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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.cpp61
1 files changed, 57 insertions, 4 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 15f1aa44be..fbcbebc88c 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -742,20 +742,38 @@ void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable,
}
void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {
+
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
+
+ env->fog_enabled = p_enable;
+ env->fog_color = p_color;
+ env->fog_sun_color = p_sun_color;
+ 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) {
+
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_curve = p_depth_curve;
+ env->fog_transmit_enabled = p_transmit;
+ env->fog_transmit_curve = p_transmit_curve;
}
void RasterizerSceneGLES2::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {
+
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
-}
+ env->fog_height_enabled = p_enable;
+ env->fog_height_min = p_min_height;
+ env->fog_height_max = p_max_height;
+ env->fog_height_curve = p_height_curve;
+}
bool RasterizerSceneGLES2::is_environment(RID p_env) {
return environment_owner.owns(p_env);
}
@@ -2031,6 +2049,15 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
glDisable(GL_BLEND);
}
+ float fog_max_distance = 0;
+ bool using_fog = false;
+ 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();
+ using_fog = true;
+ }
+
RasterizerStorageGLES2::Texture *prev_lightmap = NULL;
float lightmap_energy = 1.0;
bool prev_use_lightmap_capture = false;
@@ -2142,7 +2169,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
//condition to enable vertex lighting on this object
- bool vertex_lit = light && (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && !unshaded;
+ bool vertex_lit = (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && ((!unshaded && light) || using_fog); //fog forces vertex lighting because it still applies even if unshaded or no fog
if (vertex_lit != prev_vertex_lit) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);
@@ -2268,10 +2295,34 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
rebind_light = true;
rebind_reflection = true;
rebind_lightmap = true;
+
+ if (using_fog) {
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_COLOR_BASE, p_env->fog_color);
+ Color sun_color_amount = p_env->fog_sun_color;
+ sun_color_amount.a = p_env->fog_sun_amount;
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_SUN_COLOR_AMOUNT, sun_color_amount);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_TRANSMIT_ENABLED, p_env->fog_transmit_enabled);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_TRANSMIT_CURVE, p_env->fog_transmit_curve);
+
+ if (p_env->fog_depth_enabled) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_DEPTH_BEGIN, p_env->fog_depth_begin);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_DEPTH_CURVE, p_env->fog_depth_curve);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_MAX_DISTANCE, fog_max_distance);
+ }
+
+ if (p_env->fog_height_enabled) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MIN, p_env->fog_height_min);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MAX, p_env->fog_height_max);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MAX, p_env->fog_height_max);
+ state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_CURVE, p_env->fog_height_curve);
+ }
+ }
}
- 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::CAMERA_MATRIX, p_view_transform);
+ state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, view_transform_inverse);
state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection);
state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, projection_inverse);
@@ -2328,6 +2379,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, 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) {