diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 104 |
1 files changed, 91 insertions, 13 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 22cc45a0f6..fbcbebc88c 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -42,6 +42,8 @@ #define glClearDepth glClearDepthf #endif +#define _DEPTH_COMPONENT24_OES 0x81A6 + static const GLenum _cube_side_enum[6] = { GL_TEXTURE_CUBE_MAP_NEGATIVE_X, @@ -461,7 +463,8 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) { glGenFramebuffers(1, &rpi->fbo_blur); glGenRenderbuffers(1, &rpi->depth); - glGenTextures(1, &rpi->cubemap); + rpi->cubemap = 0; + //glGenTextures(1, &rpi->cubemap); return rpi->self; } @@ -502,14 +505,37 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance int size = rpi->probe_ptr->resolution; rpi->current_resolution = size; - int lod = 0; - - GLenum internal_format = GL_RGBA; - GLenum format = GL_RGBA; + GLenum internal_format = GL_RGB; + GLenum format = GL_RGB; GLenum type = GL_UNSIGNED_BYTE; glActiveTexture(GL_TEXTURE0); + if (rpi->cubemap != 0) { + glDeleteTextures(1, &rpi->cubemap); + } + glGenTextures(1, &rpi->cubemap); glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap); +#if 1 + //Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game + 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); + + glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer + glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); + + for (int i = 0; i < 6; i++) { + glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); + } + +#else + int lod = 0; + + //the approach below is fatal for powervr // Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if later wont be used. while (size >= 1) { @@ -521,7 +547,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0); glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); + glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth); #ifdef DEBUG_ENABLED @@ -535,7 +561,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance size >>= 1; } - +#endif glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); @@ -716,20 +742,38 @@ void RasterizerSceneGLES2::environment_set_adjustment(RID p_env, bool p_enable, } void RasterizerSceneGLES2::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + + env->fog_enabled = p_enable; + env->fog_color = p_color; + env->fog_sun_color = p_sun_color; + env->fog_sun_amount = p_sun_amount; } void RasterizerSceneGLES2::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); + + env->fog_depth_enabled = p_enable; + env->fog_depth_begin = p_depth_begin; + env->fog_depth_curve = p_depth_curve; + env->fog_transmit_enabled = p_transmit; + env->fog_transmit_curve = p_transmit_curve; } void RasterizerSceneGLES2::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) { + Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); -} + env->fog_height_enabled = p_enable; + env->fog_height_min = p_min_height; + env->fog_height_max = p_max_height; + env->fog_height_curve = p_height_curve; +} bool RasterizerSceneGLES2::is_environment(RID p_env) { return environment_owner.owns(p_env); } @@ -2005,6 +2049,15 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, glDisable(GL_BLEND); } + float fog_max_distance = 0; + bool using_fog = false; + if (p_env && !p_shadow && p_env->fog_enabled && (p_env->fog_depth_enabled || p_env->fog_height_enabled)) { + state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, p_env->fog_depth_enabled); + state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, p_env->fog_height_enabled); + fog_max_distance = p_projection.get_z_far(); + using_fog = true; + } + RasterizerStorageGLES2::Texture *prev_lightmap = NULL; float lightmap_energy = 1.0; bool prev_use_lightmap_capture = false; @@ -2116,7 +2169,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, } //condition to enable vertex lighting on this object - bool vertex_lit = light && (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && !unshaded; + bool vertex_lit = (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && ((!unshaded && light) || using_fog); //fog forces vertex lighting because it still applies even if unshaded or no fog if (vertex_lit != prev_vertex_lit) { state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit); @@ -2242,10 +2295,34 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, rebind_light = true; rebind_reflection = true; rebind_lightmap = true; + + if (using_fog) { + + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_COLOR_BASE, p_env->fog_color); + Color sun_color_amount = p_env->fog_sun_color; + sun_color_amount.a = p_env->fog_sun_amount; + + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_SUN_COLOR_AMOUNT, sun_color_amount); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_TRANSMIT_ENABLED, p_env->fog_transmit_enabled); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_TRANSMIT_CURVE, p_env->fog_transmit_curve); + + if (p_env->fog_depth_enabled) { + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_DEPTH_BEGIN, p_env->fog_depth_begin); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_DEPTH_CURVE, p_env->fog_depth_curve); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_MAX_DISTANCE, fog_max_distance); + } + + if (p_env->fog_height_enabled) { + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MIN, p_env->fog_height_min); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MAX, p_env->fog_height_max); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_MAX, p_env->fog_height_max); + state.scene_shader.set_uniform(SceneShaderGLES2::FOG_HEIGHT_CURVE, p_env->fog_height_curve); + } + } } - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, view_transform_inverse); - state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_MATRIX, p_view_transform); + state.scene_shader.set_uniform(SceneShaderGLES2::CAMERA_INVERSE_MATRIX, view_transform_inverse); state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_MATRIX, p_projection); state.scene_shader.set_uniform(SceneShaderGLES2::PROJECTION_INVERSE_MATRIX, projection_inverse); @@ -2302,6 +2379,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, state.scene_shader.set_conditional(SceneShaderGLES2::USE_REFLECTION_PROBE2, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP, false); state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTMAP_CAPTURE, false); + state.scene_shader.set_conditional(SceneShaderGLES2::FOG_DEPTH_ENABLED, false); + state.scene_shader.set_conditional(SceneShaderGLES2::FOG_HEIGHT_ENABLED, false); } void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy) { @@ -2540,7 +2619,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const _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); - glDepthMask(GL_FALSE); glDisable(GL_DEPTH_TEST); //#define GLES2_SHADOW_ATLAS_DEBUG_VIEW @@ -2984,7 +3062,7 @@ void RasterizerSceneGLES2::initialize() { glBindTexture(GL_TEXTURE_CUBE_MAP, cube.cubemap); for (int i = 0; i < 6; i++) { - glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL); + glTexImage2D(_cube_side_enum[i], 0, GL_DEPTH_COMPONENT, cube_size, cube_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |