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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.cpp546
1 files changed, 455 insertions, 91 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 9d78c4c097..feefb74480 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -437,29 +437,182 @@ void RasterizerSceneGLES2::reflection_atlas_set_subdivision(RID p_ref_atlas, int
////////////////////////////////////////////////////
RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
- return RID();
+
+ RasterizerStorageGLES2::ReflectionProbe *probe = storage->reflection_probe_owner.getornull(p_probe);
+ ERR_FAIL_COND_V(!probe, RID());
+
+ ReflectionProbeInstance *rpi = memnew(ReflectionProbeInstance);
+
+ rpi->probe_ptr = probe;
+ rpi->self = reflection_probe_instance_owner.make_rid(rpi);
+ rpi->probe = p_probe;
+ rpi->reflection_atlas_index = -1;
+ rpi->render_step = -1;
+ rpi->last_pass = 0;
+ rpi->current_resolution = 0;
+ rpi->dirty = true;
+
+ rpi->last_pass = 0;
+ rpi->index = 0;
+
+ for (int i = 0; i < 6; i++) {
+ glGenFramebuffers(1, &rpi->fbo[i]);
+ }
+
+ glGenFramebuffers(1, &rpi->fbo_blur);
+ glGenRenderbuffers(1, &rpi->depth);
+ glGenTextures(1, &rpi->cubemap);
+
+ return rpi->self;
}
void RasterizerSceneGLES2::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!rpi);
+ rpi->transform = p_transform;
}
void RasterizerSceneGLES2::reflection_probe_release_atlas_index(RID p_instance) {
}
bool RasterizerSceneGLES2::reflection_probe_instance_needs_redraw(RID p_instance) {
- return false;
+ const ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ bool need_redraw = rpi->probe_ptr->resolution != rpi->current_resolution || rpi->dirty || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS;
+ rpi->dirty = false;
+ return need_redraw;
}
bool RasterizerSceneGLES2::reflection_probe_instance_has_reflection(RID p_instance) {
- return false;
+ return true;
}
bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
- return false;
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ rpi->render_step = 0;
+
+ if (rpi->probe_ptr->resolution != rpi->current_resolution) {
+
+ //update cubemap if resolution changed
+ int size = rpi->probe_ptr->resolution;
+ rpi->current_resolution = size;
+
+ int lod = 0;
+
+ GLenum internal_format = GL_RGBA;
+ GLenum format = GL_RGBA;
+ GLenum type = GL_UNSIGNED_BYTE;
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
+
+ // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used.
+ while (size >= 1) {
+
+ for (int i = 0; i < 6; i++) {
+ glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
+ if (size == rpi->current_resolution) {
+ //adjust framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
+ glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
+
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
+#endif
+ }
+ }
+
+ lod++;
+
+ size >>= 1;
+ }
+
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ return true;
}
bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_instance) {
- return false;
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ int size = rpi->probe_ptr->resolution;
+
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+
+ for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
+ glDisableVertexAttribArray(i);
+ }
+ }
+
+ //vdc cache
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.radical_inverse_vdc_cache_tex);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo_blur);
+ // now render to the framebuffer, mipmap level for mipmap level
+ int lod = 1;
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //use linear, no mipmaps so it does not read from what is being written to
+
+ size >>= 1;
+ int mipmaps = 6;
+ int mm_level = mipmaps - 1;
+
+ storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
+ storage->shaders.cubemap_filter.bind();
+
+ //blur
+ while (size >= 1) {
+
+ for (int i = 0; i < 6; i++) {
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, lod);
+
+ glViewport(0, 0, size, size);
+ storage->bind_quad_array();
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::FACE_ID, i);
+ float roughness = CLAMP(lod / (float)(mipmaps - 1), 0, 1);
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::ROUGHNESS, roughness);
+ storage->shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES2::Z_FLIP, false);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
+
+ size >>= 1;
+
+ mm_level--;
+
+ lod++;
+ }
+
+ // restore ranges
+
+ glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ return true;
}
/* ENVIRONMENT API */
@@ -760,6 +913,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->use_accum = false;
e->light_index = RenderList::MAX_LIGHTS;
e->use_accum_ptr = &e->use_accum;
+ e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0;
if (e->geometry->last_pass != render_pass) {
e->geometry->last_pass = render_pass;
@@ -779,17 +933,39 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G
e->material_index = e->material->index;
- e->refprobe_0_index = 0xFF; //refprobe disabled by default
- e->refprobe_1_index = 0xFF; //refprobe disabled by default
+ e->refprobe_0_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
+ e->refprobe_1_index = RenderList::MAX_REFLECTION_PROBES; //refprobe disabled by default
if (!p_depth_pass) {
e->depth_layer = e->instance->depth_layer;
e->priority = p_material->render_priority;
- //if (e->instance->reflection_probe_instances.size() > 0 ) {
- // RasterizerStorageGLES2::
- //}
+ int rpsize = e->instance->reflection_probe_instances.size();
+ if (rpsize > 0) {
+ bool first = true;
+ rpsize = MIN(rpsize, 2); //more than 2 per object are not supported, this keeps it stable
+
+ for (int i = 0; i < rpsize; i++) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(e->instance->reflection_probe_instances[i]);
+ if (rpi->last_pass != render_pass) {
+ continue;
+ }
+ if (first) {
+ e->refprobe_0_index = rpi->index;
+ first = false;
+ } else {
+ e->refprobe_1_index = rpi->index;
+ break;
+ }
+ }
+
+ /* if (e->refprobe_0_index > e->refprobe_1_index) { //if both are valid, swap them to keep order as best as possible
+ uint64_t tmp = e->refprobe_0_index;
+ e->refprobe_0_index = e->refprobe_1_index;
+ e->refprobe_1_index = tmp;
+ }*/
+ }
//add directional lights
@@ -921,9 +1097,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p
} break;
- default: {
-
- } break;
+ default: {}
}
}
}
@@ -1048,7 +1222,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
glDisableVertexAttribArray(i);
switch (i) {
case VS::ARRAY_NORMAL: {
- glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1);
+ glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
} break;
case VS::ARRAY_COLOR: {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@@ -1171,27 +1345,23 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
//enable transform buffer and bind it
glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 0);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 1);
- glEnableVertexAttribArray(VS::ARRAY_MAX + 2);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 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));
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 0, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 0));
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 1, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 1));
+ glVertexAttribPointer(INSTANCE_BONE_BASE + 2, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 12, (const void *)(sizeof(float) * 4 * 2));
clear_skeleton_buffer = false;
}
}
if (clear_skeleton_buffer) {
- // just to make sure
- glDisableVertexAttribArray(VS::ARRAY_MAX + 0);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 1);
- glDisableVertexAttribArray(VS::ARRAY_MAX + 2);
- glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0);
- glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
- glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
}
} break;
@@ -1213,7 +1383,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
glDisableVertexAttribArray(i);
switch (i) {
case VS::ARRAY_NORMAL: {
- glVertexAttrib4f(VS::ARRAY_COLOR, 0.0, 0.0, 1, 1);
+ glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
} break;
case VS::ARRAY_COLOR: {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@@ -1224,25 +1394,22 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
}
}
- 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);
-
- 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);
- }
+ // prepare multimesh (disable)
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 2);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 3);
+ glDisableVertexAttribArray(INSTANCE_ATTRIB_BASE + 4);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
} break;
case VS::INSTANCE_IMMEDIATE: {
} break;
- default: {
-
- } break;
+ default: {}
}
}
@@ -1261,7 +1428,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
} 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);
@@ -1274,7 +1441,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0);
glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0);
}
-
+*/
} break;
case VS::INSTANCE_MULTIMESH: {
@@ -1295,53 +1462,33 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
// drawing
+ const float *base_buffer = multi_mesh->data.ptr();
+
for (int i = 0; i < amount; i++) {
- float *buffer = &multi_mesh->data.write[i * stride];
+ const float *buffer = base_buffer + i * stride;
{
- // inline of multimesh_get_transform since it's such a pain
- // to get a RID from here...
