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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.cpp157
1 files changed, 76 insertions, 81 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 06d355802a..22cc45a0f6 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -913,6 +913,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->use_accum = false;
e->light_index = RenderList::MAX_LIGHTS;
e->use_accum_ptr = &e->use_accum;
+ e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0;
if (e->geometry->last_pass != render_pass) {
e->geometry->last_pass = render_pass;
@@ -943,6 +944,8 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
int rpsize = e->instance->reflection_probe_instances.size();
if (rpsize > 0) {
bool first = true;
+ rpsize = MIN(rpsize, 2); //more than 2 per object are not supported, this keeps it stable
+
for (int i = 0; i < rpsize; i++) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(e->instance->reflection_probe_instances[i]);
if (rpi->last_pass != render_pass) {
@@ -957,11 +960,11 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
}
}
- if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible
- uint16_t tmp = e->refprobe_0_index;
+ /* if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible
+ uint64_t tmp = e->refprobe_0_index;
e->refprobe_0_index = e->refprobe_1_index;
e->refprobe_1_index = tmp;
- }
+ }*/
}
//add directional lights
@@ -1219,7 +1222,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
glDisableVertexAttribArray(i);
switch (i) {
case VS::ARRAY_NORMAL: {
- glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1);
+ glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
} break;
case VS::ARRAY_COLOR: {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@@ -1342,27 +1345,23 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
//enable transform buffer and bind it
glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 2);
- glVertexAttribPointer(VS::ARRAY_MAX + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
- glVertexAttribPointer(VS::ARRAY_MAX + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
- glVertexAttribPointer(VS::ARRAY_MAX + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
clear_skeleton_buffer = false;
}
}
if (clear_skeleton_buffer) {
- // just to make sure
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0);
- glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
- glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
}
} break;
@@ -1384,7 +1383,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
glDisableVertexAttribArray(i);
switch (i) {
case VS::ARRAY_NORMAL: {
- glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1);
+ glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
} break;
case VS::ARRAY_COLOR: {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@@ -1395,16 +1394,15 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
}
}
- if (!storage->config.float_texture_supported) {
- // just to make sure, clear skeleton buffer too
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
-
- glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0);
- glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
- glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
- }
+ // prepare multimesh (disable)
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 2);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 3);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 4);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
} break;
@@ -1430,7 +1428,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
} else {
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
}
-
+ /*
if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) {
//clean up after skeleton
glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
@@ -1443,7 +1441,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
}
-
+*/
} break;
case VS::INSTANCE_MULTIMESH: {
@@ -1464,53 +1462,33 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
// drawing
+ const float *base_buffer = multi_mesh->data.ptr();
+
for (int i = 0; i < amount; i++) {
- float *buffer = &multi_mesh->data.write[i * stride];
+ const float *buffer = base_buffer + i * stride;
{
- // inline of multimesh_get_transform since it's such a pain
- // to get a RID from here...
- Transform transform;
-
- transform.basis.elements[0][0] = buffer[0];
- transform.basis.elements[0][1] = buffer[1];
- transform.basis.elements[0][2] = buffer[2];
- transform.origin.x = buffer[3];
- transform.basis.elements[1][0] = buffer[4];
- transform.basis.elements[1][1] = buffer[5];
- transform.basis.elements[1][2] = buffer[6];
- transform.origin.y = buffer[7];
- transform.basis.elements[2][0] = buffer[8];
- transform.basis.elements[2][1] = buffer[9];
- transform.basis.elements[2][2] = buffer[10];
- transform.origin.z = buffer[11];
-
- float row[3][4] = {
- { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
- { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
- { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
- };
-
- glVertexAttrib4fv(VS::ARRAY_MAX + 0, row[0]);
- glVertexAttrib4fv(VS::ARRAY_MAX + 1, row[1]);
- glVertexAttrib4fv(VS::ARRAY_MAX + 2, row[2]);
+
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
}
if (multi_mesh->color_floats) {
if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
- glVertexAttrib4f(VS::ARRAY_MAX + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
} else {
- glVertexAttrib4fv(VS::ARRAY_MAX + 3, buffer + color_ofs);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
}
}
if (multi_mesh->custom_data_floats) {
if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
