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path: root/drivers/gles2/rasterizer_scene_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp52
1 files changed, 43 insertions, 9 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index c4b6c607a2..7addbaa9fe 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -605,7 +605,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
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();
@@ -628,8 +627,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
size >>= 1;
- mm_level--;
-
lod++;
}
@@ -711,7 +708,7 @@ void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enabl
ERR_FAIL_COND(!env);
}
-void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
}
@@ -752,13 +749,14 @@ void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const C
env->fog_sun_amount = p_sun_amount;
}
-void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
+void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->fog_depth_enabled = p_enable;
env->fog_depth_begin = p_depth_begin;
+ env->fog_depth_end = p_depth_end;
env->fog_depth_curve = p_depth_curve;
env->fog_transmit_enabled = p_transmit;
env->fog_transmit_curve = p_transmit_curve;
@@ -1209,6 +1207,8 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size);
+ state.current_main_tex = 0;
+
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE0 + i);
@@ -1239,6 +1239,9 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
t = t->get_ptr();
glBindTexture(t->target, t->tex_id);
+ if (i == 0) {
+ state.current_main_tex = t->tex_id;
+ }
}
state.scene_shader.use_material((void *)p_material);
@@ -2054,7 +2057,11 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (p_env && !p_shadow && p_env->fog_enabled && (p_env->fog_depth_enabled || p_env->fog_height_enabled)) {
state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, p_env->fog_depth_enabled);
state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, p_env->fog_height_enabled);
- fog_max_distance = p_projection.get_z_far();
+ if (p_env->fog_depth_end > 0) {
+ fog_max_distance = p_env->fog_depth_end;
+ } else {
+ fog_max_distance = p_projection.get_z_far();
+ }
using_fog = true;
}
@@ -2329,7 +2336,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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) {
@@ -2488,6 +2494,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
Environment *env = NULL;
int viewport_width, viewport_height;
+ bool probe_interior = false;
if (p_reflection_probe.is_valid()) {
ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
@@ -2505,6 +2512,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
viewport_width = probe->probe_ptr->resolution;
viewport_height = probe->probe_ptr->resolution;
+ probe_interior = probe->probe_ptr->interior;
+
} else {
state.render_no_shadows = false;
current_fb = storage->frame.current_rt->fbo;
@@ -2578,9 +2587,30 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ // clear color
- storage->frame.clear_request = false;
+ Color clear_color(0, 0, 0, 0);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+ } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR || env->bg_mode == VS::ENV_BG_SKY) {
+ if (storage->frame.clear_request) {
+ clear_color = storage->frame.clear_request_color.to_linear();
+ storage->frame.clear_request = false;
+ }
+ } else if (env->bg_mode == VS::ENV_BG_CANVAS || env->bg_mode == VS::ENV_BG_COLOR || env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+ clear_color = env->bg_color.to_linear();
+ storage->frame.clear_request = false;
+ } else {
+ storage->frame.clear_request = false;
+ }
+
+ if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
+ glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@@ -2615,6 +2645,10 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
}
+ if (probe_interior) {
+ env_radiance_tex = 0; //do not use radiance texture on interiors
+ }
+
// render opaque things first
render_list.sort_by_key(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);