getornull(instance->base);
ERR_CONTINUE(!mesh);
@@ -1285,7 +1246,6 @@ static const GLenum gl_primitive[] = {
};
void RasterizerSceneGLES2::_set_cull(bool p_front, bool p_disabled, bool p_reverse_cull) {
-
bool front = p_front;
if (p_reverse_cull)
front = !front;
@@ -1300,14 +1260,12 @@ void RasterizerSceneGLES2::_set_cull(bool p_front, bool p_disabled, bool p_rever
}
if (front != state.cull_front) {
-
glCullFace(front ? GL_FRONT : GL_BACK);
state.cull_front = front;
}
}
bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
-
// material parameters
state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
@@ -1333,7 +1291,6 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
switch (p_material->shader->spatial.depth_draw_mode) {
case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
-
glDepthMask(!p_alpha_pass && !p_material->shader->spatial.uses_depth_texture);
} break;
case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
@@ -1355,20 +1312,17 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
state.current_main_tex = 0;
for (int i = 0; i < tc; i++) {
-
glActiveTexture(GL_TEXTURE0 + i);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
if (!t) {
-
GLenum target = GL_TEXTURE_2D;
GLuint tex = 0;
switch (texture_types[i]) {
case ShaderLanguage::TYPE_ISAMPLER2D:
case ShaderLanguage::TYPE_USAMPLER2D:
case ShaderLanguage::TYPE_SAMPLER2D: {
-
switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
@@ -1394,7 +1348,6 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
case ShaderLanguage::TYPE_ISAMPLER3D:
case ShaderLanguage::TYPE_USAMPLER3D:
case ShaderLanguage::TYPE_SAMPLER3D: {
-
target = GL_TEXTURE_3D;
tex = storage->resources.white_tex_3d;
@@ -1407,7 +1360,6 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
case ShaderLanguage::TYPE_ISAMPLER2DARRAY:
case ShaderLanguage::TYPE_USAMPLER2DARRAY:
case ShaderLanguage::TYPE_SAMPLER2DARRAY: {
-
target = GL_TEXTURE_2D_ARRAY;
tex = storage->resources.white_tex_array;
@@ -1456,9 +1408,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
}
void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) {
-
switch (p_element->instance->base_type) {
-
case RS::INSTANCE_MESH: {
RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
@@ -1491,7 +1441,6 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
bool clear_skeleton_buffer = storage->config.use_skeleton_software;
if (p_skeleton) {
-
if (!storage->config.use_skeleton_software) {
//use float texture workflow
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
@@ -1524,7 +1473,6 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
const uint8_t *vertex_data = vertex_array_read.ptr();
for (int i = 0; i < s->array_len; i++) {
-
// do magic
size_t bones[4];
@@ -1613,7 +1561,6 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
}
if (clear_skeleton_buffer) {
-
glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
@@ -1671,11 +1618,8 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
}
void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
-
switch (p_element->instance->base_type) {
-
case RS::INSTANCE_MESH: {
-
RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
// drawing
@@ -1704,7 +1648,6 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
} break;
case RS::INSTANCE_MULTIMESH: {
-
RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner);
RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
@@ -1727,7 +1670,6 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
const float *buffer = base_buffer + i * stride;
{
-
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
@@ -1809,7 +1751,6 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glBindTexture(t->target, t->tex_id);
restore_tex = true;
} else if (restore_tex) {
-
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
restore_tex = false;
@@ -1880,7 +1821,6 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas) {
-
//turn off all by default
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false);
@@ -1902,7 +1842,6 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
switch (p_light->light_ptr->type) {
case RS::LIGHT_DIRECTIONAL: {
-
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, true);
switch (p_light->light_ptr->directional_shadow_mode) {
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
@@ -1932,7 +1871,6 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
} break;
case RS::LIGHT_OMNI: {
-
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
@@ -1947,7 +1885,6 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
}
} break;
case RS::LIGHT_SPOT: {
-
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true);
if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
@@ -1965,7 +1902,6 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
}
void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass) {
-
RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
//common parameters
@@ -1990,7 +1926,6 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
CameraMatrix matrices[4];
if (!state.render_no_shadows && light_ptr->shadow && directional_shadow.depth) {
-
int shadow_count = 0;
Color split_offsets;
@@ -2009,14 +1944,12 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
}
for (int k = 0; k < shadow_count; k++) {
-
uint32_t x = light->directional_rect.position.x;
uint32_t y = light->directional_rect.position.y;
uint32_t width = light->directional_rect.size.x;
uint32_t height = light->directional_rect.size.y;