- glVertexAttrib4f(VS::ARRAY_MAX + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
} else {
- glVertexAttrib4fv(VS::ARRAY_MAX + 4, buffer + custom_data_ofs);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
}
}
@@ -1826,8 +1804,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
- Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
- attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
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)) {
@@ -1880,8 +1857,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized();
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction);
- Color attenuation = Color(0.0, 0.0, 0.0, 0.0);
- attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION];
float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE];
@@ -2010,6 +1986,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
RasterizerStorageGLES2::Material *prev_material = NULL;
RasterizerStorageGLES2::Geometry *prev_geometry = NULL;
RasterizerStorageGLES2::Skeleton *prev_skeleton = NULL;
+ RasterizerStorageGLES2::GeometryOwner *prev_owner = NULL;
Transform view_transform_inverse = p_view_transform.inverse();
CameraMatrix projection_inverse = p_projection.inverse();
@@ -2045,6 +2022,9 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
ReflectionProbeInstance *refprobe_2 = NULL;
RasterizerStorageGLES2::Texture *lightmap = NULL;
bool use_lightmap_capture = false;
+ bool rebind_light = false;
+ bool rebind_reflection = false;
+ bool rebind_lightmap = false;
if (!p_shadow) {
@@ -2080,6 +2060,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
_setup_light_type(light, shadow_atlas);
rebind = true;
+ rebind_light = true;
}
int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix
@@ -2143,9 +2124,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
if (!unshaded && !accum_pass && e->refprobe_0_index != RenderList::MAX_REFLECTION_PROBES) {
+ ERR_FAIL_INDEX(e->refprobe_0_index, reflection_probe_count);
refprobe_1 = reflection_probe_instances[e->refprobe_0_index];
}
if (!unshaded && !accum_pass && e->refprobe_1_index != RenderList::MAX_REFLECTION_PROBES) {
+ ERR_FAIL_INDEX(e->refprobe_1_index, reflection_probe_count);
refprobe_2 = reflection_probe_instances[e->refprobe_1_index];
}
@@ -2161,6 +2144,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap);
}
rebind = true;
+ rebind_reflection = true;
}
use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty();
@@ -2190,10 +2174,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
glBindTexture(GL_TEXTURE_2D, lightmap->tex_id);
}
rebind = true;
+ rebind_lightmap = true;
}
}
- bool instancing = e->instancing;
+ bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH;
if (instancing != prev_instancing) {
@@ -2206,7 +2191,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (skeleton != prev_skeleton) {
if (skeleton) {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, skeleton != NULL);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
} else {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
@@ -2216,7 +2201,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
rebind = true;
}
- if (e->geometry != prev_geometry || skeleton != prev_skeleton) {
+ if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
_setup_geometry(e, skeleton);
}
@@ -2225,7 +2210,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
}
- if (i == 0 || shader_rebind) { //first time must rebindmakin
+ if (i == 0 || shader_rebind) { //first time must rebind
if (p_shadow) {
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias);
@@ -2242,6 +2227,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (p_env) {
state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, p_env->ambient_sky_contribution);
+
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, p_env->ambient_color);
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, p_env->ambient_energy);
@@ -2252,17 +2238,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
}
- if (light) {
- _setup_light(light, shadow_atlas, p_view_transform);
- }
-
- if (refprobe_1 || refprobe_2) {
- _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env);
- }
-
- if (lightmap) {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy);
- }
+ //rebind all these
+ rebind_light = true;
+ rebind_reflection = true;
+ rebind_lightmap = true;
}
state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse);
@@ -2276,6 +2255,18 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
}
+ if (rebind_light && light) {
+ _setup_light(light, shadow_atlas, p_view_transform);
+ }
+
+ if (rebind_reflection && (refprobe_1 || refprobe_2)) {
+ _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env);
+ }
+
+ if (rebind_lightmap && lightmap) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy);
+ }
+
state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
if (use_lightmap_capture) { //this is per instance, must be set always if present
@@ -2286,6 +2277,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
_render_geometry(e);
prev_geometry = e->geometry;
+ prev_owner = e->owner;
prev_material = material;
prev_skeleton = skeleton;
prev_instancing = instancing;
@@ -2297,8 +2289,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
_setup_light_type(NULL, NULL); //clear light stuff
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
@@ -2467,7 +2461,7 @@ 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++) {
ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]);
ERR_CONTINUE(!rpi);
@@ -2478,6 +2472,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
} else {
reflection_probe_instances = NULL;
+ reflection_probe_count = 0;
}
// render list stuff