diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 1958 |
1 files changed, 1259 insertions, 699 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index ca9f6dcbf8..22cc45a0f6 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -110,8 +110,8 @@ void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) { glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); @@ -437,29 +437,182 @@ void RasterizerSceneGLES2::reflection_atlas_set_subdivision(RID p_ref_atlas, int //////////////////////////////////////////////////// RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) { - return RID(); + + RasterizerStorageGLES2::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe); + ERR_FAIL_COND_V(!probe, RID()); + + ReflectionProbeInstance *rpi = memnew(ReflectionProbeInstance); + + rpi->probe_ptr = probe; + rpi->self = reflection_probe_instance_owner.make_rid(rpi); + rpi->probe = p_probe; + rpi->reflection_atlas_index = -1; + rpi->render_step = -1; + rpi->last_pass = 0; + rpi->current_resolution = 0; + rpi->dirty = true; + + rpi->last_pass = 0; + rpi->index = 0; + + for (int i = 0; i < 6; i++) { + glGenFramebuffers(1, &rpi->fbo[i]); + } + + glGenFramebuffers(1, &rpi->fbo_blur); + glGenRenderbuffers(1, &rpi->depth); + glGenTextures(1, &rpi->cubemap); + + return rpi->self; } 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; } void RasterizerSceneGLES2::reflection_probe_release_atlas_index(RID p_instance) { } bool RasterizerSceneGLES2::reflection_probe_instance_needs_redraw(RID p_instance) { - return false; + const ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, false); + + bool need_redraw = rpi->probe_ptr->resolution != rpi->current_resolution || rpi->dirty || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS; + rpi->dirty = false; + return need_redraw; } bool RasterizerSceneGLES2::reflection_probe_instance_has_reflection(RID p_instance) { - return false; + return true; } bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { - return false; + + 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; + + int lod = 0; + + GLenum internal_format = GL_RGBA; + GLenum format = GL_RGBA; + GLenum type = GL_UNSIGNED_BYTE; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); + + // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used. + 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); + glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); + 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; + } + + 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); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + + return true; } bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_instance) { - return false; + + ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); + ERR_FAIL_COND_V(!rpi, false); + + int size = rpi->probe_ptr->resolution; + + { + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_BLEND); + glDepthMask(GL_FALSE); + + for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + glDisableVertexAttribArray(i); + } + } + + //vdc cache + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, storage->resources.radical_inverse_vdc_cache_tex); + + glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo_blur); + // now render to the framebuffer, mipmap level for mipmap level + int lod = 1; + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //use linear, no mipmaps so it does not read from what is being written to + + size >>= 1; + int mipmaps = 6; + int mm_level = mipmaps - 1; + + storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false); + storage->shaders.cubemap_filter.bind(); + + //blur + while (size >= 1) { + + for (int i = 0; i < 6; i++) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, lod); + + glViewport(0, 0, size, size); + storage->bind_quad_array(); + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i); + float roughness = CLAMP(lod / (float)(mipmaps - 1), 0, 1); + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness); + storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + } + + size >>= 1; + + mm_level--; + + lod++; + } + + // restore ranges + + glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + return true; } /* ENVIRONMENT API */ @@ -604,6 +757,8 @@ RID RasterizerSceneGLES2::light_instance_create(RID p_light) { light_instance->light = p_light; light_instance->light_ptr = storage->light_owner.getornull(p_light); + light_instance->light_index = 0xFFFF; + ERR_FAIL_COND_V(!light_instance->light_ptr, RID()); light_instance->self = light_instance_owner.make_rid(light_instance); @@ -709,9 +864,39 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G 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; - // TODO add this stuff - // bool mirror = p_instance->mirror; - // bool no_cull = false; + bool mirror = p_instance->mirror; + + if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED) { + mirror = false; + } else if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_FRONT) { + mirror = !mirror; + } + + //if (p_material->shader->spatial.uses_sss) { + // state.used_sss = true; + //} + + if (p_material->shader->spatial.uses_screen_texture) { + state.used_screen_texture = true; + } + + 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 + + if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + //shader does not use discard and does not write a vertex position, use generic material + if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) { + p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided); + mirror = false; + } else { + p_material = storage->material_owner.getptr(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material : default_material); + } + } + + has_alpha = false; + } RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element(); @@ -724,46 +909,130 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G e->instance = p_instance; e->owner = p_owner; e->sort_key = 0; + e->depth_key = 0; + 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; + e->geometry->index = current_geometry_index++; + } - // TODO check render pass of geometry - - // TODO check directional light flag + e->geometry_index = e->geometry->index; - if (p_depth_pass) { - // if we are in the depth pass we can sort out a few things to improve performance + if (e->material->last_pass != render_pass) { + e->material->last_pass = render_pass; + e->material->index = current_material_index++; - 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; + if (e->material->shader->last_pass != render_pass) { + e->material->shader->index = current_shader_index++; } + } - if (p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + e->material_index = e->material->index; + + e->refprobe_0_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default + e->refprobe_1_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default + + if (!p_depth_pass) { - // shader doesn't use discard or writes a custom vertex position, - // so we can use a stripped down shader instead + e->depth_layer = e->instance->depth_layer; + e->priority = p_material->render_priority; - // TODO twosided and worldcoord stuff + 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 - p_material = storage->material_owner.getptr(default_material_twosided); + 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) { + continue; + } + if (first) { + e->refprobe_0_index = rpi->index; + first = false; + } else { + e->refprobe_1_index = rpi->index; + break; + } + } + + /* 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; + }*/ } - has_alpha = false; - } + //add directional lights - e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT; - e->sort_key |= uint64_t(e->instance->base_type) << RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT; + if (p_material->shader->spatial.unshaded) { + e->light_mode = LIGHTMODE_UNSHADED; + } else { - if (p_material->shader->spatial.unshaded) { - e->sort_key |= SORT_KEY_UNSHADED_FLAG; - } + bool copy = false; - if (!p_depth_pass) { - e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT; + for (int i = 0; i < render_directional_lights; i++) { - e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT; - } else { - // TODO + if (copy) { + RenderList::Element *e2 = has_alpha ? render_list.add_alpha_element() : render_list.add_element(); + if (!e2) { + break; + } + *e2 = *e; //this includes accum ptr :) + e = e2; + } + + //directional sort key + e->light_type1 = 0; + e->light_type2 = 1; + e->light_index = i; + + copy = true; + } + + //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->light_index >= render_light_instance_count) { + continue; // too many + } + + if (copy) { + RenderList::Element *e2 = has_alpha ? render_list.add_alpha_element() : render_list.add_element(); + if (!e2) { + break; + } + *e2 = *e; //this includes accum ptr :) + e = e2; + } + + //directional sort key + e->light_type1 = 1; + e->light_type2 = li->light_ptr->type == VisualServer::LIGHT_OMNI ? 