if (light_ptr->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
-
width /= 2;
height /= 2;
@@ -2030,7 +1963,6 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
}
} else if (light_ptr->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
-
height /= 2;
if (k != 0) {
@@ -2068,7 +2000,6 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
}
} break;
case RS::LIGHT_OMNI: {
-
Vector3 position = p_view_transform.xform_inv(light->transform.origin);
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
@@ -2080,7 +2011,6 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
-
uint32_t key = shadow_atlas->shadow_owners[light->self];
uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
@@ -2122,7 +2052,6 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
} break;
case RS::LIGHT_SPOT: {
-
Vector3 position = p_view_transform.xform_inv(light->transform.origin);
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
@@ -2191,7 +2120,6 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
}
void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env) {
-
if (p_refprobe1) {
state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_USE_BOX_PROJECT, p_refprobe1->probe_ptr->box_projection);
state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_EXTENTS, p_refprobe1->probe_ptr->extents);
@@ -2240,7 +2168,6 @@ void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1
}
void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RID p_shadow_atlas, Environment *p_env, GLuint p_base_env, float p_shadow_bias, float p_shadow_normal_bias, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow) {
-
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
Vector2 viewport_size = state.viewport_size;
@@ -2323,7 +2250,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool rebind_lightmap = false;
if (!p_shadow && material->shader) {
-
bool unshaded = material->shader->spatial.unshaded;
if (unshaded != prev_unshaded) {
@@ -2353,7 +2279,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
if (light != prev_light) {
-
_setup_light_type(light, shadow_atlas);
rebind = true;
rebind_light = true;
@@ -2369,7 +2294,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
if (prev_blend_mode != blend_mode) {
-
if (prev_blend_mode == -1 && blend_mode != -1) {
//does blend
glEnable(GL_BLEND);
@@ -2390,13 +2314,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
} break;
case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
-
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
} break;
case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: {
-
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
@@ -2449,13 +2371,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty();
if (use_lightmap_capture != prev_use_lightmap_capture) {
-
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, use_lightmap_capture);
rebind = true;
}
if (!unshaded && !accum_pass && e->instance->lightmap.is_valid()) {
-
lightmap = storage->texture_owner.getornull(e->instance->lightmap);
lightmap_energy = 1.0;
if (lightmap) {
@@ -2484,7 +2404,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
if (depth_prepass != prev_depth_prepass) {
-
state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, depth_prepass);
prev_depth_prepass = depth_prepass;
rebind = true;
@@ -2493,7 +2412,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH;
if (instancing != prev_instancing) {
-
state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, instancing);
rebind = true;
}
@@ -2520,7 +2438,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool shader_rebind = false;
if (rebind || material != prev_material) {
-
storage->info.render.material_switch_count++;
shader_rebind = _setup_material(material, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
if (shader_rebind) {
@@ -2572,7 +2489,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
rebind_lightmap = true;
if (using_fog) {
-
state.scene_shader.set_uniform(SceneShaderGLES2::FOG_COLOR_BASE, p_env->fog_color);
Color sun_color_amount = p_env->fog_sun_color;
sun_color_amount.a = p_env->fog_sun_amount;
@@ -2679,7 +2595,6 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
CameraMatrix camera;
if (p_custom_fov) {
-
float near_plane = p_projection.get_z_near();
float far_plane = p_projection.get_z_far();
float aspect = p_projection.get_aspect();
@@ -2763,7 +2678,6 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
}
void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p_cam_projection) {
-
//copy to front buffer
glDepthMask(GL_FALSE);
@@ -2839,7 +2753,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
// DOF Blur
if (env->dof_blur_far_enabled) {
-
int vp_h = storage->frame.current_rt->height;
int vp_w = storage->frame.current_rt->width;
@@ -2896,7 +2809,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
}
if (env->dof_blur_near_enabled) {
-
//convert texture to RGBA format if not already
if (!storage->frame.current_rt->used_dof_blur_near) {
glActiveTexture(GL_TEXTURE0);
@@ -3002,10 +2914,8 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
int glow_mask = 0;
if (env->glow_enabled) {
-
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
if (env->glow_levels & (1 << i)) {
-
if (i >= storage->frame.current_rt->mip_maps[1].sizes.size()) {
max_glow_level = storage->frame.current_rt->mip_maps[1].sizes.size() - 1;
glow_mask |= 1 << max_glow_level;
@@ -3018,7 +2928,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
