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path: root/drivers/gles2/rasterizer_scene_gles2.cpp
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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp1519
1 files changed, 859 insertions, 660 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index ca9f6dcbf8..833b3ef0f7 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);
@@ -604,6 +604,8 @@ 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 +711,42 @@ 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;
+ bool no_cull = false;
+
+ if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED) {
+ no_cull = true;
+ 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);
+ no_cull = true;
+ 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 +759,107 @@ 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;
+
+ 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;
- // shader doesn't use discard or writes a custom vertex position,
- // so we can use a stripped down shader instead
+ e->refprobe_0_index = 0xFF; //refprobe disabled by default
+ e->refprobe_1_index = 0xFF; //refprobe disabled by default
- // TODO twosided and worldcoord stuff
+ if (!p_depth_pass) {
- p_material = storage->material_owner.getptr(default_material_twosided);
- }
+ e->depth_layer = e->instance->depth_layer;
+ e->priority = p_material->render_priority;
- has_alpha = false;
- }
+ //if (e->instance->reflection_probe_instances.size() > 0 ) {
+ // RasterizerStorageGLES2::
+ //}
- 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;
+ //add directional lights
- if (p_material->shader->spatial.unshaded) {
- e->sort_key |= SORT_KEY_UNSHADED_FLAG;
- }
+ if (p_material->shader->spatial.unshaded) {
+ e->light_mode = LIGHTMODE_UNSHADED;
+ } else {
- if (!p_depth_pass) {
- e->sort_key |= uint64_t(e->material->index) << RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
+ bool copy = false;
- e->sort_key |= uint64_t(p_material->render_priority + 128) << RenderList::SORT_KEY_PRIORITY_SHIFT;
- } else {
- // TODO
+ for (int i = 0; i < render_directional_lights; i++) {
+
+ if (copy) {
+ RenderList::Element *e2 = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
+ if (!e2) {
+ 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 +867,13 @@ 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];
@@ -838,13 +941,13 @@ 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);
@@ -923,193 +1026,169 @@ 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_COLOR, 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;
+ bool clear_skeleton_buffer = !storage->config.float_texture_supported;
- {
- PoolVector<float>::Write write = transform_buffer.write();
- float *buffer = write.ptr();
+ if (p_skeleton) {
- PoolVector<uint8_t>::Read vertex_array_read = s->data.read();
- const uint8_t *vertex_data = vertex_array_read.ptr();
+ 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);
- for (int i = 0; i < s->array_len; i++) {
+ PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer;
- // do magic
+ 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.
+ }
- size_t bones[4];
- float bone_weight[4];
+ // 3 * vec4 per vertex
+ if (transform_buffer.size() < s->array_len * 12) {
+ transform_buffer.resize(s->array_len * 12);
+ }
- 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];
+ 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);
+ }
+
+ 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;
+
+ 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));
}
-
- 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);
- }
-
- 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;
-
- 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));
}
- }
- storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12);
- } break;
+ storage->_update_skeleton_transform_buffer(transform_buffer, s->array_len * 12);
- default: {
+ //enable transform buffer and bind it
+ glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
- } break;
- }
- }
-}
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
-void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
+ 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));
- switch (p_element->instance->base_type) {
-
- case VS::INSTANCE_MESH: {
-
- 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);
+ clear_skeleton_buffer = false;
+ }
+ }
- 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 {
+ if (clear_skeleton_buffer) {
// just to make sure
glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
@@ -1120,6 +1199,12 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
}
+ } 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);
+
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
if (s->index_array_len > 0) {
@@ -1132,61 +1217,61 @@ 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_COLOR, 0.0, 0.0, 1, 1);
+ } break;
+ case VS::ARRAY_COLOR: {
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {}
+ }
}
}
- // drawing
+ if (!storage->config.float_texture_supported) {
+ // just to make sure, clear skeleton buffer too
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
+ glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- 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);
+ 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);
}
- // tear down
-
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- glDisableVertexAttribArray(i);
- }
+ } break;
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
+ case VS::INSTANCE_IMMEDIATE: {
+ } 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);
+ default: {
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- }
+ } break;
+ }
+}
- 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);
