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diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
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+/*************************************************************************/
+/* rasterizer_scene_gles2.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "rasterizer_scene_gles2.h"
+#ifdef GLES2_BACKEND_ENABLED
+
+#ifdef GODOT_3
+
+#include "core/math/math_funcs.h"
+#include "core/math/transform.h"
+#include "core/os/os.h"
+#include "core/project_settings.h"
+#include "core/vmap.h"
+#include "rasterizer_canvas_gles2.h"
+#include "servers/camera/camera_feed.h"
+#include "servers/visual/visual_server_raster.h"
+
+#ifndef GLES_OVER_GL
+#define glClearDepth glClearDepthf
+#endif
+
+#ifndef GLES_OVER_GL
+#ifdef IPHONE_ENABLED
+#include <OpenGLES/ES2/glext.h>
+//void *glResolveMultisampleFramebufferAPPLE;
+
+#define GL_READ_FRAMEBUFFER 0x8CA8
+#define GL_DRAW_FRAMEBUFFER 0x8CA9
+#endif
+#endif
+
+static const GLenum _cube_side_enum[6] = {
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+};
+
+/* SHADOW ATLAS API */
+
+RID RasterizerSceneGLES2::shadow_atlas_create() {
+ ShadowAtlas *shadow_atlas = memnew(ShadowAtlas);
+ shadow_atlas->fbo = 0;
+ shadow_atlas->depth = 0;
+ shadow_atlas->color = 0;
+ shadow_atlas->size = 0;
+ shadow_atlas->smallest_subdiv = 0;
+
+ for (int i = 0; i < 4; i++) {
+ shadow_atlas->size_order[i] = i;
+ }
+
+ return shadow_atlas_owner.make_rid(shadow_atlas);
+}
+
+void RasterizerSceneGLES2::shadow_atlas_set_size(RID p_atlas, int p_size) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_COND(p_size < 0);
+
+ p_size = next_power_of_2(p_size);
+
+ if (p_size == shadow_atlas->size)
+ return;
+
+ // erase the old atlast
+ if (shadow_atlas->fbo) {
+ if (storage->config.use_rgba_3d_shadows) {
+ glDeleteRenderbuffers(1, &shadow_atlas->depth);
+ } else {
+ glDeleteTextures(1, &shadow_atlas->depth);
+ }
+ glDeleteFramebuffers(1, &shadow_atlas->fbo);
+ if (shadow_atlas->color) {
+ glDeleteTextures(1, &shadow_atlas->color);
+ }
+
+ shadow_atlas->fbo = 0;
+ shadow_atlas->depth = 0;
+ shadow_atlas->color = 0;
+ }
+
+ // erase shadow atlast references from lights
+ for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
+ LightInstance *li = light_instance_owner.getornull(E->key());
+ ERR_CONTINUE(!li);
+ li->shadow_atlases.erase(p_atlas);
+ }
+
+ shadow_atlas->shadow_owners.clear();
+
+ shadow_atlas->size = p_size;
+
+ if (shadow_atlas->size) {
+ glGenFramebuffers(1, &shadow_atlas->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
+
+ // create a depth texture
+ glActiveTexture(GL_TEXTURE0);
+
+ if (storage->config.use_rgba_3d_shadows) {
+ //maximum compatibility, renderbuffer and RGBA shadow
+ glGenRenderbuffers(1, &shadow_atlas->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, shadow_atlas->depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, shadow_atlas->depth);
+
+ glGenTextures(1, &shadow_atlas->color);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, shadow_atlas->size, shadow_atlas->size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shadow_atlas->color, 0);
+ } else {
+ //just depth texture
+ glGenTextures(1, &shadow_atlas->depth);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, shadow_atlas->size, shadow_atlas->size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
+
+ 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);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadow_atlas->depth, 0);
+ }
+ glViewport(0, 0, shadow_atlas->size, shadow_atlas->size);
+
+ glDepthMask(GL_TRUE);
+
+ glClearDepth(0.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+}
+
+void RasterizerSceneGLES2::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_INDEX(p_quadrant, 4);
+ ERR_FAIL_INDEX(p_subdivision, 16384);
+
+ uint32_t subdiv = next_power_of_2(p_subdivision);
+ if (subdiv & 0xaaaaaaaa) { // sqrt(subdiv) must be integer
+ subdiv <<= 1;
+ }
+
+ subdiv = int(Math::sqrt((float)subdiv));
+
+ if (shadow_atlas->quadrants[p_quadrant].shadows.size() == (int)subdiv)
+ return;
+
+ // erase all data from the quadrant
+ for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
+ if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
+ shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+
+ LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+ ERR_CONTINUE(!li);
+ li->shadow_atlases.erase(p_atlas);
+ }
+ }
+
+ shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
+ shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv);
+ shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
+
+ // cache the smallest subdivision for faster allocations
+
+ shadow_atlas->smallest_subdiv = 1 << 30;
+
+ for (int i = 0; i < 4; i++) {
+ if (shadow_atlas->quadrants[i].subdivision) {
+ shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
+ }
+ }
+
+ if (shadow_atlas->smallest_subdiv == 1 << 30) {
+ shadow_atlas->smallest_subdiv = 0;
+ }
+
+ // re-sort the quadrants
+
+ int swaps = 0;
+ do {
+ swaps = 0;
+
+ for (int i = 0; i < 3; i++) {
+ if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
+ SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
+ swaps++;
+ }
+ }
+
+ } while (swaps > 0);
+}
+
+bool RasterizerSceneGLES2::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
+ for (int i = p_quadrant_count - 1; i >= 0; i--) {
+ int qidx = p_in_quadrants[i];
+
+ if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
+ return false;
+ }
+
+ // look for an empty space
+
+ int sc = shadow_atlas->quadrants[qidx].shadows.size();
+
+ ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
+
+ int found_free_idx = -1; // found a free one
+ int found_used_idx = -1; // found an existing one, must steal it
+ uint64_t min_pass = 0; // pass of the existing one, try to use the least recently
+
+ for (int j = 0; j < sc; j++) {
+ if (!sarr[j].owner.is_valid()) {
+ found_free_idx = j;
+ break;
+ }
+
+ LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass != scene_pass) {
+ // was just allocated, don't kill it so soon, wait a bit...
+
+ if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+
+ if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
+ found_used_idx = j;
+ min_pass = sli->last_scene_pass;
+ }
+ }
+ }
+
+ if (found_free_idx == -1 && found_used_idx == -1) {
+ continue; // nothing found
+ }
+
+ if (found_free_idx == -1 && found_used_idx != -1) {
+ found_free_idx = found_used_idx;
+ }
+
+ r_quadrant = qidx;
+ r_shadow = found_free_idx;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool RasterizerSceneGLES2::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
+ ERR_FAIL_COND_V(!shadow_atlas, false);
+
+ LightInstance *li = light_instance_owner.getornull(p_light_intance);
+ ERR_FAIL_COND_V(!li, false);
+
+ if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
+ return false;
+ }
+
+ uint32_t quad_size = shadow_atlas->size >> 1;
+ int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
+
+ int valid_quadrants[4];
+ int valid_quadrant_count = 0;
+ int best_size = -1;
+ int best_subdiv = -1;
+
+ for (int i = 0; i < 4; i++) {
+ int q = shadow_atlas->size_order[i];
+ int sd = shadow_atlas->quadrants[q].subdivision;
+
+ if (sd == 0) {
+ continue;
+ }
+
+ int max_fit = quad_size / sd;
+
+ if (best_size != -1 && max_fit > best_size) {
+ break; // what we asked for is bigger than this.
+ }
+
+ valid_quadrants[valid_quadrant_count] = q;
+ valid_quadrant_count++;
+
+ best_subdiv = sd;
+
+ if (max_fit >= desired_fit) {
+ best_size = max_fit;
+ }
+ }
+
+ ERR_FAIL_COND_V(valid_quadrant_count == 0, false); // no suitable block available
+
+ uint64_t tick = OS::get_singleton()->get_ticks_msec();
+
+ if (shadow_atlas->shadow_owners.has(p_light_intance)) {
+ // light was already known!