- Transform transform;
-
- transform.basis.elements[0][0] = buffer[0];
- transform.basis.elements[0][1] = buffer[1];
- transform.basis.elements[0][2] = buffer[2];
- transform.origin.x = buffer[3];
- transform.basis.elements[1][0] = buffer[4];
- transform.basis.elements[1][1] = buffer[5];
- transform.basis.elements[1][2] = buffer[6];
- transform.origin.y = buffer[7];
- transform.basis.elements[2][0] = buffer[8];
- transform.basis.elements[2][1] = buffer[9];
- transform.basis.elements[2][2] = buffer[10];
- transform.origin.z = buffer[11];
-
- float row[3][4] = {
- { transform.basis[0][0], transform.basis[0][1], transform.basis[0][2], transform.origin[0] },
- { transform.basis[1][0], transform.basis[1][1], transform.basis[1][2], transform.origin[1] },
- { transform.basis[2][0], transform.basis[2][1], transform.basis[2][2], transform.origin[2] },
- };
-
- glVertexAttrib4fv(VS::ARRAY_MAX + 0, row[0]);
- glVertexAttrib4fv(VS::ARRAY_MAX + 1, row[1]);
- glVertexAttrib4fv(VS::ARRAY_MAX + 2, row[2]);
+
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
}
if (multi_mesh->color_floats) {
if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
- glVertexAttrib4f(VS::ARRAY_MAX + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
} else {
- glVertexAttrib4fv(VS::ARRAY_MAX + 3, buffer + color_ofs);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
}
}
if (multi_mesh->custom_data_floats) {
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);
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
} else {
- glVertexAttrib4fv(VS::ARRAY_MAX + 4, buffer + custom_data_ofs);
+ glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
}
}
@@ -1465,6 +1612,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
}
} break;
+ default: {}
}
}
@@ -1508,7 +1656,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
}
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits);
- if (p_light->light_ptr->shadow) {
+ if (!state.render_no_shadows && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
@@ -1520,7 +1668,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
case VS::LIGHT_OMNI: {
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
- if (shadow_atlas && p_light->light_ptr->shadow) {
+ if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
@@ -1531,7 +1679,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas
case VS::LIGHT_SPOT: {
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true);
- if (shadow_atlas && p_light->light_ptr->shadow) {
+ if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SHADOW, true);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
@@ -1565,7 +1713,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
CameraMatrix matrices[4];
- if (light_ptr->shadow && directional_shadow.depth) {
+ if (!state.render_no_shadows && light_ptr->shadow && directional_shadow.depth) {
int shadow_count = 0;
Color split_offsets;
@@ -1660,7 +1808,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
attenuation.a = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
- if (light_ptr->shadow && shadow_atlas->shadow_owners.has(light->self)) {
+ if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
uint32_t key = shadow_atlas->shadow_owners[light->self];
@@ -1722,7 +1870,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ANGLE, angle);
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
- if (light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
+ if (!state.render_no_shadows && light->light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) {
uint32_t key = shadow_atlas->shadow_owners[light->self];
uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
@@ -1767,8 +1915,56 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado
}
} break;
+ default: {}
+ }
+}
- default: break;
+void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env) {
+