@@ -1196,36 +1281,19 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
}
- glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
-
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
- }
+ } break;
- 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;
@@ -1260,22 +1328,27 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
{ 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(VS::ARRAY_MAX + 0, row[0]);
+ glVertexAttrib4fv(VS::ARRAY_MAX + 1, row[1]);
+ glVertexAttrib4fv(VS::ARRAY_MAX + 2, row[2]);
}
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(VS::ARRAY_MAX + 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(VS::ARRAY_MAX + 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(VS::ARRAY_MAX + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
+ } else {
+ glVertexAttrib4fv(VS::ARRAY_MAX + 4, buffer + custom_data_ofs);
+ }
}
if (s->index_array_len > 0) {
@@ -1285,25 +1358,6 @@ 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: {
@@ -1420,505 +1474,549 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
}
-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) {
-
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
-
- 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;
-
- bool use_radiance_map = false;
-
- VMap<RID, Vector<RenderList::Element *> > lit_objects;
-
- for (int i = 0; i < p_element_count; i++) {
- RenderList::Element *e = p_elements[i];
+void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas) {
- RasterizerStorageGLES2::Material *material = e->material;
-
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
-
- 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);
-
- 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);
- }
-
- // opaque pass
-
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false);
-
- _setup_geometry(e, skeleton);
-
- _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ //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);
- if (use_radiance_map) {
- state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform);
- }
+ if (!p_light) { //no light, return off
+ return;
+ }
- 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);
- }
+ //turn on lighting
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, true);
- 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);
+ switch (p_light->light_ptr->type) {
+ case VS::LIGHT_DIRECTIONAL: {
- } 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);
- }
+ 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);
- glEnable(GL_BLEND);
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
+ } break;
+ }
- 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;
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits);
+ if (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);
}
- switch (desired_blend_mode) {
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
+ if (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 (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 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);
- }
+void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform) {
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
+ RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
+ //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;
- } break;
- case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ Color color = light_ptr->color * sign * energy * M_PI;
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
- 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);
- }
+ //specific parameters
- } 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);
- }
- }
+ 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);
- 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());
+ CameraMatrix matrices[4];
- state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+ if (light_ptr->shadow && directional_shadow.depth) {
- 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);
+ int shadow_count = 0;
+ Color split_offsets;
- _render_geometry(e);
+ switch (light_ptr->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ shadow_count = 1;
+ } break;
- if (material->shader->spatial.unshaded)
- continue;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ shadow_count = 2;
+ } break;
- if (p_shadow)
- continue;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ shadow_count = 4;
+ } break;
+ }
- for (int light = 0; light < e->instance->light_instances.size(); light++) {
+ for (int k = 0; k < shadow_count; k++) {
- RID light_instance = e->instance->light_instances[light];
+ 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;
- lit_objects[light_instance].push_back(e);
- }
- }
+ if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- 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;
- }
+ width /= 2;
+ height /= 2;
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, true);
+ if (k == 0) {
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ } else if (k == 1) {
+ x += width;
+ } else if (k == 2) {
+ y += height;
+ } else if (k == 3) {
+ x += width;
+ y += height;
+ }
- for (int lo = 0; lo < lit_objects.size(); lo++) {
+ } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
- RID key = lit_objects.getk(lo);
+ height /= 2;
- LightInstance *light = light_instance_owner.getornull(key);
- RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
+ if (k == 0) {
- const Vector<RenderList::Element *> &list = lit_objects.getv(lo);
+ } else {
+ y += height;
+ }
+ }
- for (int i = 0; i < list.size(); i++) {
+ split_offsets[k] = light->shadow_transform[k].split;
- RenderList::Element *e = list[i];
- RasterizerStorageGLES2::Material *material = e->material;
+ Transform modelview = (p_view_transform.inverse() * light->shadow_transform[k].transform).affine_inverse();