+
+ uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
+ uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
+
+ bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
+
+ if (!should_realloc) {
+ shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
+ return should_redraw;
+ }
+
+ int new_quadrant;
+ int new_shadow;
+
+ // find a better place
+
+ if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
+ // found a better place
+
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
+ if (sh->owner.is_valid()) {
+ // it is take but invalid, so we can take it
+
+ shadow_atlas->shadow_owners.erase(sh->owner);
+ LightInstance *sli = light_instance_owner.get(sh->owner);
+ sli->shadow_atlases.erase(p_atlas);
+ }
+
+ // erase previous
+ shadow_atlas->quadrants[q].shadows.write[s].version = 0;
+ shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+
+ sh->owner = p_light_intance;
+ sh->alloc_tick = tick;
+ sh->version = p_light_version;
+ li->shadow_atlases.insert(p_atlas);
+
+ // make a new key
+ key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
+ key |= new_shadow;
+
+ // update it in the map
+ shadow_atlas->shadow_owners[p_light_intance] = key;
+
+ // make it dirty, so we redraw
+ return true;
+ }
+
+ // no better place found, so we keep the current place
+
+ shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
+
+ return should_redraw;
+ }
+
+ int new_quadrant;
+ int new_shadow;
+
+ if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
+ // found a better place
+
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
+ if (sh->owner.is_valid()) {
+ // it is take but invalid, so we can take it
+
+ shadow_atlas->shadow_owners.erase(sh->owner);
+ LightInstance *sli = light_instance_owner.get(sh->owner);
+ sli->shadow_atlases.erase(p_atlas);
+ }
+
+ sh->owner = p_light_intance;
+ sh->alloc_tick = tick;
+ sh->version = p_light_version;
+ li->shadow_atlases.insert(p_atlas);
+
+ // make a new key
+ uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
+ key |= new_shadow;
+
+ // update it in the map
+ shadow_atlas->shadow_owners[p_light_intance] = key;
+
+ // make it dirty, so we redraw
+ return true;
+ }
+
+ return false;
+}
+
+void RasterizerSceneGLES2::set_directional_shadow_count(int p_count) {
+ directional_shadow.light_count = p_count;
+ directional_shadow.current_light = 0;
+}
+
+int RasterizerSceneGLES2::get_directional_light_shadow_size(RID p_light_intance) {
+ ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
+
+ int shadow_size;
+
+ if (directional_shadow.light_count == 1) {
+ shadow_size = directional_shadow.size;
+ } else {
+ shadow_size = directional_shadow.size / 2; //more than 4 not supported anyway
+ }
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
+ ERR_FAIL_COND_V(!light_instance, 0);
+
+ switch (light_instance->light_ptr->directional_shadow_mode) {
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
+ break; //none
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
+ shadow_size /= 2;
+ break;
+ }
+
+ return shadow_size;
+}
+//////////////////////////////////////////////////////
+
+RID RasterizerSceneGLES2::reflection_atlas_create() {
+ return RID();
+}
+
+void RasterizerSceneGLES2::reflection_atlas_set_size(RID p_ref_atlas, int p_size) {
+}
+
+void RasterizerSceneGLES2::reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) {
+}
+
+////////////////////////////////////////////////////
+
+RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
+ 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->index = 0;
+
+ for (int i = 0; i < 6; i++) {
+ glGenFramebuffers(1, &rpi->fbo[i]);
+ glGenTextures(1, &rpi->color[i]);
+ }
+
+ glGenRenderbuffers(1, &rpi->depth);
+
+ rpi->cubemap = 0;
+ //glGenTextures(1, &rpi->cubemap);
+
+ return rpi->self;
+}
+
+void RasterizerSceneGLES2::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &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) {
+ 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 == GD_VS::REFLECTION_PROBE_UPDATE_ALWAYS;
+ rpi->dirty = false;
+ return need_redraw;
+}
+
+bool RasterizerSceneGLES2::reflection_probe_instance_has_reflection(RID p_instance) {
+ return true;
+}
+
+bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
+ 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;
+
+ GLenum internal_format = GL_RGB;
+ GLenum format = GL_RGB;
+ GLenum type = GL_UNSIGNED_BYTE;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_internalformat, size, size);
+
+ if (rpi->cubemap != 0) {
+ glDeleteTextures(1, &rpi->cubemap);
+ }
+
+ glGenTextures(1, &rpi->cubemap);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
+
+ // 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
+ for (int i = 0; i < 6; i++) {
+ glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
+ glBindTexture(GL_TEXTURE_2D, rpi->color[i]);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size, 0, format, type, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rpi->color[i], 0);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
+ }
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+ }
+
+ return true;
+}
+
+bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+ ERR_FAIL_COND_V(rpi->current_resolution == 0, 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 < GD_VS::ARRAY_MAX - 1; i++) {
+ glDisableVertexAttribArray(i);
+ }
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
+ glTexParameteri(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
+
+ //first of all, copy rendered textures to cubemap
+ for (int i = 0; i < 6; i++) {
+ glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
+ glViewport(0, 0, size, size);
+ glCopyTexSubImage2D(_cube_side_enum[i], 0, 0, 0, 0, 0, size, size);
+ }
+ //do filtering
+ //vdc cache
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.radical_inverse_vdc_cache_tex);
+
+ // now render to the framebuffer, mipmap level for mipmap level
+ int lod = 1;
+
+ size >>= 1;
+ int mipmaps = 6;
+
+ storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
+ storage->shaders.cubemap_filter.bind();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->resources.mipmap_blur_fbo);
+
+ //blur
+ while (size >= 1) {
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.mipmap_blur_color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size, size, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, storage->resources.mipmap_blur_color, 0);
+ glViewport(0, 0, size, size);
+ glActiveTexture(GL_TEXTURE0);
+
+ for (int i = 0; i < 6; i++) {
+ 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);
+ glCopyTexSubImage2D(_cube_side_enum[i], lod, 0, 0, 0, 0, size, size);
+ }
+
+ size >>= 1;
+
+ lod++;
+ }
+
+ // restore ranges
+ glActiveTexture(GL_TEXTURE0);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE3); //back to panorama
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES2::system_fbo);
+
+ return true;
+}
+
+/* ENVIRONMENT API */
+
+RID RasterizerSceneGLES2::environment_create() {
+ Environment *env = memnew(Environment);
+
+ return environment_owner.make_rid(env);
+}
+
+void RasterizerSceneGLES2::environment_set_background(RID p_env, GD_VS::EnvironmentBG p_bg) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_mode = p_bg;
+}
+
+void RasterizerSceneGLES2::environment_set_sky(RID p_env, RID p_sky) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->sky = p_sky;
+}
+
+void RasterizerSceneGLES2::environment_set_sky_custom_fov(RID p_env, float p_scale) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->sky_custom_fov = p_scale;
+}
+
+void RasterizerSceneGLES2::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->sky_orientation = p_orientation;
+}
+
+void RasterizerSceneGLES2::environment_set_bg_color(RID p_env, const Color &p_color) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->bg_color = p_color;
+}
+
+void RasterizerSceneGLES2::environment_set_bg_energy(RID p_env, float p_energy) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->bg_energy = p_energy;
+}
+
+void RasterizerSceneGLES2::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->canvas_max_layer = p_max_layer;
+}
+
+void RasterizerSceneGLES2::environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy, float p_sky_contribution) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->ambient_color = p_color;
+ env->ambient_energy = p_energy;
+ env->ambient_sky_contribution = p_sky_contribution;
+}
+
+void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->camera_feed_id = p_camera_feed_id;
+}
+
+void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, GD_VS::EnvironmentDOFBlurQuality p_quality) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->dof_blur_far_enabled = p_enable;
+ env->dof_blur_far_distance = p_distance;
+ env->dof_blur_far_transition = p_transition;
+ env->dof_blur_far_amount = p_amount;
+ env->dof_blur_far_quality = p_quality;
+}
+
+void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, GD_VS::EnvironmentDOFBlurQuality p_quality) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->dof_blur_near_enabled = p_enable;
+ env->dof_blur_near_distance = p_distance;
+ env->dof_blur_near_transition = p_transition;
+ env->dof_blur_near_amount = p_amount;
+ env->dof_blur_near_quality = p_quality;
+}
+
+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, GD_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);
+
+ env->glow_enabled = p_enable;
+ env->glow_levels = p_level_flags;
+ env->glow_intensity = p_intensity;
+ env->glow_strength = p_strength;
+ env->glow_bloom = p_bloom_threshold;
+ env->glow_blend_mode = p_blend_mode;
+ env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
+ env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
+ env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
+ env->glow_bicubic_upscale = p_bicubic_upscale;
+}
+
+void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+}
+
+void RasterizerSceneGLES2::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+}
+
+void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, GD_VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+}
+
+void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, GD_VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+}
+
+void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->adjustments_enabled = p_enable;
+ env->adjustments_brightness = p_brightness;
+ env->adjustments_contrast = p_contrast;
+ env->adjustments_saturation = p_saturation;
+ env->color_correction = p_ramp;
+}
+
+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_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;
+}
+
+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);
+}
+
+VS::EnvironmentBG RasterizerSceneGLES2::environment_get_background(RID p_env) {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, GD_VS::ENV_BG_MAX);
+
+ return env->bg_mode;
+}
+