}
for (int i = 0; i < (max_glow_level + 1); i++) {
-
int vp_w = storage->frame.current_rt->mip_maps[1].sizes[i].width;
int vp_h = storage->frame.current_rt->mip_maps[1].sizes[i].height;
glViewport(0, 0, vp_w, vp_h);
@@ -3043,7 +2952,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
}
if (i == 0) {
-
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_BLOOM, env->glow_bloom);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold);
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale);
@@ -3094,7 +3002,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
if (max_glow_level >= 0) {
if (storage->frame.current_rt->mip_maps[0].color) {
for (int i = 0; i < (max_glow_level + 1); i++) {
-
if (glow_mask & (1 << i)) {
if (i == 0) {
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
@@ -3122,11 +3029,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
} else {
-
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, true);
int active_glow_level = 0;
for (int i = 0; i < (max_glow_level + 1); i++) {
-
if (glow_mask & (1 << i)) {
active_glow_level++;
glActiveTexture(GL_TEXTURE0 + active_glow_level);
@@ -3163,7 +3068,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
//Adjustments
if (env->adjustments_enabled) {
-
state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, true);
RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction);
if (tex) {
@@ -3176,7 +3080,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.bind();
if (max_glow_level >= 0) {
-
state.tonemap_shader.set_uniform(TonemapShaderGLES2::GLOW_INTENSITY, env->glow_intensity);
int ss[2] = {
storage->frame.current_rt->width,
@@ -3186,7 +3089,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
}
if (env->adjustments_enabled) {
-
state.tonemap_shader.set_uniform(TonemapShaderGLES2::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation));
}
@@ -3210,7 +3112,6 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
}
void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
-
Transform cam_transform = p_cam_transform;
storage->info.render.object_count += p_cull_count;
@@ -3306,7 +3207,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
if (p_reflection_probe_cull_count) {
-
reflection_probe_instances = (ReflectionProbeInstance **)alloca(sizeof(ReflectionProbeInstance *) * p_reflection_probe_cull_count);
reflection_probe_count = p_reflection_probe_cull_count;
for (int i = 0; i < p_reflection_probe_cull_count; i++) {
@@ -3339,7 +3239,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
-
glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
glEnable(GL_SCISSOR_TEST);
}
@@ -3395,7 +3294,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
GLuint env_radiance_tex = 0;
if (env) {
switch (env->bg_mode) {
-
case RS::ENV_BG_COLOR_SKY:
case RS::ENV_BG_SKY: {
sky = storage->sky_owner.getornull(env->sky);
@@ -3485,7 +3383,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// then draw the sky after
if (env && env->bg_mode == RS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
-
if (sky && sky->panorama.is_valid()) {
_draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
}
@@ -3586,7 +3483,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
-
state.render_no_shadows = false;
LightInstance *light_instance = light_instance_owner.getornull(p_light);
@@ -3652,7 +3548,6 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
height = light_instance->directional_rect.size.height;
if (light->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
-
width /= 2;
height /= 2;
@@ -3666,11 +3561,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
}
} else if (light->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
-
height /= 2;
if (p_pass == 0) {
-
} else {
y += height;
}
@@ -3737,7 +3630,6 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
light_transform = light_instance->shadow_transform[0].transform;
if (light->omni_shadow_detail == RS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
-
height /= 2;
y += p_pass * height;
} else {
@@ -3871,9 +3763,7 @@ void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) {
}
bool RasterizerSceneGLES2::free(RID p_rid) {
-
if (light_instance_owner.owns(p_rid)) {
-
LightInstance *light_instance = light_instance_owner.getornull(p_rid);
//remove from shadow atlases..
@@ -3892,13 +3782,11 @@ bool RasterizerSceneGLES2::free(RID p_rid) {
memdelete(light_instance);
} else if (shadow_atlas_owner.owns(p_rid)) {
-
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_rid);
shadow_atlas_set_size(p_rid, 0);
shadow_atlas_owner.free(p_rid);
memdelete(shadow_atlas);
} else if (reflection_probe_instance_owner.owns(p_rid)) {
-
ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.getornull(p_rid);
for (int i = 0; i < 6; i++) {
@@ -4000,7 +3888,6 @@ void RasterizerSceneGLES2::initialize() {
glActiveTexture(GL_TEXTURE0);
while (cube_size >= 32) {
-
ShadowCubeMap cube;
cube.size = cube_size;
@@ -4009,7 +3896,6 @@ void RasterizerSceneGLES2::initialize() {
glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
for (int i = 0; i < 6; i++) {
-
glTexImage2D(_cube_side_enum[i], 0, storage->config.depth_internalformat, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, nullptr);
}
@@ -4021,7 +3907,6 @@ void RasterizerSceneGLES2::initialize() {
glGenFramebuffers(6, cube.fbo);
for (int i = 0; i < 6; i++) {
-
glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _cube_side_enum[i], cube.cubemap, 0);
}