+ if (p_refprobe1) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_USE_BOX_PROJECT, p_refprobe1->probe_ptr->box_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_EXTENTS, p_refprobe1->probe_ptr->extents);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_BOX_OFFSET, p_refprobe1->probe_ptr->origin_offset);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_EXTERIOR, !p_refprobe1->probe_ptr->interior);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_INTENSITY, p_refprobe1->probe_ptr->intensity);
+
+ Color ambient;
+ if (p_refprobe1->probe_ptr->interior) {
+ ambient = p_refprobe1->probe_ptr->interior_ambient * p_refprobe1->probe_ptr->interior_ambient_energy;
+ ambient.a = p_refprobe1->probe_ptr->interior_ambient_probe_contrib;
+ } else if (p_env) {
+ ambient = p_env->ambient_color * p_env->ambient_energy;
+ ambient.a = p_env->ambient_sky_contribution;
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_AMBIENT, ambient);
+
+ Transform proj = (p_view_transform.inverse() * p_refprobe1->transform).affine_inverse();
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE1_LOCAL_MATRIX, proj);
+ }
+
+ if (p_refprobe2) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_USE_BOX_PROJECT, p_refprobe2->probe_ptr->box_projection);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_BOX_EXTENTS, p_refprobe2->probe_ptr->extents);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_BOX_OFFSET, p_refprobe2->probe_ptr->origin_offset);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_EXTERIOR, !p_refprobe2->probe_ptr->interior);
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_INTENSITY, p_refprobe2->probe_ptr->intensity);
+
+ Color ambient;
+ if (p_refprobe2->probe_ptr->interior) {
+ ambient = p_refprobe2->probe_ptr->interior_ambient * p_refprobe2->probe_ptr->interior_ambient_energy;
+ ambient.a = p_refprobe2->probe_ptr->interior_ambient_probe_contrib;
+ } else if (p_env) {
+ ambient = p_env->ambient_color * p_env->ambient_energy;
+ ambient.a = p_env->ambient_sky_contribution;
+ }
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_AMBIENT, ambient);
+
+ Transform proj = (p_view_transform.inverse() * p_refprobe2->transform).affine_inverse();
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_LOCAL_MATRIX, proj);
}
}
@@ -1776,9 +1972,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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;
+ Vector2 screen_pixel_size = state.screen_pixel_size;
bool use_radiance_map = false;
if (!p_shadow && p_base_env) {
@@ -1794,6 +1988,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
RasterizerStorageGLES2::Material *prev_material = NULL;
RasterizerStorageGLES2::Geometry *prev_geometry = NULL;
RasterizerStorageGLES2::Skeleton *prev_skeleton = NULL;
+ RasterizerStorageGLES2::GeometryOwner *prev_owner = NULL;
Transform view_transform_inverse = p_view_transform.inverse();
CameraMatrix projection_inverse = p_projection.inverse();
@@ -1801,6 +1996,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool prev_base_pass = false;
LightInstance *prev_light = NULL;
bool prev_vertex_lit = false;
+ ReflectionProbeInstance *prev_refprobe_1 = NULL;
+ ReflectionProbeInstance *prev_refprobe_2 = NULL;
int prev_blend_mode = -2; //will always catch the first go
@@ -1810,6 +2007,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
glDisable(GL_BLEND);
}
+ RasterizerStorageGLES2::Texture *prev_lightmap = NULL;
+ float lightmap_energy = 1.0;
+ bool prev_use_lightmap_capture = false;
+
for (int i = 0; i < p_element_count; i++) {
RenderList::Element *e = p_elements[i];
@@ -1819,6 +2020,10 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
bool accum_pass = *e->use_accum_ptr;
*e->use_accum_ptr = true; //set to accum for next time this is found
LightInstance *light = NULL;
+ ReflectionProbeInstance *refprobe_1 = NULL;
+ ReflectionProbeInstance *refprobe_2 = NULL;
+ RasterizerStorageGLES2::Texture *lightmap = NULL;
+ bool use_lightmap_capture = false;
if (!p_shadow) {
@@ -1915,9 +2120,61 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);
prev_vertex_lit = vertex_lit;
}
+
+ if (!unshaded && !accum_pass && e->refprobe_0_index != RenderList::MAX_REFLECTION_PROBES) {
+ ERR_FAIL_INDEX(e->refprobe_0_index, reflection_probe_count);