+int RasterizerSceneGLES2::environment_get_canvas_max_layer(RID p_env) {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, -1);
+
+ return env->canvas_max_layer;
+}
+
+RID RasterizerSceneGLES2::light_instance_create(RID p_light) {
+ LightInstance *light_instance = memnew(LightInstance);
+
+ light_instance->last_scene_pass = 0;
+
+ light_instance->light = p_light;
+ light_instance->light_ptr = storage->light_owner.getornull(p_light);
+
+ light_instance->light_index = 0xFFFF;
+
+ if (!light_instance->light_ptr) {
+ memdelete(light_instance);
+ ERR_FAIL_V_MSG(RID(), "Condition ' !light_instance->light_ptr ' is true.");
+ }
+
+ light_instance->self = light_instance_owner.make_rid(light_instance);
+
+ return light_instance->self;
+}
+
+void RasterizerSceneGLES2::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->transform = p_transform;
+}
+
+void RasterizerSceneGLES2::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ if (light_instance->light_ptr->type != GD_VS::LIGHT_DIRECTIONAL) {
+ p_pass = 0;
+ }
+
+ ERR_FAIL_INDEX(p_pass, 4);
+
+ light_instance->shadow_transform[p_pass].camera = p_projection;
+ light_instance->shadow_transform[p_pass].transform = p_transform;
+ light_instance->shadow_transform[p_pass].farplane = p_far;
+ light_instance->shadow_transform[p_pass].split = p_split;
+ light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
+}
+
+void RasterizerSceneGLES2::light_instance_mark_visible(RID p_light_instance) {
+ LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->last_scene_pass = scene_pass;
+}
+
+//////////////////////
+
+RID RasterizerSceneGLES2::gi_probe_instance_create() {
+ return RID();
+}
+
+void RasterizerSceneGLES2::gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {
+}
+void RasterizerSceneGLES2::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
+}
+
+void RasterizerSceneGLES2::gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {
+}
+
+////////////////////////////
+////////////////////////////
+////////////////////////////
+
+void RasterizerSceneGLES2::_add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass) {
+ RasterizerStorageGLES2::Material *material = NULL;
+ RID material_src;
+
+ if (p_instance->material_override.is_valid()) {
+ material_src = p_instance->material_override;
+ } else if (p_material >= 0) {
+ material_src = p_instance->materials[p_material];
+ } else {
+ material_src = p_geometry->material;
+ }
+
+ if (material_src.is_valid()) {
+ material = storage->material_owner.getornull(material_src);
+
+ if (!material->shader || !material->shader->valid) {
+ material = NULL;
+ }
+ }
+
+ if (!material) {
+ material = storage->material_owner.getptr(default_material);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ _add_geometry_with_material(p_geometry, p_instance, p_owner, material, p_depth_pass, p_shadow_pass);
+
+ while (material->next_pass.is_valid()) {
+ material = storage->material_owner.getornull(material->next_pass);
+
+ if (!material || !material->shader || !material->shader->valid) {
+ break;
+ }
+
+ _add_geometry_with_material(p_geometry, p_instance, p_owner, material, p_depth_pass, p_shadow_pass);
+ }
+}
+void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass) {
+ bool has_base_alpha = (p_material->shader->spatial.uses_alpha && !p_material->shader->spatial.uses_alpha_scissor) || p_material->shader->spatial.uses_screen_texture || p_material->shader->spatial.uses_depth_texture;
+ 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;
+
+ bool mirror = p_instance->mirror;
+
+ if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED) {
+ 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 == GD_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);
+ 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 || p_material->shader->spatial.no_depth_test) ? render_list.add_alpha_element() : render_list.add_element();
+
+ if (!e) {
+ return;
+ }
+
+ e->geometry = p_geometry;
+ e->material = p_material;
+ 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;
+ e->instancing = (e->instance->base_type == GD_VS::INSTANCE_MULTIMESH) ? 1 : 0;
+ e->front_facing = false;
+
+ if (e->geometry->last_pass != render_pass) {
+ e->geometry->last_pass = render_pass;
+ e->geometry->index = current_geometry_index++;
+ }
+
+ e->geometry_index = e->geometry->index;
+
+ if (e->material->last_pass != render_pass) {
+ e->material->last_pass = render_pass;
+ e->material->index = current_material_index++;
+
+ if (e->material->shader->last_pass != render_pass) {
+ e->material->shader->index = current_shader_index++;
+ }
+ }
+
+ e->material_index = e->material->index;
+
+ if (mirror) {
+ e->front_facing = true;
+ }
+
+ 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 (has_alpha && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ //add element to opaque
+ RenderList::Element *eo = render_list.add_element();
+ *eo = *e;
+ eo->use_accum_ptr = &eo->use_accum;
+ }
+
+ 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
+
+ if (p_material->shader->spatial.unshaded) {
+ e->light_mode = LIGHTMODE_UNSHADED;
+ } else {
+ bool copy = false;
+
+ 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 || 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
+ }
+
+ 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();
+ }
+}
+
+void RasterizerSceneGLES2::_copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer) {
+ //copy to front buffer
+ glBindFramebuffer(GL_FRAMEBUFFER, p_buffer);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, p_texture);
+
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+ storage->shaders.copy.bind();
+
+ storage->bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+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];
+
+ switch (instance->base_type) {
+ case GD_VS::INSTANCE_MESH: {
+ RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getornull(instance->base);
+ ERR_CONTINUE(!mesh);
+
+ int num_surfaces = mesh->surfaces.size();
+
+ for (int j = 0; j < num_surfaces; j++) {
+ int material_index = instance->materials[j].is_valid() ? j : -1;
+
+ RasterizerStorageGLES2::Surface *surface = mesh->surfaces[j];
+
+ _add_geometry(surface, instance, NULL, material_index, p_depth_pass, p_shadow_pass);
+ }
+
+ } break;
+
+ case GD_VS::INSTANCE_MULTIMESH: {
+ RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getptr(instance->base);
+ ERR_CONTINUE(!multi_mesh);
+
+ if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0)
+ continue;
+
+ RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getptr(multi_mesh->mesh);
+ if (!mesh)
+ continue;
+
+ int ssize = mesh->surfaces.size();
+
+ for (int j = 0; j < ssize; j++) {
+ RasterizerStorageGLES2::Surface *s = mesh->surfaces[j];
+ _add_geometry(s, instance, multi_mesh, -1, p_depth_pass, p_shadow_pass);
+ }
+ } break;
+
+ case GD_VS::INSTANCE_IMMEDIATE: {
+ RasterizerStorageGLES2::Immediate *im = storage->immediate_owner.getptr(instance->base);
+ ERR_CONTINUE(!im);
+
+ _add_geometry(im, instance, NULL, -1, p_depth_pass, p_shadow_pass);
+
+ } break;
+
+ default: {
+ }
+ }
+ }
+}
+
+static const GLenum gl_primitive[] = {
+ GL_POINTS,
+ GL_LINES,
+ GL_LINE_STRIP,
+ GL_LINE_LOOP,
+ GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN
+};
+
+void RasterizerSceneGLES2::_set_cull(bool p_front, bool p_disabled, bool p_reverse_cull) {
+ bool front = p_front;
+ if (p_reverse_cull)
+ front = !front;
+
+ if (p_disabled != state.cull_disabled) {
+ if (p_disabled)
+ glDisable(GL_CULL_FACE);
+ else
+ glEnable(GL_CULL_FACE);
+
+ state.cull_disabled = p_disabled;
+ }
+
+ if (front != state.cull_front) {
+ glCullFace(front ? GL_FRONT : GL_BACK);
+ state.cull_front = front;
+ }
+}
+
+bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size) {
+ // material parameters
+
+ state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
+
+ if (p_material->shader->spatial.uses_screen_texture && storage->frame.current_rt) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
+ }
+
+ if (p_material->shader->spatial.uses_depth_texture && storage->frame.current_rt) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
+ }
+
+ bool shader_rebind = state.scene_shader.bind();
+
+ if (p_material->shader->spatial.no_depth_test || p_material->shader->spatial.uses_depth_texture) {
+ glDisable(GL_DEPTH_TEST);
+ } else {
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ switch (p_material->shader->spatial.depth_draw_mode) {
+ case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
+ case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
+ glDepthMask(!p_alpha_pass && !p_material->shader->spatial.uses_depth_texture);
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
+ glDepthMask(GL_TRUE && !p_material->shader->spatial.uses_depth_texture);
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_NEVER: {
+ glDepthMask(GL_FALSE);
+ } break;
+ }
+
+ int tc = p_material->textures.size();
+ const Pair<StringName, RID> *textures = p_material->textures.ptr();
+
+ const ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = p_material->shader->texture_hints.ptr();
+
+ 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);
+
+ RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
+
+ 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);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ } break;
+ default: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ } break;
+ }
+
+ continue;
+ }
+
+ if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies
+ VisualServerRaster::redraw_request();
+ }
+
+ t = t->get_ptr();
+
+#ifdef TOOLS_ENABLED
+ if (t->detect_3d) {
+ t->detect_3d(t->detect_3d_ud);
+ }
+#endif
+
+#ifdef TOOLS_ENABLED
+ if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
+ t->detect_normal(t->detect_normal_ud);
+ }
+#endif
+ if (t->render_target)
+ t->render_target->used_in_frame = true;
+
+ glBindTexture(t->target, t->tex_id);
+ if (i == 0) {
+ state.current_main_tex = 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) {
+ switch (p_element->instance->base_type) {
+ case GD_VS::INSTANCE_MESH: {
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
+
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
+ }
+
+ for (int i = 0; i < GD_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, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset));
+ } else {
+ glDisableVertexAttribArray(i);
+ switch (i) {
+ case GD_VS::ARRAY_NORMAL: {
+ glVertexAttrib4f(GD_VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+ } break;
+ case GD_VS::ARRAY_COLOR: {
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+
+ bool clear_skeleton_buffer = storage->config.use_skeleton_software;
+
+ if (p_skeleton) {
+ if (!storage->config.use_skeleton_software) {
+ //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);
+
+ PoolVector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer;
+
+ 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.
