diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 126 |
1 files changed, 74 insertions, 52 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 06608c658d..bb6a45e240 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -53,6 +53,11 @@ #endif #endif +#if !defined(GLES_OVER_GL) +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_3D 0x806F +#endif + static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, @@ -557,15 +562,16 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glGenTextures(1, &rpi->cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); -#if 1 - //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + + // Mobile hardware (PowerVR specially) prefers this approach, + // the previous approach with manual lod levels kills the game. for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL); } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); - //Generate framebuffers for rendering + // Generate framebuffers for rendering for (int i = 0; i < 6; i++) { glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); glBindTexture(GL_TEXTURE_2D, rpi->color[i]); @@ -576,34 +582,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); } -#else - int lod = 0; - - //the approach below is fatal for powervr - - // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later. - while (size >= 1) { - - for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL); - if (size == rpi->current_resolution) { - //adjust framebuffer - glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); - -#ifdef DEBUG_ENABLED - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); -#endif - } - } - - lod++; - - size >>= 1; - } -#endif glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -1169,7 +1147,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G LightInstance *li = light_instance_owner.getornull(e->instance->light_instances[i]); - if (li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) { + if (!li || li->light_index >= render_light_instance_count || render_light_instances[li->light_index] != li) { continue; // too many or light_index did not correspond to the light instances to be rendered } @@ -1370,6 +1348,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m const Pair<StringName, RID> *textures = p_material->textures.ptr(); const ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr(); + const ShaderLanguage::DataType *texture_types = p_material->shader->texture_types.ptr(); state.scene_shader.set_uniform(SceneShaderGLES2::SKELETON_TEXTURE_SIZE, p_skeleton_tex_size); @@ -1383,22 +1362,66 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m if (!t) { - switch (texture_hints[i]) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { - glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); + GLenum target = GL_TEXTURE_2D; + GLuint tex = 0; + switch (texture_types[i]) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + + switch (texture_hints[i]) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { + tex = storage->resources.black_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { + tex = storage->resources.aniso_tex; + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + tex = storage->resources.normal_tex; + } break; + default: { + tex = storage->resources.white_tex; + } break; + } + } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex); + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + // TODO } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { - glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); + + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + + target = GL_TEXTURE_3D; + tex = storage->resources.white_tex_3d; + + //switch (texture_hints[i]) { + // TODO + //} + } break; - default: { - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + + target = GL_TEXTURE_2D_ARRAY; + tex = storage->resources.white_tex_array; + + //switch (texture_hints[i]) { + // TODO + //} + } break; + + default: { + } } + glBindTexture(target, tex); continue; } @@ -1954,8 +1977,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Color color = light_ptr->color * sign * energy * Math_PI; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color); - Color shadow_color = light_ptr->shadow_color.to_linear(); - state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, shadow_color); + state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, light_ptr->shadow_color); //specific parameters @@ -2686,14 +2708,14 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C }; if (!asymmetrical) { - float vw, vh, zn; - camera.get_viewport_size(vw, vh); + Vector2 vp_he = camera.get_viewport_half_extents(); + float zn; zn = p_projection.get_z_near(); for (int i = 0; i < 4; i++) { Vector3 uv = vertices[i * 2 + 1]; - uv.x = (uv.x * 2.0 - 1.0) * vw; - uv.y = -(uv.y * 2.0 - 1.0) * vh; + uv.x = (uv.x * 2.0 - 1.0) * vp_he.x; + uv.y = -(uv.y * 2.0 - 1.0) * vp_he.y; uv.z = -zn; vertices[i * 2 + 1] = p_transform.basis.xform(uv).normalized(); vertices[i * 2 + 1].z = -vertices[i * 2 + 1].z; @@ -3326,6 +3348,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glDepthMask(GL_TRUE); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); + glClear(GL_DEPTH_BUFFER_BIT); // clear color @@ -3352,13 +3375,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (!env || env->bg_mode != VS::ENV_BG_KEEP) { glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a); + glClear(GL_COLOR_BUFFER_BIT); } state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0); state.default_bg = Color(clear_color.r, clear_color.g, clear_color.b, 1.0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) { glDisable(GL_SCISSOR_TEST); } |