diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 41 |
1 files changed, 31 insertions, 10 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 2c52895bda..ac1aae62bd 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -1178,6 +1178,11 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m 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); + } + bool shader_rebind = state.scene_shader.bind(); if (p_material->shader->spatial.no_depth_test) { @@ -1200,9 +1205,6 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m } break; } - // TODO whyyyyy???? - p_reverse_cull = true; - switch (p_material->shader->spatial.cull_mode) { case RasterizerStorageGLES2::Shader::Spatial::CULL_MODE_DISABLED: { glDisable(GL_CULL_FACE); @@ -1564,6 +1566,8 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } 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) { @@ -2337,7 +2341,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, Transform 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 dont have this... + // would be a bit weird if we don't have this... state.scene_shader.set_uniform(SceneShaderGLES2::RADIANCE_INVERSE_XFORM, p_view_transform); } } @@ -2555,11 +2559,19 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { + Transform cam_transform = p_cam_transform; + GLuint current_fb = 0; Environment *env = NULL; int viewport_width, viewport_height; bool probe_interior = false; + bool reverse_cull = false; + + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::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); @@ -2586,6 +2598,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const viewport_height = storage->frame.current_rt->height; } + 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; @@ -2594,7 +2607,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const //push back the directional lights if (p_light_cull_count) { - //harcoded limit of 256 lights + //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; @@ -2608,7 +2621,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) { render_directional_lights++; - //as goin in reverse, directional lights are always first anyway + //as going in reverse, directional lights are always first anyway } light->light_index = index; @@ -2709,7 +2722,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) { if (sky && sky->panorama.is_valid()) { - _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation); + _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation); } } @@ -2719,8 +2732,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const // render opaque things first render_list.sort_by_key(false); - _render_render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, false, false); + _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); + if (storage->frame.current_rt && state.used_screen_texture) { + //copy screen texture + storage->canvas->_copy_screen(Rect2()); + } // alpha pass glBlendEquation(GL_FUNC_ADD); @@ -2728,7 +2745,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const render_list.sort_by_depth(true); - _render_render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, false, true, false); + _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); glDisable(GL_DEPTH_TEST); @@ -3041,7 +3058,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ } } - glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + if (storage->frame.current_rt) { + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + } glColorMask(1, 1, 1, 1); } @@ -3224,6 +3243,8 @@ void RasterizerSceneGLES2::initialize() { } shadow_filter_mode = SHADOW_FILTER_NEAREST; + + glFrontFace(GL_CW); } void RasterizerSceneGLES2::iteration() { |