+ }
+
+ // 3 * vec4 per vertex
+ if (transform_buffer.size() < s->array_len * 12) {
+ transform_buffer.resize(s->array_len * 12);
+ }
+
+ 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);
+ }
+
+ Transform3D transform;
+
+ Transform3D 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);
+
+ //enable transform buffer and bind it
+ glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer);
+
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glEnableVertexAttribArray(INSTANCE_BONE_BASE + 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) {
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 0);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 1);
+ glDisableVertexAttribArray(INSTANCE_BONE_BASE + 2);
+ }
+
+ } break;
+
+ case GD_VS::INSTANCE_MULTIMESH: {
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
+
+ if (s->index_array_len > 0) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
+ }
+
+ for (int i = 0; i < GD_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, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset));
+ } else {
+ glDisableVertexAttribArray(i);
+ switch (i) {
+ case GD_VS::ARRAY_NORMAL: {
+ glVertexAttrib4f(GD_VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
+ } break;
+ case GD_VS::ARRAY_COLOR: {
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+
+ // 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 GD_VS::INSTANCE_IMMEDIATE: {
+ } break;
+
+ default: {
+ }
+ }
+}
+
+void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) {
+ switch (p_element->instance->base_type) {
+ case GD_VS::INSTANCE_MESH: {
+ RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry);
+
+ // 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);
+ storage->info.render.vertices_count += s->index_array_len;
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ storage->info.render.vertices_count += 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);
+
+ glDisableVertexAttribArray(GD_VS::ARRAY_MAX + 0);
+ glDisableVertexAttribArray(GD_VS::ARRAY_MAX + 1);
+ glDisableVertexAttribArray(GD_VS::ARRAY_MAX + 2);
+
+ glVertexAttrib4f(GD_VS::ARRAY_MAX + 0, 1, 0, 0, 0);
+ glVertexAttrib4f(GD_VS::ARRAY_MAX + 1, 0, 1, 0, 0);
+ glVertexAttrib4f(GD_VS::ARRAY_MAX + 2, 0, 0, 1, 0);
+ }
+*/
+ } break;
+
+ case GD_VS::INSTANCE_MULTIMESH: {
+ 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;
+ }
+
+ int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
+
+ int color_ofs = multi_mesh->xform_floats;
+ int custom_data_ofs = color_ofs + multi_mesh->color_floats;
+
+ // drawing
+
+ const float *base_buffer = multi_mesh->data.ptr();
+
+ for (int i = 0; i < amount; i++) {
+ const float *buffer = base_buffer + i * stride;
+
+ {
+ 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 == GD_VS::MULTIMESH_COLOR_8BIT) {
+ uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
+ 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(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
+ }
+ } else {
+ glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, 1.0, 1.0, 1.0, 1.0);
+ }
+
+ if (multi_mesh->custom_data_floats) {
+ if (multi_mesh->custom_data_format == GD_VS::MULTIMESH_CUSTOM_DATA_8BIT) {
+ uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
+ 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(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
+ }
+ }
+
+ 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);
+ storage->info.render.vertices_count += s->index_array_len;
+ } else {
+ glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
+ storage->info.render.vertices_count += s->array_len;
+ }
+ }
+
+ } break;
+
+ case GD_VS::INSTANCE_IMMEDIATE: {
+ const RasterizerStorageGLES2::Immediate *im = static_cast<const RasterizerStorageGLES2::Immediate *>(p_element->geometry);
+
+ if (im->building) {
+ return;
+ }
+
+ bool restore_tex = false;
+
+ glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
+
+ for (const List<RasterizerStorageGLES2::Immediate::Chunk>::Element *E = im->chunks.front(); E; E = E->next()) {
+ const RasterizerStorageGLES2::Immediate::Chunk &c = E->get();
+
+ if (c.vertices.empty()) {
+ continue;
+ }
+
+ int vertices = c.vertices.size();
+
+ uint32_t buf_ofs = 0;
+
+ storage->info.render.vertices_count += vertices;
+
+ if (c.texture.is_valid() && storage->texture_owner.owns(c.texture)) {
+ RasterizerStorageGLES2::Texture *t = storage->texture_owner.get(c.texture);
+
+ if (t->redraw_if_visible) {
+ VisualServerRaster::redraw_request();
+ }
+ t = t->get_ptr();
+
+#ifdef TOOLS_ENABLED
+ if (t->detect_3d) {
+ t->detect_3d(t->detect_3d_ud);
+ }
+#endif
+ if (t->render_target) {
+ t->render_target->used_in_frame = true;
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(t->target, t->tex_id);
+ restore_tex = true;
+ } else if (restore_tex) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
+ restore_tex = false;
+ }
+
+ if (!c.normals.empty()) {
+ glEnableVertexAttribArray(GD_VS::ARRAY_NORMAL);
+ glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr());
+ glVertexAttribPointer(GD_VS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+ buf_ofs += sizeof(Vector3) * vertices;
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_NORMAL);
+ }
+
+ if (!c.tangents.empty()) {
+ glEnableVertexAttribArray(GD_VS::ARRAY_TANGENT);
+ glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr());
+ glVertexAttribPointer(GD_VS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+ buf_ofs += sizeof(Plane) * vertices;
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_TANGENT);
+ }
+
+ if (!c.colors.empty()) {
+ glEnableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr());
+ glVertexAttribPointer(GD_VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+ buf_ofs += sizeof(Color) * vertices;
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_COLOR);
+ }
+
+ if (!c.uvs.empty()) {
+ glEnableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr());
+ glVertexAttribPointer(GD_VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+ buf_ofs += sizeof(Vector2) * vertices;
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ }
+
+ if (!c.uv2s.empty()) {
+ glEnableVertexAttribArray(GD_VS::ARRAY_TEX_UV2);
+ glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uv2s.ptr());
+ glVertexAttribPointer(GD_VS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+ buf_ofs += sizeof(Vector2) * vertices;
+ } else {
+ glDisableVertexAttribArray(GD_VS::ARRAY_TEX_UV2);
+ }
+
+ glEnableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr());
+ glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs));
+
+ glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size());
+ }
+
+ if (restore_tex) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, state.current_main_tex);
+ restore_tex = false;
+ }
+
+ } break;
+ default: {
+ }
+ }
+}
+
+void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas) {
+ //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);
+
+ if (!p_light) { //no light, return off
+ return;
+ }
+
+ //turn on lighting
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, true);
+
+ switch (p_light->light_ptr->type) {
+ case GD_VS::LIGHT_DIRECTIONAL: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, true);
+ switch (p_light->light_ptr->directional_shadow_mode) {
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ //no need
+ } break;
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true);
+
+ } break;
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true);
+ } break;
+ }
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM_BLEND, p_light->light_ptr->directional_blend_splits);
+ 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);
+ if (storage->config.use_rgba_3d_shadows) {
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.color);
+ } else {
+ 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);
+ }
+
+ } break;
+ case GD_VS::LIGHT_OMNI: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true);
+ 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);
+ if (storage->config.use_rgba_3d_shadows) {
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
+ } else {
+ 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 GD_VS::LIGHT_SPOT: {
+ state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true);
+ 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);
+ if (storage->config.use_rgba_3d_shadows) {
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->color);
+ } else {
+ 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;
+ }
+}
+
+void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shadow_atlas, const Transform3D &p_view_transform, bool accum_pass) {
+ RasterizerStorageGLES2::Light *light_ptr = light->light_ptr;
+
+ //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 && !accum_pass) ? -1 : 1; //inverse color for base pass lights only
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular);
+ Color color = light_ptr->color * sign * energy * Math_PI;
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_COLOR, color);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::SHADOW_COLOR, light_ptr->shadow_color);
+
+ //specific parameters
+
+ switch (light_ptr->type) {
+ case GD_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);
+
+ CameraMatrix matrices[4];
+
+ if (!state.render_no_shadows && light_ptr->shadow && directional_shadow.depth) {
+ int shadow_count = 0;
+ Color split_offsets;
+
+ switch (light_ptr->directional_shadow_mode) {
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ shadow_count = 1;
+ } break;
+
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: {
+ shadow_count = 2;
+ } break;
+
+ case GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: {
+ shadow_count = 4;
+ } break;
+ }
+
+ for (int k = 0; k < shadow_count; k++) {
+ 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;
+
+ if (light_ptr->directional_shadow_mode == GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+ width /= 2;
+ height /= 2;
+
+ if (k == 1) {
+ x += width;
+ } else if (k == 2) {
+ y += height;
+ } else if (k == 3) {
+ x += width;
+ y += height;
+ }
+
+ } else if (light_ptr->directional_shadow_mode == GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ height /= 2;
+
+ if (k != 0) {
+ y += height;
+ }
+ }
+
+ split_offsets[k] = light->shadow_transform[k].split;
+
+ Transform3D modelview = (p_view_transform.inverse() * light->shadow_transform[k].transform).affine_inverse();
+
+ 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);
+
+ CameraMatrix shadow_mtx = rectm * bias * light->shadow_transform[k].camera * modelview;
+ matrices[k] = shadow_mtx;
+
+ /*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::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 GD_VS::LIGHT_OMNI: {
+ Vector3 position = p_view_transform.xform_inv(light->transform.origin);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+
+ float range = light_ptr->param[VS::LIGHT_PARAM_RANGE];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range);
+
+ float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION];
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation);
+
+ 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];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
+
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_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 width = shadow_size;
+ uint32_t height = shadow_size;
+
+ if (light->light_ptr->omni_shadow_detail == GD_VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+ height /= 2;
+ } else {
+ width /= 2;
+ }
+
+ Transform3D proj = (p_view_transform.inverse() * light->transform).inverse();
+
+ 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::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;
+
+ case GD_VS::LIGHT_SPOT: {
+ Vector3 position = p_view_transform.xform_inv(light->transform.origin);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position);
