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Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp83
1 files changed, 29 insertions, 54 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index f712219a64..c0ba93db6a 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -557,15 +557,16 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
glGenTextures(1, &rpi->cubemap);
glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
-#if 1
- //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
+
+ // Mobile hardware (PowerVR specially) prefers this approach,
+ // the previous approach with manual lod levels kills the game.
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
- //Generate framebuffers for rendering
+ // Generate framebuffers for rendering
for (int i = 0; i < 6; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
glBindTexture(GL_TEXTURE_2D, rpi->color[i]);
@@ -576,34 +577,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
}
-#else
- int lod = 0;
-
- //the approach below is fatal for powervr
-
- // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
- while (size >= 1) {
-
- for (int i = 0; i < 6; i++) {
- glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
- if (size == rpi->current_resolution) {
- //adjust framebuffer
- glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
-
-#ifdef DEBUG_ENABLED
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
-#endif
- }
- }
-
- lod++;
-
- size >>= 1;
- }
-#endif
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -1169,7 +1142,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
LightInstance *li = light_instance_owner.getornull(e->instance->light_instances[i]);
- if (li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) {
+ if (!li || li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) {
continue; // too many or light_index did not correspond to the light instances to be rendered
}
@@ -1869,7 +1842,6 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, false);
if (!p_light) { //no light, return off
return;
@@ -1955,8 +1927,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
Color color = light_ptr->color * sign * energy * Math_PI;
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
- Color shadow_color = light_ptr->shadow_color.to_linear();
- state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, shadow_color);
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, light_ptr->shadow_color);
//specific parameters
@@ -2342,9 +2313,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (accum_pass) { //accum pass force pass
blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
- if (rebind_light && light && light->light_ptr->negative) {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ if (light && light->light_ptr->negative) {
blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB;
}
}
@@ -2689,14 +2658,14 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
};
if (!asymmetrical) {
- float vw, vh, zn;
- camera.get_viewport_size(vw, vh);
+ Vector2 vp_he = camera.get_viewport_half_extents();
+ float zn;
zn = p_projection.get_z_near();
for (int i = 0; i < 4; i++) {
Vector3 uv = vertices[i * 2 + 1];
- uv.x = (uv.x * 2.0 - 1.0) * vw;
- uv.y = -(uv.y * 2.0 - 1.0) * vh;
+ uv.x = (uv.x * 2.0 - 1.0) * vp_he.x;
+ uv.y = -(uv.y * 2.0 - 1.0) * vp_he.y;
uv.z = -zn;
vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized();
vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z;
@@ -2704,7 +2673,7 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
}
glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector3) * 8, vertices);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW);
// bind sky vertex array....
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0);
@@ -2767,6 +2736,8 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
if (use_post_process) {
next_buffer = storage->frame.current_rt->mip_maps[0].sizes[0].fbo;
+ } else if (storage->frame.current_rt->external.fbo != 0) {
+ next_buffer = storage->frame.current_rt->external.fbo;
} else {
// set next_buffer to front buffer so multisample blit can happen if needed
next_buffer = storage->frame.current_rt->fbo;
@@ -2795,9 +2766,15 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
// In GLES2 Android Blit is not available, so just copy color texture manually
_copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
+#else
+ // TODO: any other platform not supported? this will fail.. maybe we should just call _copy_texture_to_buffer here as well?
#endif
} else if (use_post_process) {
- _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
+ if (storage->frame.current_rt->external.fbo != 0) {
+ _copy_texture_to_buffer(storage->frame.current_rt->external.color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
+ } else {
+ _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
+ }
}
if (!use_post_process) {
@@ -3220,14 +3197,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
} else {
state.render_no_shadows = false;
- if (storage->frame.current_rt->external.fbo != 0) {
+ if (storage->frame.current_rt->multisample_active) {
+ current_fb = storage->frame.current_rt->multisample_fbo;
+ } else if (storage->frame.current_rt->external.fbo != 0) {
current_fb = storage->frame.current_rt->external.fbo;
} else {
- if (storage->frame.current_rt->multisample_active) {
- current_fb = storage->frame.current_rt->multisample_fbo;
- } else {
- current_fb = storage->frame.current_rt->fbo;
- }
+ current_fb = storage->frame.current_rt->fbo;
}
env = environment_owner.getornull(p_environment);
@@ -3323,6 +3298,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glDepthMask(GL_TRUE);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
+ glClear(GL_DEPTH_BUFFER_BIT);
// clear color
@@ -3349,13 +3325,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a);
+ glClear(GL_COLOR_BUFFER_BIT);
}
state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
state.default_bg = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
glDisable(GL_SCISSOR_TEST);
}