0 : 1; + e->light_index = li->light_index; + + copy = true; + } + + if (e->instance->lightmap.is_valid()) { + e->light_mode = LIGHTMODE_LIGHTMAP; + } else if (!e->instance->lightmap_capture_data.empty()) { + e->light_mode = LIGHTMODE_LIGHTMAP_CAPTURE; + } else { + e->light_mode = LIGHTMODE_NORMAL; + } + } } + // do not add anything here, as lights are duplicated elements.. + if (p_material->shader->spatial.uses_time) { VisualServerRaster::redraw_request(); } @@ -771,6 +1040,13 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G 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; + current_light_index = 0; + current_refprobe_index = 0; + current_shader_index = 0; + for (int i = 0; i < p_cull_count; i++) { InstanceBase *instance = p_cull_result[i]; @@ -821,9 +1097,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p } break; - default: { - - } break; + default: {} } } } @@ -838,13 +1112,13 @@ static const GLenum gl_primitive[] = { GL_TRIANGLE_FAN }; -void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size) { +bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size) { // material parameters state.scene_shader.set_custom_shader(p_material->shader->custom_code_id); - state.scene_shader.bind(); + bool shader_rebind = state.scene_shader.bind(); if (p_material->shader->spatial.no_depth_test) { glDisable(GL_DEPTH_TEST); @@ -923,203 +1197,178 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m glBindTexture(t->target, t->tex_id); } state.scene_shader.use_material((void *)p_material); + + return shader_rebind; } void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) { - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, p_skeleton != NULL); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported); - // state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true); - switch (p_element->instance->base_type) { case VS::INSTANCE_MESH: { RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false); - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, s->attribs[VS::ARRAY_COLOR].enabled); - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, s->attribs[VS::ARRAY_TEX_UV].enabled); - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, s->attribs[VS::ARRAY_TEX_UV2].enabled); - - } break; - - case VS::INSTANCE_MULTIMESH: { - RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner); - RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); - - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, true); - state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, true); - - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, s->attribs[VS::ARRAY_TEX_UV].enabled); - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, s->attribs[VS::ARRAY_TEX_UV2].enabled); - } break; - - case VS::INSTANCE_IMMEDIATE: { - state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false); - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_COLOR_INTERP, true); - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV_INTERP, true); - state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_UV2_INTERP, true); - } break; - - default: { - - } break; - } - - if (storage->config.float_texture_supported) { - if (p_skeleton) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); - glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id); - } - - return; - } - - if (p_skeleton) { - ERR_FAIL_COND(p_skeleton->use_2d); - - PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer; - - switch (p_element->instance->base_type) { - case VS::INSTANCE_MESH: { - RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); + glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id); - if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) { - break; // the whole instance has a skeleton, but this surface is not affected by it. - } + if (s->index_array_len > 0) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); + } - // 3 * vec4 per vertex - if (transform_buffer.size() < s->array_len * 12) { - transform_buffer.resize(s->array_len * 12); + for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + if (s->attribs[i].enabled) { + glEnableVertexAttribArray(i); + glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset); + } else { + glDisableVertexAttribArray(i); + switch (i) { + case VS::ARRAY_NORMAL: { + glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); + } break; + case VS::ARRAY_COLOR: { + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + + } break; + default: {} + } } + } - const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset; - const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride; - const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset; - const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride; - - { - PoolVector<float>::Write write = transform_buffer.write(); - float *buffer = write.ptr(); + bool clear_skeleton_buffer = !storage->config.float_texture_supported; - PoolVector<uint8_t>::Read vertex_array_read = s->data.read(); - const uint8_t *vertex_data = vertex_array_read.ptr(); + if (p_skeleton) { - for (int i = 0; i < s->array_len; i++) { + if (storage->config.float_texture_supported) { + //use float texture workflow + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); + glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id); + } else { + //use transform buffer workflow + ERR_FAIL_COND(p_skeleton->use_2d); - // do magic + PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer; - size_t bones[4]; - float bone_weight[4]; + if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) { + break; // the whole instance has a skeleton, but this surface is not affected by it. + } - if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) { - // read as byte - const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride); - bones[0] = bones_ptr[0]; - bones[1] = bones_ptr[1]; - bones[2] = bones_ptr[2]; - bones[3] = bones_ptr[3]; - } else { - // read as short - const uint16_t *bones_ptr = (const uint16_t *)(vertex_data + bones_offset + (i * bones_stride)); - bones[0] = bones_ptr[0]; - bones[1] = bones_ptr[1]; - bones[2] = bones_ptr[2]; - bones[3] = bones_ptr[3]; - } + // 3 * vec4 per vertex + if (transform_buffer.size() < s->array_len * 12) { + transform_buffer.resize(s->array_len * 12); + } - if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) { - // read as float - const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride)); - bone_weight[0] = weight_ptr[0]; - bone_weight[1] = weight_ptr[1]; - bone_weight[2] = weight_ptr[2]; - bone_weight[3] = weight_ptr[3]; - } else { - // read as half - const uint16_t *weight_ptr = (const uint16_t *)(vertex_data + bone_weight_offset + (i * bone_weight_stride)); - bone_weight[0] = (weight_ptr[0] / (float)0xFFFF); - bone_weight[1] = (weight_ptr[1] / (float)0xFFFF); - bone_weight[2] = (weight_ptr[2] / (float)0xFFFF); - bone_weight[3] = (weight_ptr[3] / (float)0xFFFF); + const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset; + const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride; + const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset; + const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride; + + { + PoolVector<float>::Write write = transform_buffer.write(); + float *buffer = write.ptr(); + + PoolVector<uint8_t>::Read vertex_array_read = s->data.read(); + const uint8_t *vertex_data = vertex_array_read.ptr(); + + for (int i = 0; i < s->array_len; i++) { + + // do magic + + size_t bones[4]; + float bone_weight[4]; + + if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) { + // read as byte + const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride); + bones[0] = bones_ptr[0]; + bones[1] = bones_ptr[1]; + bones[2] = bones_ptr[2]; + bones[3] = bones_ptr[3]; + } else { + // read as short + const uint16_t *bones_ptr = (const uint16_t *)(vertex_data + bones_offset + (i * bones_stride)); + bones[0] = bones_ptr[0]; + bones[1] = bones_ptr[1]; + bones[2] = bones_ptr[2]; + bones[3] = bones_ptr[3]; + } + + if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) { + // read