+
+ 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 attenuation = 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);
+
+ 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;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_BREAK(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
+
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_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 width = shadow_size;
+ uint32_t height = shadow_size;
+
+ Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_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;
+
+ Transform3D modelview = (p_view_transform.inverse() * light->transform).inverse();
+
+ CameraMatrix bias;
+ bias.set_light_bias();
+
+ CameraMatrix rectm;
+ rectm.set_light_atlas_rect(rect);
+
+ CameraMatrix shadow_matrix = rectm * bias * light->shadow_transform[0].camera * modelview;
+
+ 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);
+ }
+
+ } break;
+ default: {
+ }
+ }
+}
+
+void RasterizerSceneGLES2::_setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform3D &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);
+
+ Transform3D 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);
+
+ Transform3D proj = (p_view_transform.inverse() * p_refprobe2->transform).affine_inverse();
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::REFPROBE2_LOCAL_MATRIX, proj);
+ }
+}
+
+void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform3D &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) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+
+ Vector2 viewport_size = state.viewport_size;
+
+ Vector2 screen_pixel_size = state.screen_pixel_size;
+
+ 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
+ }
+
+ bool prev_unshaded = false;
+ bool prev_instancing = false;
+ bool prev_depth_prepass = false;
+ state.scene_shader.set_conditional(SceneShaderGLES2::SHADELESS, false);
+ RasterizerStorageGLES2::Material *prev_material = NULL;
+ RasterizerStorageGLES2::Geometry *prev_geometry = NULL;
+ RasterizerStorageGLES2::Skeleton *prev_skeleton = NULL;
+ RasterizerStorageGLES2::GeometryOwner *prev_owner = NULL;
+
+ Transform3D view_transform_inverse = p_view_transform.inverse();
+ CameraMatrix projection_inverse = p_projection.inverse();
+
+ 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
+
+ state.cull_front = false;
+ state.cull_disabled = false;
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+
+ if (p_alpha_pass) {
+ glEnable(GL_BLEND);
+ } else {
+ 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);
+ 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;
+ }
+
+ RasterizerStorageGLES2::Texture *prev_lightmap = NULL;
+ float lightmap_energy = 1.0;
+ bool prev_use_lightmap_capture = false;
+
+ storage->info.render.draw_call_count += p_element_count;
+
+ for (int i = 0; i < p_element_count; i++) {
+ RenderList::Element *e = p_elements[i];
+
+ RasterizerStorageGLES2::Material *material = e->material;
+
+ 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;
+ ReflectionProbeInstance *refprobe_1 = NULL;
+ ReflectionProbeInstance *refprobe_2 = NULL;
+ RasterizerStorageGLES2::Texture *lightmap = NULL;
+ bool use_lightmap_capture = false;
+ bool rebind_light = false;
+ bool rebind_reflection = false;
+ bool rebind_lightmap = false;
+
+ if (!p_shadow && material->shader) {
+ 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);
+ }
+
+ prev_unshaded = unshaded;
+ }
+
+ bool base_pass = !accum_pass && !unshaded; //conditions for a base pass
+
+ if (base_pass != prev_base_pass) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::BASE_PASS, base_pass);
+ rebind = true;
+ prev_base_pass = base_pass;
+ }
+
+ if (!unshaded && e->light_index < RenderList::MAX_LIGHTS) {
+ light = render_light_instances[e->light_index];
+ if (e->light_mode == LightMode::LIGHTMODE_LIGHTMAP && light->light_ptr->bake_mode == GD_VS::LIGHT_BAKE_ALL) {
+ light = NULL; // Don't use this light, it is already included in the lightmap
+ }
+ }
+
+ if (light != prev_light) {
+ _setup_light_type(light, shadow_atlas);
+ rebind = true;
+ rebind_light = true;
+ }
+
+ int blend_mode = p_alpha_pass ? material->shader->spatial.blend_mode : -1; // -1 no blend, no mix
+
+ if (accum_pass) { //accum pass force pass
+ blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD;
+ if (light && light->light_ptr->negative) {
+ blend_mode = RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB;
+ }
+ }
+
+ if (prev_blend_mode != blend_mode) {
+ 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);
+ }
+
+ 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[RendererStorage::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);
+ }
+
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_ADD: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(p_alpha_pass ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
+
+ } break;
+ case RasterizerStorageGLES2::Shader::Spatial::BLEND_MODE_SUB: {
+ 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[RendererStorage::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);
+ }
+
+ } break;
+ }
+
+ prev_blend_mode = blend_mode;
+ }
+
+ //condition to enable vertex lighting on this object
+ 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);
+ prev_vertex_lit = vertex_lit;
+ rebind = true;
+ }
+
+ 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;
+ rebind_reflection = 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;
+ rebind_lightmap = true;
+ }
+ }
+
+ bool depth_prepass = false;
+
+ if (!p_alpha_pass && material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) {
+ depth_prepass = true;
+ }
+
+ if (depth_prepass != prev_depth_prepass) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, depth_prepass);
+ prev_depth_prepass = depth_prepass;
+ rebind = true;
+ }
+
+ bool instancing = e->instance->base_type == GD_VS::INSTANCE_MULTIMESH;
+
+ if (instancing != prev_instancing) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_INSTANCING, instancing);
+ rebind = true;
+ }
+
+ RasterizerStorageGLES2::Skeleton *skeleton = storage->skeleton_owner.getornull(e->instance->skeleton);
+
+ if (skeleton != prev_skeleton) {
+ if ((prev_skeleton == NULL) != (skeleton == NULL)) {
+ if (skeleton) {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, true);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, storage->config.use_skeleton_software);
+ } else {
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, false);
+ }
+ }
+ rebind = true;
+ }
+
+ if (e->owner != prev_owner || e->geometry != prev_geometry || skeleton != prev_skeleton) {
+ _setup_geometry(e, skeleton);
+ storage->info.render.surface_switch_count++;
+ }
+
+ bool shader_rebind = false;
+ if (rebind || material != prev_material) {
+ storage->info.render.material_switch_count++;
+ shader_rebind = _setup_material(material, p_alpha_pass, Size2i(skeleton ? skeleton->size * 3 : 0, 0));
+ if (shader_rebind) {
+ storage->info.render.shader_rebind_count++;
+ }
+ }
+
+ _set_cull(e->front_facing, material->shader->spatial.cull_mode == RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED, p_reverse_cull);
+
+ if (i == 0 || shader_rebind) { //first time must rebind
+
+ 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) {
+ if (p_env) {
+ Transform3D sky_orientation(p_env->sky_orientation, Vector3(0.0, 0.0, 0.0));
+ state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, sky_orientation.affine_inverse() * p_view_transform);
+ } else {
+ // would be a bit weird if we don't have this...
+ state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform);
+ }
+ }
+
+ if (p_env) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, p_env->bg_energy);
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, p_env->bg_color);
+ 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);
+
+ } else {
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::BG_COLOR, state.default_bg);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, state.default_ambient);
+ state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
+ }
+
+ //rebind all these
+ 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, 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);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::VIEWPORT_SIZE, viewport_size);
+
+ state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
+ }
+
+ if (rebind_light && light) {
+ _setup_light(light, shadow_atlas, p_view_transform, accum_pass);
+ }
+
+ if (rebind_reflection && (refprobe_1 || refprobe_2)) {
+ _setup_refprobes(refprobe_1, refprobe_2, p_view_transform, p_env);
+ }
+
+ if (rebind_lightmap && lightmap) {
+ state.scene_shader.set_uniform(SceneShaderGLES2::LIGHTMAP_ENERGY, lightmap_energy);
+ }
+
+ 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);
+ state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false);
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_DEPTH_PREPASS, false);
+}
+
+void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform3D &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) {
+ ERR_FAIL_COND(!p_sky);
+
+ RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(p_sky->panorama);
+ ERR_FAIL_COND(!tex);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(tex->target, tex->tex_id);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+
+ // Camera
+ CameraMatrix camera;
+
+ if (p_custom_fov) {
+ float near_plane = p_projection.get_z_near();
+ float far_plane = p_projection.get_z_far();
+ float aspect = p_projection.get_aspect();
+
+ camera.set_perspective(p_custom_fov, aspect, near_plane, far_plane);
+ } else {
+ camera = p_projection;
+ }
+
+ float flip_sign = p_vflip ? -1 : 1;
+
+ // If matrix[2][0] or matrix[2][1] we're dealing with an asymmetrical projection matrix. This is the case for stereoscopic rendering (i.e. VR).
+ // To ensure the image rendered is perspective correct we need to move some logic into the shader. For this the USE_ASYM_PANO option is introduced.
+ // It also means the uv coordinates are ignored in this mode and we don't need our loop.
+ bool asymmetrical = ((camera.matrix[2][0] != 0.0) || (camera.matrix[2][1] != 0.0));
+
+ Vector3 vertices[8] = {
+ Vector3(-1, -1 * flip_sign, 1),
+ Vector3(0, 1, 0),
+ Vector3(1, -1 * flip_sign, 1),
+ Vector3(1, 1, 0),
+ Vector3(1, 1 * flip_sign, 1),
+ Vector3(1, 0, 0),
+ Vector3(-1, 1 * flip_sign, 1),
+ Vector3(0, 0, 0),
+ };
+
+ if (!asymmetrical) {
+ 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) * 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;
+ }
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, state.sky_verts);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW);
+
+ // bind sky vertex array....
+ glVertexAttribPointer(GD_VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0);
+ glVertexAttribPointer(GD_VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3)));
+ glEnableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glEnableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, asymmetrical);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, !asymmetrical);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, true);
+ 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.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::MULTIPLIER, p_energy);
+
+ // don't know why but I always have problems setting a uniform mat3, so we're using a transform
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::SKY_TRANSFORM, Transform3D(p_sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse());
+
+ if (asymmetrical) {
+ // pack the bits we need from our projection matrix
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::ASYM_PROJ, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1]);
+ ///@TODO I couldn't get mat3 + p_transform.basis to work, that would be better here.