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+ 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);
- {
- _setup_geometry(e, skeleton);
+ CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview;
+ matrices[k] = shadow_mtx;
- _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);
+ /*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_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());
+ // 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: {
- state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+ Vector3 position = p_view_transform.xform_inv(light->transform.origin);
- 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);
- }
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
- switch (light_ptr->type) {
- case VS::LIGHT_OMNI: {
+ float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_TYPE, (int)1);
+ 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);
- Vector3 position = p_view_transform.inverse().xform(light->transform.origin);
+ if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+ uint32_t key = shadow_atlas->shadow_owners[light->self];
- float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
- 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);
+ ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
- if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) {
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
- uint32_t key = shadow_atlas->shadow_owners[light->self];
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+ 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;
- ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
- uint32_t atlas_size = shadow_atlas->size;
- uint32_t quadrant_size = atlas_size >> 1;
+ if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+ height /= 2;
+ } else {
+ width /= 2;
+ }
- uint32_t x = (quadrant & 1) * quadrant_size;
- uint32_t y = (quadrant >> 1) * quadrant_size;
+ Transform proj = (p_view_transform.inverse() * light->transform).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;
+ 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;
- uint32_t width = shadow_size;
- uint32_t height = shadow_size;
+ 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;
- if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
- height /= 2;
- } else {
- width /= 2;
- }
+ case VS::LIGHT_SPOT: {
- Transform proj = (p_view_transform.inverse() * light->transform).inverse();
+ Vector3 position = p_view_transform.xform_inv(light->transform.origin);
- 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;
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX, proj);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_CLAMP, light_clamp);
+ 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::LIGHT_HAS_SHADOW, 1.0);
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
- }
- } break;
+ if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
+ uint32_t key = shadow_atlas->shadow_owners[light->self];
- 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);
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
- 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);
+ ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
- if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
- uint32_t key = shadow_atlas->shadow_owners[light->self];
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
- ERR_CONTINUE(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.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 atlas_size = shadow_atlas->size;
- uint32_t quadrant_size = atlas_size >> 1;
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
- uint32_t x = (quadrant & 1) * quadrant_size;
- uint32_t y = (quadrant >> 1) * quadrant_size;
+ Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_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;
+ 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;
- uint32_t width = shadow_size;
- uint32_t height = shadow_size;
+ Transform modelview = (p_view_transform.inverse() * light->transform).inverse();
- Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size);
+ CameraMatrix bias;
+ bias.set_light_bias();
- 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;
+ CameraMatrix rectm;
+ rectm.set_light_atlas_rect(rect);
- Transform modelview = (p_view_transform.inverse() * light->transform).inverse();
+ CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview;
- CameraMatrix bias;
- bias.set_light_bias();
+ 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);
+ }
- CameraMatrix rectm;
- rectm.set_light_atlas_rect(rect);
+ } break;
- CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview;
+ default: break;
+ }
+}
- 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);
+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) {
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
- }
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- } break;
+ 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;
- default: break;
- }
+ 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
+ }
- float energy = light->light_ptr->param[VS::LIGHT_PARAM_ENERGY];
- float specular = light->light_ptr->param[VS::LIGHT_PARAM_SPECULAR];
+ 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;
- 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);
+ Transform view_transform_inverse = p_view_transform.inverse();
+ CameraMatrix projection_inverse = p_projection.inverse();
- _render_geometry(e);
- }
- }
+ bool prev_base_pass = false;
+ LightInstance *prev_light = NULL;
+ bool prev_vertex_lit = false;
- 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;
+ int prev_blend_mode = -2; //will always catch the first go
- 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;