+ refprobe_1 = reflection_probe_instances[e->refprobe_0_index];
+ }
+ if (!unshaded && !accum_pass && e->refprobe_1_index != RenderList::MAX_REFLECTION_PROBES) {
+ ERR_FAIL_INDEX(e->refprobe_1_index, reflection_probe_count);
+ refprobe_2 = reflection_probe_instances[e->refprobe_1_index];
+ }
+
+ if (refprobe_1 != prev_refprobe_1 || refprobe_2 != prev_refprobe_2) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, refprobe_1 != NULL);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, refprobe_2 != NULL);
+ if (refprobe_1 != NULL && refprobe_1 != prev_refprobe_1) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_1->cubemap);
+ }
+ if (refprobe_2 != NULL && refprobe_2 != prev_refprobe_2) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, refprobe_2->cubemap);
+ }
+ rebind = true;
+ }
+
+ use_lightmap_capture = !unshaded && !accum_pass && !e->instance->lightmap_capture_data.empty();
+
+ if (use_lightmap_capture != prev_use_lightmap_capture) {
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, use_lightmap_capture);
+ rebind = true;
+ }
+
+ if (!unshaded && !accum_pass && e->instance->lightmap.is_valid()) {
+
+ lightmap = storage->texture_owner.getornull(e->instance->lightmap);
+ lightmap_energy = 1.0;
+ if (lightmap) {
+ RasterizerStorageGLES2::LightmapCapture *capture = storage->lightmap_capture_data_owner.getornull(e->instance->lightmap_capture->base);
+ if (capture) {
+ lightmap_energy = capture->energy;
+ }
+ }
+ }
+
+ if (lightmap != prev_lightmap) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, lightmap != NULL);
+ if (lightmap != NULL) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, lightmap->tex_id);
+ }
+ rebind = true;
+ }
}
- bool instancing = e->instancing;
+ bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH;
if (instancing != prev_instancing) {
@@ -1930,7 +2187,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (skeleton != prev_skeleton) {
if (skeleton) {
- state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, skeleton != NULL);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
} else {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
@@ -1940,7 +2197,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
rebind = true;
}
- if (e->geometry != prev_geometry || skeleton != prev_skeleton) {
+ if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
_setup_geometry(e, skeleton);
}
@@ -1949,7 +2206,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
shader_rebind = _setup_material(material, p_reverse_cull, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
}
- if (i == 0 || shader_rebind) { //first time must rebindmakin
+ if (i == 0 || shader_rebind) { //first time must rebind
if (p_shadow) {
state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_BIAS, p_shadow_bias);
@@ -1979,6 +2236,14 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
if (light) {
_setup_light(light, shadow_atlas, p_view_transform);
}
+
+ if (refprobe_1 || refprobe_2) {
+ _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env);
+ }
+
+ if (lightmap) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy);
+ }
}
state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse);
@@ -1994,23 +2259,39 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_uniform(SceneShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+ if (use_lightmap_capture) { //this is per instance, must be set always if present
+ glUniform4fv(state.scene_shader.get_uniform_location(SceneShaderGLES2::LIGHTMAP_CAPTURES), 12, (const GLfloat *)e->instance->lightmap_capture_data.ptr());
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_CAPTURE_SKY, false);
+ }
+
_render_geometry(e);
prev_geometry = e->geometry;
+ prev_owner = e->owner;
prev_material = material;
prev_skeleton = skeleton;
prev_instancing = instancing;
prev_light = light;
+ prev_refprobe_1 = refprobe_1;
+ prev_refprobe_2 = refprobe_2;
+ prev_lightmap = lightmap;
+ prev_use_lightmap_capture = use_lightmap_capture;
}
_setup_light_type(NULL, NULL); //clear light stuff