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::PANO_TRANSFORM, p_transform);
+ }
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glDisableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_MULTIPLIER, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_CUBEMAP, false);
+}
+
+void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p_cam_projection) {
+ //copy to front buffer
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+
+ //no post process on small, transparent or render targets without an env
+ bool use_post_process = env && !storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT];
+ use_post_process = use_post_process && storage->frame.current_rt->width >= 4 && storage->frame.current_rt->height >= 4;
+ use_post_process = use_post_process && storage->frame.current_rt->mip_maps_allocated;
+
+ if (env) {
+ use_post_process = use_post_process && (env->adjustments_enabled || env->glow_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled);
+ }
+ use_post_process = use_post_process || storage->frame.current_rt->use_fxaa;
+
+ GLuint next_buffer;
+
+ if (use_post_process) {
+ next_buffer = storage->frame.current_rt->mip_maps[0].sizes[0].fbo;
+ } else if (storage->frame.current_rt->external.fbo != 0) {
+ next_buffer = storage->frame.current_rt->external.fbo;
+ } else {
+ // set next_buffer to front buffer so multisample blit can happen if needed
+ next_buffer = storage->frame.current_rt->fbo;
+ }
+
+ // If using multisample buffer, resolve to post_process_effect buffer or to front buffer
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+#ifdef GLES_OVER_GL
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif IPHONE_ENABLED
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, next_buffer);
+ glResolveMultisampleFramebufferAPPLE();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif ANDROID_ENABLED
+
+ // In GLES2 Android Blit is not available, so just copy color texture manually
+ _copy_texture_to_buffer(storage->frame.current_rt->multisample_color, next_buffer);
+#else
+ // TODO: any other platform not supported? this will fail.. maybe we should just call _copy_texture_to_buffer here as well?
+#endif
+ } else if (use_post_process) {
+ if (storage->frame.current_rt->external.fbo != 0) {
+ _copy_texture_to_buffer(storage->frame.current_rt->external.color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
+ } else {
+ _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->mip_maps[0].sizes[0].fbo);
+ }
+ }
+
+ if (!use_post_process) {
+ return;
+ }
+
+ // Order of operation
+ //1) DOF Blur (first blur, then copy to buffer applying the blur) //only on desktop
+ //2) FXAA
+ //3) Bloom (Glow) //only on desktop
+ //4) Adjustments
+
+ // DOF Blur
+
+ if (env && env->dof_blur_far_enabled) {
+ int vp_h = storage->frame.current_rt->height;
+ int vp_w = storage->frame.current_rt->width;
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, true);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_far_quality == GD_VS::ENV_DOF_BLUR_QUALITY_LOW);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == GD_VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_far_quality == GD_VS::ENV_DOF_BLUR_QUALITY_HIGH);
+
+ state.effect_blur_shader.bind();
+ int qsteps[3] = { 4, 10, 20 };
+
+ float radius = (env->dof_blur_far_amount * env->dof_blur_far_amount) / qsteps[env->dof_blur_far_quality];
+
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_far_distance);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_far_distance + env->dof_blur_far_transition);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(1, 0));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
+
+ glActiveTexture(GL_TEXTURE0);
+
+ if (storage->frame.current_rt->mip_maps[0].color) {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
+
+ storage->_copy_screen();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1));
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
+ storage->_copy_screen();
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, false);
+ }
+
+ if (env && env->dof_blur_near_enabled) {
+ //convert texture to RGBA format if not already
+ if (!storage->frame.current_rt->used_dof_blur_near) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ }
+
+ int vp_h = storage->frame.current_rt->height;
+ int vp_w = storage->frame.current_rt->width;
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal());
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, true);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, true);
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_near_quality == GD_VS::ENV_DOF_BLUR_QUALITY_LOW);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == GD_VS::ENV_DOF_BLUR_QUALITY_MEDIUM);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_near_quality == GD_VS::ENV_DOF_BLUR_QUALITY_HIGH);
+
+ state.effect_blur_shader.bind();
+ int qsteps[3] = { 4, 10, 20 };
+
+ float radius = (env->dof_blur_near_amount * env->dof_blur_near_amount) / qsteps[env->dof_blur_near_quality];
+
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_near_distance);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(1, 0));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
+
+ glActiveTexture(GL_TEXTURE0);
+ if (storage->frame.current_rt->mip_maps[0].color) {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
+ }
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
+
+ storage->_copy_screen();
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, false);
+ state.effect_blur_shader.bind();
+
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_BEGIN, env->dof_blur_near_distance);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_END, env->dof_blur_near_distance - env->dof_blur_near_transition);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_DIR, Vector2(0, 1));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::DOF_RADIUS, radius);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::CAMERA_Z_FAR, p_cam_projection.get_z_far());
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[0].fbo); // copy to base level
+
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ storage->_copy_screen();
+
+ glDisable(GL_BLEND);
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, false);
+ storage->frame.current_rt->used_dof_blur_near = true;
+ }
+
+ if (env && (env->dof_blur_near_enabled || env->dof_blur_far_enabled)) {
+ //these needed to disable filtering, reenamble
+ glActiveTexture(GL_TEXTURE0);
+ if (storage->frame.current_rt->mip_maps[0].color) {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
+ 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_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ //glow
+
+ int max_glow_level = -1;
+ int glow_mask = 0;
+
+ if (env && env->glow_enabled) {
+ for (int i = 0; i < GD_VS::MAX_GLOW_LEVELS; i++) {
+ if (env->glow_levels & (1 << i)) {
+ if (i >= storage->frame.current_rt->mip_maps[1].sizes.size()) {
+ max_glow_level = storage->frame.current_rt->mip_maps[1].sizes.size() - 1;
+ glow_mask |= 1 << max_glow_level;
+
+ } else {
+ max_glow_level = i;
+ glow_mask |= (1 << i);
+ }
+ }
+ }
+
+ // If max_texture_image_units is 8, our max glow level is 5, which allows 6 layers of glow
+ max_glow_level = MIN(max_glow_level, storage->config.max_texture_image_units - 3);
+
+ for (int i = 0; i < (max_glow_level + 1); i++) {
+ int vp_w = storage->frame.current_rt->mip_maps[1].sizes[i].width;
+ int vp_h = storage->frame.current_rt->mip_maps[1].sizes[i].height;
+ glViewport(0, 0, vp_w, vp_h);
+ //horizontal pass
+ if (i == 0) {
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_FIRST_PASS, true);
+ }
+
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_HORIZONTAL, true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
+
+ glActiveTexture(GL_TEXTURE0);
+
+ if (storage->frame.current_rt->mip_maps[0].color) {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i].color);
+ }
+
+ if (i == 0) {
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_BLOOM, env->glow_bloom);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_THRESHOLD, env->glow_hdr_bleed_threshold);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_HDR_SCALE, env->glow_hdr_bleed_scale);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[1].sizes[i].fbo);
+ storage->_copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_HORIZONTAL, false);
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_FIRST_PASS, false);
+
+ //vertical pass
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_VERTICAL, true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::LOD, storage->frame.current_rt->mip_maps[0].color ? float(i) : 0.0);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES2::GLOW_STRENGTH, env->glow_strength);
+ glActiveTexture(GL_TEXTURE0);
+
+ if (storage->frame.current_rt->mip_maps[0].color) {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].color);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[1].sizes[i].color);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
+ storage->_copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::GLOW_GAUSSIAN_VERTICAL, false);
+ }
+
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+ }
+
+ if (storage->frame.current_rt->external.fbo != 0) {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->external.fbo);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ if (storage->frame.current_rt->mip_maps[0].color) {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
+ } else {
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[0].color);
+ }
+
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_FXAA, storage->frame.current_rt->use_fxaa);
+
+ if (env) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_FILTER_BICUBIC, env->glow_bicubic_upscale);
+
+ if (max_glow_level >= 0) {
+ if (storage->frame.current_rt->mip_maps[0].color) {
+ for (int i = 0; i < (max_glow_level + 1); i++) {
+ if (glow_mask & (1 << i)) {
+ if (i == 0) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
+ }
+ if (i == 1) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, true);
+ }
+ if (i == 2) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, true);
+ }
+ if (i == 3) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, true);
+ }
+ if (i == 4) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, true);
+ }
+ if (i == 5) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, true);
+ }
+ if (i == 6) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, true);
+ }
+ }
+ }
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
+ } else {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, true);
+ int active_glow_level = 0;
+ for (int i = 0; i < (max_glow_level + 1); i++) {
+ if (glow_mask & (1 << i)) {
+ active_glow_level++;
+ glActiveTexture(GL_TEXTURE1 + active_glow_level);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color);
+ if (active_glow_level == 1) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
+ }
+ if (active_glow_level == 2) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, true);
+ }
+ if (active_glow_level == 3) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, true);
+ }
+ if (active_glow_level == 4) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, true);