as float + const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride)); + bone_weight[0] = weight_ptr[0]; + bone_weight[1] = weight_ptr[1]; + bone_weight[2] = weight_ptr[2]; + bone_weight[3] = weight_ptr[3]; + } else { + // read as half + const uint16_t *weight_ptr = (const uint16_t *)(vertex_data + bone_weight_offset + (i * bone_weight_stride)); + bone_weight[0] = (weight_ptr[0] / (float)0xFFFF); + bone_weight[1] = (weight_ptr[1] / (float)0xFFFF); + bone_weight[2] = (weight_ptr[2] / (float)0xFFFF); + bone_weight[3] = (weight_ptr[3] / (float)0xFFFF); + } + + Transform transform; + + Transform bone_transforms[4] = { + storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[0]), + storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[1]), + storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[2]), + storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[3]), + }; + + transform.origin = + bone_weight[0] * bone_transforms[0].origin + + bone_weight[1] * bone_transforms[1].origin + + bone_weight[2] * bone_transforms[2].origin + + bone_weight[3] * bone_transforms[3].origin; + + transform.basis = + bone_transforms[0].basis * bone_weight[0] + + bone_transforms[1].basis * bone_weight[1] + + bone_transforms[2].basis * bone_weight[2] + + bone_transforms[3].basis * bone_weight[3]; + + 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] }, + }; + + size_t transform_buffer_offset = i * 12; + + copymem(&buffer[transform_buffer_offset], row, sizeof(row)); } + } - size_t offset = i * 12; - - Transform transform; - - Transform bone_transforms[4] = { - storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[0]), - storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[1]), - storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[2]), - storage->skeleton_bone_get_transform(p_element->instance->skeleton, bones[3]), - }; - - transform.origin = - bone_weight[0] * bone_transforms[0].origin + - bone_weight[1] * bone_transforms[1].origin + - bone_weight[2] * bone_transforms[2].origin + - bone_weight[3] * bone_transforms[3].origin; + storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12); - transform.basis = - bone_transforms[0].basis * bone_weight[0] + - bone_transforms[1].basis * bone_weight[1] + - bone_transforms[2].basis * bone_weight[2] + - bone_transforms[3].basis * bone_weight[3]; + //enable transform buffer and bind it + glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); - 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] }, - }; + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 0); + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 1); + glEnableVertexAttribArray(INSTANCE_BONE_BASE + 2); - size_t transform_buffer_offset = i * 12; + 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)); - copymem(&buffer[transform_buffer_offset], row, sizeof(row)); - } + clear_skeleton_buffer = false; } + } - storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12); - } break; - - default: { - - } break; - } - } -} - -void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { + if (clear_skeleton_buffer) { - switch (p_element->instance->base_type) { + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1); + glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2); + } - case VS::INSTANCE_MESH: { + } break; + case VS::INSTANCE_MULTIMESH: { RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); - // set up - - if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) { - glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); - - glEnableVertexAttribArray(VS::ARRAY_MAX + 0); - glEnableVertexAttribArray(VS::ARRAY_MAX + 1); - glEnableVertexAttribArray(VS::ARRAY_MAX + 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)); - } else { - // 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); - } - glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id); if (s->index_array_len > 0) { @@ -1132,61 +1381,58 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset); } else { glDisableVertexAttribArray(i); + switch (i) { + case VS::ARRAY_NORMAL: { + glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); + } break; + case VS::ARRAY_COLOR: { + glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + + } break; + default: {} + } } } - // drawing + // 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); - if (s->index_array_len > 0) { - glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); - } else { - glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); - } - - // tear down - - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { - glDisableVertexAttribArray(i); - } - - if (s->index_array_len > 0) { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } + } break; - if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) { - glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); + case VS::INSTANCE_IMMEDIATE: { + } break; - glDisableVertexAttribArray(VS::ARRAY_MAX + 0); - glDisableVertexAttribArray(VS::ARRAY_MAX + 1); - glDisableVertexAttribArray(VS::ARRAY_MAX + 2); - } + default: {} + } +} - glBindBuffer(GL_ARRAY_BUFFER, 0); +void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { - } break; + switch (p_element->instance->base_type) { - case VS::INSTANCE_MULTIMESH: { + case VS::INSTANCE_MESH: { - RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner); RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); - int amount = MIN(multi_mesh->size, multi_mesh->visible_instances); - if (amount == -1) { - amount = multi_mesh->size; - } + // drawing + if (s->index_array_len > 0) { + glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); + } 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); - glEnableVertexAttribArray(VS::ARRAY_MAX + 0); - glEnableVertexAttribArray(VS::ARRAY_MAX + 1); - glEnableVertexAttribArray(VS::ARRAY_MAX + 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)); - } else { - // just to make sure glDisableVertexAttribArray(VS::ARRAY_MAX + 0); glDisableVertexAttribArray(VS::ARRAY_MAX + 1); glDisableVertexAttribArray(VS::ARRAY_MAX + 2); @@ -1195,37 +1441,20 @@ 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; - glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id); - - if (s->index_array_len > 0) { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); - } - - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { - if (s->attribs[i].enabled) { - glEnableVertexAttribArray(i); - glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset); - } else { - glDisableVertexAttribArray(i); - } - } + case VS::INSTANCE_MULTIMESH: { - glDisableVertexAttribArray(12); // transform 0 - glDisableVertexAttribArray(13); // transform 1 - glDisableVertexAttribArray(14); // transform 2 - glDisableVertexAttribArray(15); // color - glDisableVertexAttribArray(8); // custom data + RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner); + RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); - if (!s->attribs[VS::ARRAY_COLOR].enabled) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); + int amount = MIN(multi_mesh->size, multi_mesh->visible_instances); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + if (amount == -1) { + amount = multi_mesh->size; } - glVertexAttrib4f(15, 1, 1, 1, 1); - glVertexAttrib4f(8, 0, 0, 0, 0); - int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats; int color_ofs = multi_mesh->xform_floats; @@ -1233,49 +1462,34 @@ 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(12, row[0]); - glVertexAttrib4fv(13, row[1]); - glVertexAttrib4fv(14, 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(15, 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(15, buffer + color_ofs); + glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs); } } if (multi_mesh->custom_data_floats) { - glVertexAttrib4fv(8, buffer + custom_data_ofs); + if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs); + 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(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs); + } } if (s->index_array_len > 0) { @@ -1285,25 +1499,6 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } } - // tear down - - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { - glDisableVertexAttribArray(i); - } - - if (s->index_array_len > 0) { - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) { - glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); - - glDisableVertexAttribArray(VS::ARRAY_MAX + 