+ if (p_alpha_pass) {
+ glEnable(GL_BLEND);
+ } else {
+ glDisable(GL_BLEND);
+ }
- 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++) {
+ RenderList::Element *e = p_elements[i];
- for (int i = 0; i < p_element_count; i++) {
+ RasterizerStorageGLES2::Material *material = e->material;
- RenderList::Element *e = p_elements[i];
- RasterizerStorageGLES2::Material *material = e->material;
- RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+ 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;
- {
- _setup_material(material, p_reverse_cull, false, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ if (!p_shadow) {
- 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 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;
}
- 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 (!unshaded && e->light_index < RenderList::MAX_LIGHTS) {
+ light = render_light_instances[e->light_index];
+ }
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ENERGY, energy);
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ if (light != prev_light) {
- float sign = light_ptr->negative ? -1 : 1;
+ _setup_light_type(light, shadow_atlas);
+ rebind = true;
+ }
- 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;
+ int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix
- color[3] = 0;
+ if (accum_pass) { //accum pass force pass
+ blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
+ }
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
+ if (prev_blend_mode != blend_mode) {
- CameraMatrix matrices[4];
+ 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);
+ }
- if (light_ptr->shadow && directional_shadow.depth) {
+ 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);
+ }
- int shadow_count = 0;
- Color split_offsets;
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
+
+ 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;
+ bool instancing = e->instancing;
- if (k == 0) {
+ if (instancing != prev_instancing) {
- } else if (k == 1) {
- x += width;
- } else if (k == 2) {
- y += height;
- } else if (k == 3) {
- x += width;
- y += height;
- }
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, instancing);
+ rebind = true;
+ }
- } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
- height /= 2;
+ if (skeleton != prev_skeleton) {
- if (k == 0) {
+ if (skeleton) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, skeleton != NULL);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
+ } else {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
+ }
- } else {
- y += height;
- }
- }
+ rebind = true;
+ }
- split_offsets[k] = light->shadow_transform[k].split;
+ if (e->geometry != prev_geometry || skeleton != prev_skeleton) {
+ _setup_geometry(e, skeleton);
+ }
- Transform modelview = (p_view_transform * light->shadow_transform[k].transform).inverse();
+ 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));
+ }
- 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 (i == 0 || shader_rebind) { //first time must rebindmakin
- CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview;
- matrices[k] = shadow_mtx.inverse();
+ 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);
+ }
- 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;
+ 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);
- 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);
+ } 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);
}
- 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]);
- } else {
- state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_HAS_SHADOW, 0.0);
+ if (light) {
+ _setup_light(light, shadow_atlas, p_view_transform);
+ }
}
- _render_geometry(e);
+ 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?
}
- }
- state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_PASS, false);
+ state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+
+ _render_geometry(e);
+ prev_geometry = e->geometry;
+ prev_material = material;
+ prev_skeleton = skeleton;
+ prev_instancing = instancing;
+ prev_light = light;
+ }
+
+ _setup_light_type(NULL, NULL); //clear light stuff
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, 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);
}
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) {
@@ -2013,6 +2111,38 @@ 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) {
+ //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];
+
+ 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;
+ }
+
glEnable(GL_BLEND);
GLuint current_fb = storage->frame.current_rt->fbo;
@@ -2069,34 +2199,23 @@ 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);
@@ -2115,6 +2234,25 @@ 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) {
@@ -2134,8 +2272,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_
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;
@@ -2264,8 +2403,32 @@ 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 +2467,16 @@ 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 +2526,7 @@ 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) {
@@ -2377,6 +2546,8 @@ void RasterizerSceneGLES2::initialize() {
render_list.init();
+ render_pass = 1;
+
shadow_atlas_realloc_tolerance_msec = 500;
{
@@ -2394,6 +2565,27 @@ 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 +2655,8 @@ 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 +2667,16 @@ void RasterizerSceneGLES2::initialize() {
ERR_PRINT("Directional shadow framebuffer status invalid");
}
}
+
+ shadow_filter_mode = SHADOW_FILTER_NEAREST;
+
+ RenderList::Element e;
+ e.sort_key = 0;
+ e.light_type1 = 1;
}
void RasterizerSceneGLES2::iteration() {
+ shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
}
void RasterizerSceneGLES2::finalize() {