+ }
+ if (active_glow_level == 5) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, true);
+ }
+ if (active_glow_level == 6) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, true);
+ }
+ if (active_glow_level == 7) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, true);
+ }
+ }
+ }
+ }
+
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == GD_VS::GLOW_BLEND_MODE_SCREEN);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == GD_VS::GLOW_BLEND_MODE_SOFTLIGHT);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == GD_VS::GLOW_BLEND_MODE_REPLACE);
+ }
+ }
+
+ //Adjustments
+ if (env && env->adjustments_enabled) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, true);
+ RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction);
+ if (tex) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(tex->target, tex->tex_id);
+ }
+ }
+
+ state.tonemap_shader.bind();
+ if (env) {
+ if (max_glow_level >= 0) {
+ state.tonemap_shader.set_uniform(TonemapShaderGLES2::GLOW_INTENSITY, env->glow_intensity);
+ int ss[2] = {
+ storage->frame.current_rt->width,
+ storage->frame.current_rt->height,
+ };
+ glUniform2iv(state.tonemap_shader.get_uniform(TonemapShaderGLES2::GLOW_TEXTURE_SIZE), 1, ss);
+ }
+
+ if (env->adjustments_enabled) {
+ state.tonemap_shader.set_uniform(TonemapShaderGLES2::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation));
+ }
+ }
+
+ if (storage->frame.current_rt->use_fxaa) {
+ state.tonemap_shader.set_uniform(TonemapShaderGLES2::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
+ }
+
+ storage->_copy_screen();
+
+ //turn off everything used
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_FXAA, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL2, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL3, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL4, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL5, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL6, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL7, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_FILTER_BICUBIC, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_MULTI_TEXTURE_GLOW, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_BCS, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, false);
+}
+
+void RasterizerSceneGLES2::render_scene(const Transform3D &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) {
+ Transform3D cam_transform = p_cam_transform;
+
+ storage->info.render.object_count += p_cull_count;
+
+ GLuint current_fb = 0;
+ Environment *env = NULL;
+
+ int viewport_width, viewport_height;
+ int viewport_x = 0;
+ int viewport_y = 0;
+ bool probe_interior = false;
+ bool reverse_cull = false;
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_VFLIP]) {
+ cam_transform.basis.set_axis(1, -cam_transform.basis.get_axis(1));
+ reverse_cull = true;
+ }
+
+ 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];
+
+ viewport_width = probe->probe_ptr->resolution;
+ viewport_height = probe->probe_ptr->resolution;
+
+ probe_interior = probe->probe_ptr->interior;
+
+ } else {
+ state.render_no_shadows = false;
+ if (storage->frame.current_rt->multisample_active) {
+ current_fb = storage->frame.current_rt->multisample_fbo;
+ } else if (storage->frame.current_rt->external.fbo != 0) {
+ current_fb = storage->frame.current_rt->external.fbo;
+ } else {
+ current_fb = storage->frame.current_rt->fbo;
+ }
+ env = environment_owner.getornull(p_environment);
+
+ viewport_width = storage->frame.current_rt->width;
+ viewport_height = storage->frame.current_rt->height;
+ viewport_x = storage->frame.current_rt->x;
+
+ if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
+ } else {
+ viewport_y = storage->frame.current_rt->y;
+ }
+ }
+
+ state.used_screen_texture = false;
+ state.viewport_size.x = viewport_width;
+ state.viewport_size.y = viewport_height;
+ state.screen_pixel_size.x = 1.0 / viewport_width;
+ state.screen_pixel_size.y = 1.0 / viewport_height;
+
+ //push back the directional lights
+
+ if (p_light_cull_count) {
+ //hardcoded 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 == GD_VS::LIGHT_DIRECTIONAL) {
+ render_directional_lights++;
+ //as going 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;
+ }
+
+ if (p_reflection_probe_cull_count) {
+ 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;
+ }
+
+ if (env && env->bg_mode == GD_VS::ENV_BG_CANVAS) {
+ // If using canvas background, copy 2d to screen copy texture
+ // TODO: When GLES2 renders to current_rt->mip_maps[], this copy will no longer be needed
+ _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->copy_screen_effect.fbo);
+ }
+
+ // render list stuff
+
+ render_list.clear();
+ _fill_render_list(p_cull_result, p_cull_count, false, false);
+
+ // other stuff
+
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
+ glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
+ glEnable(GL_SCISSOR_TEST);
+ }
+
+ glDepthFunc(GL_LEQUAL);
+ glDepthMask(GL_TRUE);
+ glClearDepth(1.0f);
+ glEnable(GL_DEPTH_TEST);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ // clear color
+
+ Color clear_color(0, 0, 0, 1);
+ Ref<CameraFeed> feed;
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
+ clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+ } else if (!env || env->bg_mode == GD_VS::ENV_BG_CLEAR_COLOR || env->bg_mode == GD_VS::ENV_BG_SKY) {
+ if (storage->frame.clear_request) {
+ clear_color = storage->frame.clear_request_color;
+ storage->frame.clear_request = false;
+ }
+ } else if (env->bg_mode == GD_VS::ENV_BG_CANVAS || env->bg_mode == GD_VS::ENV_BG_COLOR || env->bg_mode == GD_VS::ENV_BG_COLOR_SKY) {
+ clear_color = env->bg_color;
+ storage->frame.clear_request = false;
+ } else if (env->bg_mode == GD_VS::ENV_BG_CAMERA_FEED) {
+ feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id);
+ storage->frame.clear_request = false;
+ } else {
+ storage->frame.clear_request = false;
+ }
+
+ if (!env || env->bg_mode != GD_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);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+ glVertexAttrib4f(GD_VS::ARRAY_COLOR, 1, 1, 1, 1);
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ // render sky
+ RasterizerStorageGLES2::Sky *sky = NULL;
+ GLuint env_radiance_tex = 0;
+ if (env) {
+ switch (env->bg_mode) {
+ case GD_VS::ENV_BG_COLOR_SKY:
+ case GD_VS::ENV_BG_SKY: {
+ sky = storage->sky_owner.getornull(env->sky);
+
+ if (sky) {
+ env_radiance_tex = sky->radiance;
+ }
+ } break;
+ case GD_VS::ENV_BG_CAMERA_FEED: {
+ if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) {
+ // copy our camera feed to our background
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_DISPLAY_TRANSFORM, true);
+
+ if (feed->get_datatype() == CameraFeed::FEED_RGB) {
+ RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_RGBA, 0);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) {
+ RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_YCbCr, 0);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
+
+ } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) {
+ RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE);
+ RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE);
+
+ VS::get_singleton()->texture_bind(camera_Y, 0);
+ VS::get_singleton()->texture_bind(camera_CbCr, 1);
+
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::SEP_CBCR_TEXTURE, true);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true);
+ };
+
+ storage->shaders.copy.bind();
+ storage->shaders.copy.set_uniform(CopyShaderGLES2::DISPLAY_TRANSFORM, feed->get_transform());
+
+ storage->bind_quad_array();
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ glDisableVertexAttribArray(GD_VS::ARRAY_VERTEX);
+ glDisableVertexAttribArray(GD_VS::ARRAY_TEX_UV);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ // turn off everything used
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::SEP_CBCR_TEXTURE, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
+ storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_DISPLAY_TRANSFORM, false);
+
+ //restore
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ } else {
+ // don't have a feed, just show greenscreen :)
+ clear_color = Color(0.0, 1.0, 0.0, 1.0);
+ }
+ } break;
+ case GD_VS::ENV_BG_CANVAS: {
+ // use screen copy as background
+ _copy_texture_to_buffer(storage->frame.current_rt->copy_screen_effect.color, current_fb);
+ } break;
+ default: {
+ } break;
+ }
+ }
+
+ if (probe_interior) {
+ env_radiance_tex = 0; //do not use radiance texture on interiors
+ state.default_ambient = Color(0, 0, 0, 1); //black as default ambient for interior
+ state.default_bg = Color(0, 0, 0, 1); //black as default background for interior
+ }
+
+ // render opaque things first
+ render_list.sort_by_key(false);
+ _render_render_list(render_list.elements, render_list.element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, false, false);
+
+ // then draw the sky after
+ if (env && env->bg_mode == GD_VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT])) {
+ if (sky && sky->panorama.is_valid()) {
+ _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+ }
+ }
+
+ if (storage->frame.current_rt && state.used_screen_texture) {
+ //copy screen texture
+
+ if (storage->frame.current_rt->multisample_active) {
+ // Resolve framebuffer to front buffer before copying
+#ifdef GLES_OVER_GL
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif IPHONE_ENABLED
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->multisample_fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo);
+ glResolveMultisampleFramebufferAPPLE();
+
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#elif ANDROID_ENABLED
+
+ // In GLES2 AndroidBlit is not available, so just copy color texture manually
+ _copy_texture_to_buffer(storage->frame.current_rt->multisample_color, storage->frame.current_rt->fbo);
+#endif
+ }
+
+ storage->canvas->_copy_screen(Rect2());
+
+ if (storage->frame.current_rt && storage->frame.current_rt->multisample_active) {
+ // Rebind the current framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, current_fb);
+ glViewport(0, 0, viewport_width, viewport_height);
+ }
+ }
+ // alpha pass
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ render_list.sort_by_reverse_depth_and_priority(true);
+
+ _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, true, false);
+
+ if (p_reflection_probe.is_valid()) {
+ // Rendering to a probe so no need for post_processing
+ return;
+ }
+
+ //post process
+ _post_process(env, p_cam_projection);
+
+ //#define GLES2_SHADOW_ATLAS_DEBUG_VIEW
+
+#ifdef GLES2_SHADOW_ATLAS_DEBUG_VIEW
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ if (shadow_atlas) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, shadow_atlas->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
+
+ //#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) {
+ state.render_no_shadows = false;
+
+ LightInstance *light_instance = light_instance_owner.getornull(p_light);
+ ERR_FAIL_COND(!light_instance);
+
+ RasterizerStorageGLES2::Light *light = light_instance->light_ptr;
+ ERR_FAIL_COND(!light);
+
+ uint32_t x;
+ uint32_t y;
+ uint32_t width;