0); - glDisableVertexAttribArray(VS::ARRAY_MAX + 1); - glDisableVertexAttribArray(VS::ARRAY_MAX + 2); - } - - glBindBuffer(GL_ARRAY_BUFFER, 0); } break; case VS::INSTANCE_IMMEDIATE: { @@ -1417,508 +1612,696 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } } break; + default: {} } } -void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const RID *p_directional_lights, int p_directional_light_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, bool p_directional_add) { +void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas) { - ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_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); + state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, false); + state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, false); + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, false); + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, false); + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, false); + 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); - Vector2 screen_pixel_size; - screen_pixel_size.x = 1.0 / storage->frame.current_rt->width; - screen_pixel_size.y = 1.0 / storage->frame.current_rt->height; + if (!p_light) { //no light, return off + return; + } - bool use_radiance_map = false; + //turn on lighting + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, true); - VMap<RID, Vector<RenderList::Element *> > lit_objects; + switch (p_light->light_ptr->type) { + case VS::LIGHT_DIRECTIONAL: { - for (int i = 0; i < p_element_count; i++) { - RenderList::Element *e = p_elements[i]; + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, true); + switch (p_light->light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { + //no need + } break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true); - RasterizerStorageGLES2::Material *material = e->material; + } break; + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true); + } break; + } - RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); + state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits); + if (!state.render_no_shadows && p_light->light_ptr->shadow) { + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); + state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); + } - if (p_base_env) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); - glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env); - use_radiance_map = true; - } - state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map); + } break; + case VS::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); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); + state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); + } + } break; + case VS::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); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5); + state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); + } + } break; + } +} - if (material->shader->spatial.unshaded) { - state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false); - } else { - state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map); - } +void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform) { - // opaque pass + RasterizerStorageGLES2::Light *light_ptr = light->light_ptr; - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false); + //common parameters + float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY]; + float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + float sign = light_ptr->negative ? -1 : 1; - _setup_geometry(e, skeleton); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular); + Color color = light_ptr->color * sign * energy * Math_PI; + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color); - _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); + //specific parameters - if (use_radiance_map) { - state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform); - } + switch (light_ptr->type) { + case VS::LIGHT_DIRECTIONAL: { + //not using inverse for performance, view should be normalized anyway + Vector3 direction = p_view_transform.basis.xform_inv(light->transform.basis.xform(Vector3(0, 0, -1))).normalized(); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction); - if (p_shadow) { - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_NORMAL_BIAS, p_shadow_normal_bias); - } + CameraMatrix matrices[4]; - 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); + if (!state.render_no_shadows && light_ptr->shadow && directional_shadow.depth) { - } else { - state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0); - state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0); - state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0)); - state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0); - } - - glEnable(GL_BLEND); + int shadow_count = 0; + Color split_offsets; - if (p_alpha_pass || p_directional_add) { - int desired_blend_mode; - if (p_directional_add) { - desired_blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD; - } else { - desired_blend_mode = material->shader->spatial.blend_mode; - } + switch (light_ptr->directional_shadow_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { + shadow_count = 1; + } break; - switch (desired_blend_mode) { + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { + shadow_count = 2; + } break; - case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX: { - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } + case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { + shadow_count = 4; + } break; + } - } break; - case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: { + for (int k = 0; k < shadow_count; k++) { - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE); + 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; - } break; - case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: { + if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); - } break; - case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MUL: { - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO); - } else { - glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE); - } + width /= 2; + height /= 2; - } break; - } - } else { - // no blend mode given - assume mix - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - } else { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - } - } + if (k == 0) { - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse()); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse()); + } else if (k == 1) { + x += width; + } else if (k == 2) { + y += height; + } else if (k == 3) { + x += width; + y += height; + } - state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); + } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { - state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); - state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? - state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); + height /= 2; - _render_geometry(e); + if (k == 0) { - if (material->shader->spatial.unshaded) - continue; + } else { + y += height; + } + } - if (p_shadow) - continue; + split_offsets[k] = light->shadow_transform[k].split; - for (int light = 0; light < e->instance->light_instances.size(); light++) { + Transform modelview = (p_view_transform.inverse() * light->shadow_transform[k].transform).affine_inverse(); - RID light_instance = e->instance->light_instances[light]; + CameraMatrix bias; + bias.set_light_bias(); + CameraMatrix rectm; + Rect2 atlas_rect = Rect2(float(x) / directional_shadow.size, float(y) / directional_shadow.size, float(width) / directional_shadow.size, float(height) / directional_shadow.size); + rectm.set_light_atlas_rect(atlas_rect); - lit_objects[light_instance].push_back(e); - } - } + CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview; + matrices[k] = shadow_mtx; - if (p_shadow) { - 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); - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false); - return; - } + /*Color light_clamp; + light_clamp[0] = atlas_rect.position.x; + light_clamp[1] = atlas_rect.position.y; + light_clamp[2] = atlas_rect.size.x; + light_clamp[3] = atlas_rect.size.y;*/ + } - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, true); + // state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / directional_shadow.size, 1.0 / directional_shadow.size)); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPLIT_OFFSETS, split_offsets); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, matrices[0]); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX2, matrices[1]); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX3, matrices[2]); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]); + } + } break; + case VS::LIGHT_OMNI: { - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); + Vector3 position = p_view_transform.xform_inv(light->transform.origin); - for (int lo = 0; lo < lit_objects.size(); lo++) { + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position); - RID key = lit_objects.getk(lo); + float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); - LightInstance *light = light_instance_owner.getornull(key); - RasterizerStorageGLES2::Light *light_ptr = light->light_ptr; + float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); - const Vector<RenderList::Element *> &list = lit_objects.getv(lo); + if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) { - for (int i = 0; i < list.size(); i++) { + uint32_t key = shadow_atlas->shadow_owners[light->self]; - RenderList::Element *e = list[i]; - RasterizerStorageGLES2::Material *material = e->material; + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); + ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size()); - { - _setup_geometry(e, skeleton); + uint32_t atlas_size = shadow_atlas->size; + uint32_t quadrant_size = atlas_size >> 1; - _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); - if (shadow_atlas != NULL) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); - glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); - } + uint32_t x = (quadrant & 1) * quadrant_size; + uint32_t y = (quadrant >> 1) * quadrant_size; - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse()); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse()); + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); + uint32_t width = shadow_size; + uint32_t height = shadow_size; - state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); - state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? - state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); - } + if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + height /= 2; + } else { + width /= 2; + } - switch (light_ptr->type) { - case VS::LIGHT_OMNI: { + Transform proj = (p_view_transform.inverse() * light->transform).inverse(); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)1); + Color light_clamp; + light_clamp[0] = float(x) / atlas_size; + light_clamp[1] = float(y) / atlas_size; + light_clamp[2] = float(width) / atlas_size; + light_clamp[3] = float(height) / atlas_size; - Vector3 position = p_view_transform.inverse().xform(light->transform.origin); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / shadow_atlas->size, 1.0 / shadow_atlas->size)); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, proj); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp); + } + } break; - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position); + case VS::LIGHT_SPOT: { - float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); + Vector3 position = p_view_transform.xform_inv(light->transform.origin); - Color attenuation = Color(0.0, 0.0, 0.0, 0.0); - attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position); - if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) { + 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); + 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]; + angle = Math::cos(Math::deg2rad(angle)); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_RANGE, spot_attenuation); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); - uint32_t key = shadow_atlas->shadow_owners[light->self]; + if (!state.render_no_shadows && light->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; - uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; + uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03; + uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; - ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size()); + ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size()); - uint32_t atlas_size = shadow_atlas->size; - uint32_t quadrant_size = atlas_size >> 1; + uint32_t atlas_size = shadow_atlas->size; + uint32_t quadrant_size = atlas_size >> 1; - uint32_t x = (quadrant & 1) * quadrant_size; - uint32_t y = (quadrant >> 1) * quadrant_size; + uint32_t x = (quadrant & 1) * quadrant_size; + uint32_t y = (quadrant >> 1) * quadrant_size; - uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); + x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - uint32_t width = shadow_size; - uint32_t height = shadow_size; + uint32_t width = shadow_size; + uint32_t height = shadow_size; - if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { - height /= 2; - } else { - width /= 2; - } + Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size); - Transform proj = (p_view_transform.inverse() * light->transform).inverse(); + Color light_clamp; + light_clamp[0] = rect.position.x; + light_clamp[1] = rect.position.y; + light_clamp[2] = rect.size.x; + light_clamp[3] = rect.size.y; - Color light_clamp; - light_clamp[0] = float(x) / atlas_size; - light_clamp[1] = float(y) / atlas_size; - light_clamp[2] = float(width) / atlas_size; - light_clamp[3] = float(height) / atlas_size; + Transform modelview = (p_view_transform.inverse() * light->transform).inverse(); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, proj); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp); + CameraMatrix bias; + bias.set_light_bias(); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0); - } else { - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0); - } - } break; + CameraMatrix rectm; + rectm.set_light_atlas_rect(rect); - case VS::LIGHT_SPOT: { - Vector3 position = p_view_transform.inverse().xform(light->transform.origin); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)2); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position); + CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview; - 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 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]; - angle = Math::cos(Math::deg2rad(angle)); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_RANGE, spot_attenuation); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_PIXEL_SIZE, Size2(1.0 / shadow_atlas->size, 1.0 / shadow_atlas->size)); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, shadow_matrix); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp); + } - if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) { - uint32_t key = shadow_atlas->shadow_owners[light->self]; + } break; + default: {} + } +} - uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03; - uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK; +void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env) { - ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size()); + 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); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_OFFSET, p_refprobe1->probe_ptr->origin_offset); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_EXTERIOR, !p_refprobe1->probe_ptr->interior); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_INTENSITY, p_refprobe1->probe_ptr->intensity); - uint32_t atlas_size = shadow_atlas->size; - uint32_t quadrant_size = atlas_size >> 1; + Color ambient; + if (p_refprobe1->probe_ptr->interior) { + ambient = p_refprobe1->probe_ptr->interior_ambient * p_refprobe1->probe_ptr->interior_ambient_energy; + ambient.a = p_refprobe1->probe_ptr->interior_ambient_probe_contrib; + } else if (p_env) { + ambient = p_env->ambient_color * p_env->ambient_energy; + ambient.a = p_env->ambient_sky_contribution; + } - uint32_t x = (quadrant & 1) * quadrant_size; - uint32_t y = (quadrant >> 1) * quadrant_size; + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_AMBIENT, ambient); - uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision); - x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; - y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size; + Transform proj = (p_view_transform.inverse() * p_refprobe1->transform).affine_inverse(); - uint32_t width = shadow_size; - uint32_t height = shadow_size; + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_LOCAL_MATRIX, proj); + } - Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size); + if (p_refprobe2) { + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_USE_BOX_PROJECT, p_refprobe2->probe_ptr->box_projection); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_BOX_EXTENTS, p_refprobe2->probe_ptr->extents); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_BOX_OFFSET, p_refprobe2->probe_ptr->origin_offset); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_EXTERIOR, !p_refprobe2->probe_ptr->interior); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_INTENSITY, p_refprobe2->probe_ptr->intensity); + + Color ambient; + if (p_refprobe2->probe_ptr->interior) { + ambient = p_refprobe2->probe_ptr->interior_ambient * p_refprobe2->probe_ptr->interior_ambient_energy; + ambient.a = p_refprobe2->probe_ptr->interior_ambient_probe_contrib; + } else if (p_env) { + ambient = p_env->ambient_color * p_env->ambient_energy; + ambient.a = p_env->ambient_sky_contribution; + } - Color light_clamp; - light_clamp[0] = rect.position.x; - light_clamp[1] = rect.position.y; - light_clamp[2] = rect.size.x; - light_clamp[3] = rect.size.y; + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_AMBIENT, ambient); - Transform modelview = (p_view_transform.inverse() * light->transform).inverse(); + Transform proj = (p_view_transform.inverse() * p_refprobe2->transform).affine_inverse(); - CameraMatrix bias; - bias.set_light_bias(); + state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_LOCAL_MATRIX, proj); + } +} - CameraMatrix rectm; - rectm.set_light_atlas_rect(rect); +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) { - CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview; + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, shadow_matrix); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp); + Vector2 screen_pixel_size = state.screen_pixel_size; - } else { - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0); - } + bool use_radiance_map = false; + if (!p_shadow && p_base_env) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); + glBindTexture(GL_TEXTURE_CUBE_MAP, p_base_env); + use_radiance_map = true; + state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, true); //since prev unshaded is false, this needs to be true if exists + } - } break; + bool prev_unshaded = false; + bool prev_instancing = false; + state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false); + RasterizerStorageGLES2::Material *prev_material = NULL; + RasterizerStorageGLES2::Geometry *prev_geometry = NULL; + RasterizerStorageGLES2::Skeleton *prev_skeleton = NULL; + RasterizerStorageGLES2::GeometryOwner *prev_owner = NULL; - default: break; - } + Transform view_transform_inverse = p_view_transform.inverse(); + CameraMatrix projection_inverse = p_projection.inverse(); - float energy = light->light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - float specular = light->light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + bool prev_base_pass = false; + LightInstance *prev_light = NULL; + bool prev_vertex_lit = false; + ReflectionProbeInstance *prev_refprobe_1 = NULL; + ReflectionProbeInstance *prev_refprobe_2 = NULL; - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, light->light_ptr->color.to_linear()); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular); + int prev_blend_mode = -2; //will always catch the first go - _render_geometry(e); - } + if (p_alpha_pass) { + glEnable(GL_BLEND); + } else { + glDisable(GL_BLEND); } - for (int dl = 0; dl < p_directional_light_count; dl++) { - RID light_rid = p_directional_lights[dl]; - LightInstance *light = light_instance_owner.getornull(light_rid); - RasterizerStorageGLES2::Light *light_ptr = light->light_ptr; - - switch (light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { - } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true); - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits); - } break; - - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true); - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, light_ptr->directional_blend_splits); - } break; - default: - break; - } - - for (int i = 0; i < p_element_count; i++) { + RasterizerStorageGLES2::Texture *prev_lightmap = NULL; + float lightmap_energy = 1.0; + bool prev_use_lightmap_capture = false; - RenderList::Element *e = p_elements[i]; - RasterizerStorageGLES2::Material *material = e->material; - RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); + for (int i = 0; i < p_element_count; i++) { + RenderList::Element *e = p_elements[i]; - { - _setup_material(material, p_reverse_cull, false, Size2i(skeleton ? skeleton->size * 3 : 0, 0)); + RasterizerStorageGLES2::Material *material = e->material; - if (directional_shadow.depth) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); // TODO move into base pass - glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + bool rebind = false; + bool accum_pass = *e->use_accum_ptr; + *e->use_accum_ptr = true; //set to accum for next time this is found + LightInstance *light = NULL; + ReflectionProbeInstance *refprobe_1 = NULL; + 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) { + + bool unshaded = material->shader->spatial.unshaded; + + if (unshaded != prev_unshaded) { + rebind = true; + if (unshaded) { + state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, true); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, false); + } else { + state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, use_radiance_map); } - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform.inverse()); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); - state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, p_projection.inverse()); + prev_unshaded = unshaded; + } - state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); + bool base_pass = !accum_pass && !unshaded; //conditions for a base pass - state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); - state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror? - state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform); + if (base_pass != prev_base_pass) { + state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, base_pass); + rebind = true; + prev_base_pass = base_pass; + } + + if (!unshaded && e->light_index < RenderList::MAX_LIGHTS) { + light = render_light_instances[e->light_index]; } - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)0); - 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); - float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + if (light != prev_light) { - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular); + _setup_light_type(light, shadow_atlas); + rebind = true; + rebind_light = true; + } - float sign = light_ptr->negative ? -1 : 1; + int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix - Color linear_col = light_ptr->color.to_linear(); - Color color; - for (int c = 0; c < 3; c++) - color[c] = linear_col[c] * sign * energy * Math_PI; + if (accum_pass) { //accum pass force pass + blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD; + } - color[3] = 0; + if (prev_blend_mode != blend_mode) { - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color); + if (prev_blend_mode == -1 && blend_mode != -1) { + //does blend + glEnable(GL_BLEND); + } else if (blend_mode == -1 && prev_blend_mode != -1) { + //do not blend + glDisable(GL_BLEND); + } - CameraMatrix matrices[4]; + switch (blend_mode) { + //-1 not handled because not blend is enabled anyway + case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MIX: { + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } - if (light_ptr->shadow && directional_shadow.depth) { + } break; + case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: { - int shadow_count = 0; - Color split_offsets; + glBlendEquation(GL_FUNC_ADD); + glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE); - switch (light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { - shadow_count = 1; } break; + case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: { - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { - shadow_count = 2; + glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; + case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_MUL: { + glBlendEquation(GL_FUNC_ADD); + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO); + } else { + glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE); + } - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { - shadow_count = 4; } break; } - for (int k = 0; k < shadow_count; k++) { + prev_blend_mode = blend_mode; + } - 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; + //condition to enable vertex lighting on this object + bool vertex_lit = light && (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && !unshaded; - if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + if (vertex_lit != prev_vertex_lit) { + state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit); + prev_vertex_lit = vertex_lit; + } - width /= 2; - height /= 2; + 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]; + } - if (k == 0) { + if (refprobe_1 != prev_refprobe_1 || refprobe_2 != prev_refprobe_2) { + state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, refprobe_1 != NULL); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, refprobe_2 != NULL); + if (refprobe_1 != NULL && refprobe_1 != prev_refprobe_1) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); + glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_1->cubemap); + } + if (refprobe_2 != NULL && refprobe_2 != prev_refprobe_2) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap); + } + rebind = true; + rebind_reflection = true; + } - } else if (k == 1) { - x += width; - } else if (k == 2) { - y += height; - } else if (k == 3) { - x += width; - y += height; - } + use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty(); - } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + if (use_lightmap_capture != prev_use_lightmap_capture) { - height /= 2; + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, use_lightmap_capture); + rebind = true; + } - if (k == 0) { + if (!unshaded && !accum_pass && e->instance->lightmap.is_valid()) { - } else { - y += height; - } + lightmap = storage->texture_owner.getornull(e->instance->lightmap); + lightmap_energy = 1.0; + if (lightmap) { + RasterizerStorageGLES2::LightmapCapture *capture = storage->lightmap_capture_data_owner.getornull(e->instance->lightmap_capture->base); + if (capture) { + lightmap_energy = capture->energy; } + } + } - split_offsets[k] = light->shadow_transform[k].split; + if (lightmap != prev_lightmap) { + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, lightmap != NULL); + if (lightmap != NULL) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, lightmap->tex_id); + } + rebind = true; + rebind_lightmap = true; + } + } - Transform modelview = (p_view_transform * light->shadow_transform[k].transform).inverse(); + bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH; - CameraMatrix bias; - bias.set_light_bias(); - CameraMatrix rectm; - Rect2 atlas_rect = Rect2(float(x) / directional_shadow.size, float(y) / directional_shadow.size, float(width) / directional_shadow.size, float(height) / directional_shadow.size); - rectm.set_light_atlas_rect(atlas_rect); + if (instancing != prev_instancing) { - CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview; - matrices[k] = shadow_mtx.inverse(); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, instancing); + rebind = true; + } - Color light_clamp; - light_clamp[0] = atlas_rect.position.x; - light_clamp[1] = atlas_rect.position.y; - light_clamp[2] = atlas_rect.size.x; - light_clamp[3] = atlas_rect.size.y; + RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 1.0); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPLIT_OFFSETS, split_offsets); - } + if (skeleton != prev_skeleton) { - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX1, matrices[0]); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX2, matrices[1]); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX3, matrices[2]); - state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]); + if (skeleton) { + 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_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false); } - _render_geometry(e); + rebind = true; } - } - state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false); + if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) { + _setup_geometry(e, skeleton); + } + + bool shader_rebind = false; + if (rebind || material != prev_material) { + 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 rebind + + if (p_shadow) { + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_NORMAL_BIAS, p_shadow_normal_bias); + if (state.shadow_is_dual_parabolloid) { + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_DUAL_PARABOLOID_RENDER_SIDE, state.dual_parbolloid_direction); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_DUAL_PARABOLOID_RENDER_ZFAR, state.dual_parbolloid_zfar); + } + } else { + if (use_radiance_map) { + state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform); + } + + 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); + + } else { + state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0); + state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0); + state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0)); + state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0); + } + + //rebind all these + rebind_light = true; + rebind_reflection = true; + rebind_lightmap = true; + } + + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse); + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); + state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, projection_inverse); + + state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]); + + state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); + 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 + glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr()); + state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false); + } + + _render_geometry(e); + + prev_geometry = e->geometry; + prev_owner = e->owner; + prev_material = material; + prev_skeleton = skeleton; + prev_instancing = instancing; + prev_light = light; + prev_refprobe_1 = refprobe_1; + prev_refprobe_2 = refprobe_2; + prev_lightmap = lightmap; + prev_use_lightmap_capture = use_lightmap_capture; + } + + _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); state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, false); + state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false); } void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) { @@ -2013,10 +2396,84 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C 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) { - glEnable(GL_BLEND); + GLuint current_fb = 0; + Environment *env = NULL; + + int viewport_width, viewport_height; + + if (p_reflection_probe.is_valid()) { + ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe); + ERR_FAIL_COND(!probe); + state.render_no_shadows = !probe->probe_ptr->enable_shadows; + + if (!probe->probe_ptr->interior) { //use env only if not interior + env = environment_owner.getornull(p_environment); + } + + current_fb = probe->fbo[p_reflection_probe_pass]; + state.screen_pixel_size.x = 1.0 / probe->probe_ptr->resolution; + state.screen_pixel_size.y = 1.0 / probe->probe_ptr->resolution; + + viewport_width = probe->probe_ptr->resolution; + viewport_height = probe->probe_ptr->resolution; + + } else { + state.render_no_shadows = false; + current_fb = storage->frame.current_rt->fbo; + env = environment_owner.getornull(p_environment); + state.screen_pixel_size.x = 1.0 / storage->frame.current_rt->width; + state.screen_pixel_size.y = 1.0 / storage->frame.current_rt->height; + viewport_width = storage->frame.current_rt->width; + viewport_height = storage->frame.current_rt->height; + } + //push back the directional lights + + if (p_light_cull_count) { + //harcoded limit of 256 lights + render_light_instance_count = MIN(RenderList::MAX_LIGHTS, p_light_cull_count); + render_light_instances = (LightInstance **)alloca(sizeof(LightInstance *) * render_light_instance_count); + render_directional_lights = 0; + + //doing this because directional lights are at the end, put them at the beginning + int index = 0; + for (int i = render_light_instance_count - 1; i >= 0; i--) { + RID light_rid = p_light_cull_result[i]; - GLuint current_fb = storage->frame.current_rt->fbo; - Environment *env = environment_owner.getornull(p_environment); + LightInstance *light = light_instance_owner.getornull(light_rid); + + if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) { + render_directional_lights++; + //as goin in reverse, directional lights are always first anyway + } + + light->light_index = index; + render_light_instances[index] = light; + + index++; + } + + } else { + render_light_instances = NULL; + render_directional_lights = 0; + render_light_instance_count = 0; + } + + 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); + rpi->last_pass = render_pass + 1; //will be incremented later + rpi->index = i; + reflection_probe_instances[i] = rpi; + } + + } else { + reflection_probe_instances = NULL; + reflection_probe_count = 0; + } // render list stuff @@ -2026,6 +2483,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const // other stuff glBindFramebuffer(GL_FRAMEBUFFER, current_fb); + glViewport(0, 0, viewport_width, viewport_height); glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); @@ -2069,34 +2527,23 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const } } - Vector<RID> directional_lights; - - for (int i = 0; i < p_light_cull_count; i++) { - RID light_rid = p_light_cull_result[i]; - - LightInstance *light = light_instance_owner.getornull(light_rid); - - if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) { - directional_lights.push_back(light_rid); - } - } - // render opaque things first render_list.sort_by_key(false); - _render_render_list(render_list.elements, render_list.element_count, directional_lights.ptr(), directional_lights.size(), p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false, false); + _render_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false); // alpha pass glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - render_list.sort_by_key(true); - _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, directional_lights.ptr(), directional_lights.size(), p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false, false); + render_list.sort_by_depth(true); + + _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false); glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); - // #define GLES2_SHADOW_ATLAS_DEBUG_VIEW + //#define GLES2_SHADOW_ATLAS_DEBUG_VIEW #ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); @@ -2115,10 +2562,31 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const storage->_copy_screen(); } #endif + + //#define GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW + +#ifdef GLES2_SHADOW_DIRECTIONAL_DEBUG_VIEW + if (true) { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + + glViewport(0, 0, storage->frame.current_rt->width / 4, storage->frame.current_rt->height / 4); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA, false); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false); + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false); + storage->shaders.copy.bind(); + + storage->_copy_screen(); + } +#endif } 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); ERR_FAIL_COND(!light_instance); @@ -2129,13 +2597,13 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ uint32_t y; uint32_t width; uint32_t height; - uint32_t vp_height; float zfar = 0; bool flip_facing = false; int custom_vp_size = 0; - GLuint fbo = 0; + state.shadow_is_dual_parabolloid = false; + state.dual_parbolloid_direction = 0.0; int current_cubemap = -1; float bias = 0; @@ -2214,14 +2682,12 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult; fbo = directional_shadow.fbo; - vp_height = directional_shadow.size; } else { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); ERR_FAIL_COND(!shadow_atlas); ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light)); fbo = shadow_atlas->fbo; - vp_height = shadow_atlas->size; uint32_t key = shadow_atlas->shadow_owners[p_light]; @@ -2264,8 +2730,32 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ zfar = light->param[VS::LIGHT_PARAM_RANGE]; current_cubemap = cubemap_index; + } else { + //dual parabolloid + state.shadow_is_dual_parabolloid = true; + light_projection = light_instance->shadow_transform[0].camera; + light_transform = light_instance->shadow_transform[0].transform; + + if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + + height /= 2; + y += p_pass * height; + } else { + width /= 2; + x += p_pass * width; + } + + state.dual_parbolloid_direction = p_pass == 0 ? 1.0 : -1.0; + flip_facing = (p_pass == 1); + zfar = light->param[VS::LIGHT_PARAM_RANGE]; + bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; + + state.dual_parbolloid_zfar = zfar; + + state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, true); } - } else { + + } else if (light->type == VS::LIGHT_SPOT) { light_projection = light_instance->shadow_transform[0].camera; light_transform = light_instance->shadow_transform[0].transform; @@ -2304,11 +2794,16 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ glClear(GL_DEPTH_BUFFER_BIT); glDisable(GL_SCISSOR_TEST); + if (light->reverse_cull) { + flip_facing = !flip_facing; + } + state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, true); - _render_render_list(render_list.elements, render_list.element_count, NULL, 0, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, false, false, true, false); + _render_render_list(render_list.elements, render_list.element_count, light_transform, light_projection, RID(), NULL, 0, bias, normal_bias, flip_facing, false, true); state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH, false); + state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false); // convert cubemap to dual paraboloid if needed if (light->type == VS::LIGHT_OMNI && light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && p_pass == 5) { @@ -2358,6 +2853,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ } glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + glColorMask(1, 1, 1, 1); } void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) { @@ -2365,6 +2861,44 @@ 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.getptr(p_rid); + + //remove from shadow atlases.. + for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) { + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get()); + ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid)); + uint32_t key = shadow_atlas->shadow_owners[p_rid]; + uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3; + uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK; + + shadow_atlas->quadrants[q].shadows.write[s].owner = RID(); + shadow_atlas->shadow_owners.erase(p_rid); + } + + light_instance_owner.free(p_rid); + memdelete(light_instance); + + } else if (shadow_atlas_owner.owns(p_rid)) { + + ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(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.get(p_rid); + + reflection_probe_release_atlas_index(p_rid); + reflection_probe_instance_owner.free(p_rid); + memdelete(reflection_instance); + + } else { + return false; + } + return true; } @@ -2377,6 +2911,8 @@ void RasterizerSceneGLES2::initialize() { render_list.init(); + render_pass = 1; + shadow_atlas_realloc_tolerance_msec = 500; { @@ -2394,6 +2930,27 @@ void RasterizerSceneGLES2::initialize() { } { + default_worldcoord_shader = storage->shader_create(); + storage->shader_set_code(default_worldcoord_shader, "shader_type spatial; render_mode world_vertex_coords;\n"); + default_worldcoord_material = storage->material_create(); + storage->material_set_shader(default_worldcoord_material, default_worldcoord_shader); + + default_worldcoord_shader_twosided = storage->shader_create(); + default_worldcoord_material_twosided = storage->material_create(); + storage->shader_set_code(default_worldcoord_shader_twosided, "shader_type spatial; render_mode cull_disabled,world_vertex_coords;\n"); + storage->material_set_shader(default_worldcoord_material_twosided, default_worldcoord_shader_twosided); + } + + { + //default material and shader + + default_overdraw_shader = storage->shader_create(); + storage->shader_set_code(default_overdraw_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }"); + default_overdraw_material = storage->material_create(); + storage->material_set_shader(default_overdraw_material, default_overdraw_shader); + } + + { glGenBuffers(1, &state.sky_verts); glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts); glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, NULL, GL_DYNAMIC_DRAW); @@ -2463,8 +3020,8 @@ void RasterizerSceneGLES2::initialize() { glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); @@ -2475,9 +3032,12 @@ void RasterizerSceneGLES2::initialize() { ERR_PRINT("Directional shadow framebuffer status invalid"); } } + + shadow_filter_mode = SHADOW_FILTER_NEAREST; } void RasterizerSceneGLES2::iteration() { + shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode"))); } void RasterizerSceneGLES2::finalize() { |