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_RADIANCE_MAP, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, false);
state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, false);
state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE1, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false);
}
void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) {
@@ -2105,6 +2386,36 @@ 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) {
+ GLuint current_fb = 0;
+ Environment *env = NULL;
+
+ int viewport_width, viewport_height;
+
+ if (p_reflection_probe.is_valid()) {
+ ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
+ ERR_FAIL_COND(!probe);
+ state.render_no_shadows = !probe->probe_ptr->enable_shadows;
+
+ if (!probe->probe_ptr->interior) { //use env only if not interior
+ env = environment_owner.getornull(p_environment);
+ }
+
+ current_fb = probe->fbo[p_reflection_probe_pass];
+ state.screen_pixel_size.x = 1.0 / probe->probe_ptr->resolution;
+ state.screen_pixel_size.y = 1.0 / probe->probe_ptr->resolution;
+
+ viewport_width = probe->probe_ptr->resolution;
+ viewport_height = probe->probe_ptr->resolution;
+
+ } else {
+ state.render_no_shadows = false;
+ current_fb = storage->frame.current_rt->fbo;
+ env = environment_owner.getornull(p_environment);
+ state.screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
+ state.screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
+ viewport_width = storage->frame.current_rt->width;
+ viewport_height = storage->frame.current_rt->height;
+ }
//push back the directional lights
if (p_light_cull_count) {
@@ -2137,10 +2448,22 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
render_light_instance_count = 0;
}
- glEnable(GL_BLEND);
+ if (p_reflection_probe_cull_count) {
- GLuint current_fb = storage->frame.current_rt->fbo;
- Environment *env = environment_owner.getornull(p_environment);
+ reflection_probe_instances = (ReflectionProbeInstance **)alloca(sizeof(ReflectionProbeInstance *) * p_reflection_probe_cull_count);
+ reflection_probe_count = p_reflection_probe_cull_count;
+ for (int i = 0; i < p_reflection_probe_cull_count; i++) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_cull_result[i]);
+ ERR_CONTINUE(!rpi);
+ rpi->last_pass = render_pass + 1; //will be incremented later
+ rpi->index = i;
+ reflection_probe_instances[i] = rpi;
+ }
+
+ } else {
+ reflection_probe_instances = NULL;
+ reflection_probe_count = 0;
+ }
// render list stuff
@@ -2150,6 +2473,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
// other stuff
glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
+ glViewport(0, 0, viewport_width, viewport_height);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
@@ -2251,6 +2575,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
+ state.render_no_shadows = false;
+
LightInstance *light_instance = light_instance_owner.getornull(p_light);
ERR_FAIL_COND(!light_instance);
@@ -2525,6 +2851,44 @@ void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) {
}
bool RasterizerSceneGLES2::free(RID p_rid) {
+
+ if (light_instance_owner.owns(p_rid)) {
+
+ LightInstance *light_instance = light_instance_owner.getptr(p_rid);
+
+ //remove from shadow atlases..
+ for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(E->get());
+ ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
+ uint32_t key = shadow_atlas->shadow_owners[p_rid];
+ uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+ shadow_atlas->shadow_owners.erase(p_rid);
+ }
+
+ light_instance_owner.free(p_rid);
+ memdelete(light_instance);
+
+ } else if (shadow_atlas_owner.owns(p_rid)) {
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get(p_rid);
+ shadow_atlas_set_size(p_rid, 0);
+ shadow_atlas_owner.free(p_rid);
+ memdelete(shadow_atlas);
+ } else if (reflection_probe_instance_owner.owns(p_rid)) {
+
+ ReflectionProbeInstance *reflection_instance = reflection_probe_instance_owner.get(p_rid);
+
+ reflection_probe_release_atlas_index(p_rid);
+ reflection_probe_instance_owner.free(p_rid);
+ memdelete(reflection_instance);
+
+ } else {
+ return false;
+ }
+
return true;
}