+ uint32_t height;
+
+ 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;
+ float normal_bias = 0;
+
+ CameraMatrix light_projection;
+ Transform3D light_transform;
+
+ // TODO directional light
+
+ if (light->type == GD_VS::LIGHT_DIRECTIONAL) {
+ // set pssm stuff
+
+ // TODO set this only when changed
+
+ light_instance->light_directional_index = directional_shadow.current_light;
+ light_instance->last_scene_shadow_pass = scene_pass;
+
+ directional_shadow.current_light++;
+
+ if (directional_shadow.light_count == 1) {
+ light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size);
+ } else if (directional_shadow.light_count == 2) {
+ light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
+ if (light_instance->light_directional_index == 1) {
+ light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
+ }
+ } else { //3 and 4
+ light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
+ if (light_instance->light_directional_index & 1) {
+ light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
+ }
+ if (light_instance->light_directional_index / 2) {
+ light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
+ }
+ }
+
+ light_projection = light_instance->shadow_transform[p_pass].camera;
+ light_transform = light_instance->shadow_transform[p_pass].transform;
+
+ x = light_instance->directional_rect.position.x;
+ y = light_instance->directional_rect.position.y;
+ width = light_instance->directional_rect.size.width;
+ height = light_instance->directional_rect.size.height;
+
+ if (light->directional_shadow_mode == GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+ width /= 2;
+ height /= 2;
+
+ if (p_pass == 1) {
+ x += width;
+ } else if (p_pass == 2) {
+ y += height;
+ } else if (p_pass == 3) {
+ x += width;
+ y += height;
+ }
+
+ } else if (light->directional_shadow_mode == GD_VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ height /= 2;
+
+ if (p_pass == 0) {
+ } else {
+ y += height;
+ }
+ }
+
+ float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]);
+ zfar = light->param[VS::LIGHT_PARAM_RANGE];
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult;
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult;
+
+ fbo = directional_shadow.fbo;
+ } else {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
+
+ fbo = shadow_atlas->fbo;
+
+ uint32_t key = shadow_atlas->shadow_owners[p_light];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x03;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t quadrant_size = shadow_atlas->size >> 1;
+
+ x = (quadrant & 1) * quadrant_size;
+ y = (quadrant >> 1) * quadrant_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;
+
+ width = shadow_size;
+ height = shadow_size;
+
+ if (light->type == GD_VS::LIGHT_OMNI) {
+ // cubemap only
+ if (light->omni_shadow_mode == GD_VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) {
+ int cubemap_index = shadow_cubemaps.size() - 1;
+
+ // find an appropriate cubemap to render to
+ for (int i = shadow_cubemaps.size() - 1; i >= 0; i--) {
+ if (shadow_cubemaps[i].size > shadow_size * 2) {
+ break;
+ }
+
+ cubemap_index = i;
+ }
+
+ fbo = shadow_cubemaps[cubemap_index].fbo[p_pass];
+ light_projection = light_instance->shadow_transform[0].camera;
+ light_transform = light_instance->shadow_transform[0].transform;
+
+ custom_vp_size = shadow_cubemaps[cubemap_index].size;
+ 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 == GD_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 if (light->type == GD_VS::LIGHT_SPOT) {
+ light_projection = light_instance->shadow_transform[0].camera;
+ light_transform = light_instance->shadow_transform[0].transform;
+
+ flip_facing = false;
+ zfar = light->param[VS::LIGHT_PARAM_RANGE];
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
+ }
+ }
+
+ render_list.clear();
+
+ _fill_render_list(p_cull_result, p_cull_count, true, true);
+
+ render_list.sort_by_depth(false);
+
+ glDisable(GL_BLEND);
+ glDisable(GL_DITHER);
+ glEnable(GL_DEPTH_TEST);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ glDepthMask(GL_TRUE);
+ if (!storage->config.use_rgba_3d_shadows) {
+ glColorMask(0, 0, 0, 0);
+ }
+
+ if (custom_vp_size) {
+ glViewport(0, 0, custom_vp_size, custom_vp_size);
+ glScissor(0, 0, custom_vp_size, custom_vp_size);
+ } else {
+ glViewport(x, y, width, height);
+ glScissor(x, y, width, height);
+ }
+
+ glEnable(GL_SCISSOR_TEST);
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ if (storage->config.use_rgba_3d_shadows) {
+ glClearColor(1.0, 1.0, 1.0, 1.0);
+ glClear(GL_COLOR_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, 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 == GD_VS::LIGHT_OMNI && (light->omni_shadow_mode == GD_VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) && p_pass == 5) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo);
+ state.cube_to_dp_shader.bind();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_cubemaps[current_cubemap].cubemap);
+
+ glDisable(GL_CULL_FACE);
+
+ for (int i = 0; i < 2; i++) {
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_FLIP, i == 1);
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_NEAR, light_projection.get_z_near());
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_FAR, light_projection.get_z_far());
+ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::BIAS, light->param[VS::LIGHT_PARAM_SHADOW_BIAS]);
+
+ uint32_t local_width = width;
+ uint32_t local_height = height;
+ uint32_t local_x = x;
+ uint32_t local_y = y;
+
+ if (light->omni_shadow_detail == GD_VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) {
+ local_height /= 2;
+ local_y += i * local_height;
+ } else {
+ local_width /= 2;
+ local_x += i * local_width;
+ }
+
+ glViewport(local_x, local_y, local_width, local_height);
+ glScissor(local_x, local_y, local_width, local_height);
+
+ glEnable(GL_SCISSOR_TEST);
+
+ glClearDepth(1.0f);
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
+ glDisable(GL_BLEND);
+
+ storage->_copy_screen();
+ }
+ }
+
+ if (storage->frame.current_rt) {
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+ }
+ if (!storage->config.use_rgba_3d_shadows) {
+ glColorMask(1, 1, 1, 1);
+ }
+}
+
+void RasterizerSceneGLES2::set_scene_pass(uint64_t p_pass) {
+ scene_pass = 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);
+
+ for (int i = 0; i < 6; i++) {
+ glDeleteFramebuffers(1, &reflection_instance->fbo[i]);
+ glDeleteTextures(1, &reflection_instance->color[i]);
+ }
+
+ if (reflection_instance->cubemap != 0) {
+ glDeleteTextures(1, &reflection_instance->cubemap);
+ }
+ glDeleteRenderbuffers(1, &reflection_instance->depth);
+
+ reflection_probe_release_atlas_index(p_rid);
+ reflection_probe_instance_owner.free(p_rid);
+ memdelete(reflection_instance);
+
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void RasterizerSceneGLES2::set_debug_draw_mode(GD_VS::ViewportDebugDraw p_debug_draw) {
+}
+
+void RasterizerSceneGLES2::initialize() {
+ state.scene_shader.init();
+
+ state.scene_shader.set_conditional(SceneShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_3d_shadows);
+ state.cube_to_dp_shader.init();
+ state.effect_blur_shader.init();
+ state.tonemap_shader.init();
+
+ render_list.init();
+
+ render_pass = 1;
+
+ shadow_atlas_realloc_tolerance_msec = 500;
+
+ {
+ //default material and shader
+
+ default_shader = storage->shader_create();
+ storage->shader_set_code(default_shader, "shader_type spatial;\n");
+ default_material = storage->material_create();
+ storage->material_set_shader(default_material, default_shader);
+
+ default_shader_twosided = storage->shader_create();
+ default_material_twosided = storage->material_create();
+ storage->shader_set_code(default_shader_twosided, "shader_type spatial; render_mode cull_disabled;\n");
+ storage->material_set_shader(default_material_twosided, default_shader_twosided);
+ }
+
+ {
+ 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);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ {
+ uint32_t immediate_buffer_size = GLOBAL_DEF("rendering/limits/buffers/immediate_buffer_size_kb", 2048);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/immediate_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/immediate_buffer_size_kb", PROPERTY_HINT_RANGE, "0,8192,1,or_greater"));
+
+ glGenBuffers(1, &state.immediate_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, state.immediate_buffer);
+ glBufferData(GL_ARRAY_BUFFER, immediate_buffer_size * 1024, NULL, GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ // cubemaps for shadows
+ if (storage->config.support_shadow_cubemaps) { //not going to be used
+ int max_shadow_cubemap_sampler_size = 512;
+
+ int cube_size = max_shadow_cubemap_sampler_size;
+
+ glActiveTexture(GL_TEXTURE0);
+
+ while (cube_size >= 32) {
+ ShadowCubeMap cube;
+
+ cube.size = cube_size;
+
+ glGenTextures(1, &cube.cubemap);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap);
+
+ for (int i = 0; i < 6; i++) {
+ glTexImage2D(_cube_side_enum[i], 0, storage->config.depth_internalformat, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
+ }
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(6, cube.fbo);
+ for (int i = 0; i < 6; i++) {
+ glBindFramebuffer(GL_FRAMEBUFFER, cube.fbo[i]);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, _cube_side_enum[i], cube.cubemap, 0);
+ }
+
+ shadow_cubemaps.push_back(cube);
+
+ cube_size >>= 1;
+ }
+ }
+
+ {
+ // directional shadows
+
+ directional_shadow.light_count = 0;
+ directional_shadow.size = next_power_of_2(GLOBAL_GET("rendering/quality/directional_shadow/size"));
+
+ glGenFramebuffers(1, &directional_shadow.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
+
+ if (storage->config.use_rgba_3d_shadows) {
+ //maximum compatibility, renderbuffer and RGBA shadow
+ glGenRenderbuffers(1, &directional_shadow.depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, directional_shadow.depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, storage->config.depth_buffer_internalformat, directional_shadow.size, directional_shadow.size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, directional_shadow.depth);
+
+ glGenTextures(1, &directional_shadow.color);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, directional_shadow.size, directional_shadow.size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, directional_shadow.color, 0);
+ } else {
+ //just a depth buffer
+ glGenTextures(1, &directional_shadow.depth);
+ glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, storage->config.depth_internalformat, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, storage->config.depth_type, NULL);
+
+ 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);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0);
+ }
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ ERR_PRINT("Directional shadow framebuffer status invalid");
+ }
+ }
+
+ shadow_filter_mode = SHADOW_FILTER_NEAREST;
+
+ glFrontFace(GL_CW);
+}
+
+void RasterizerSceneGLES2::iteration() {
+ shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
+}
+
+void RasterizerSceneGLES2::finalize() {
+}
+
+RasterizerSceneGLES2::RasterizerSceneGLES2() {
+}
+
+#endif // godot 3
+
+#endif // GLES2_BACKEND_ENABLED