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path: root/drivers/gles2/rasterizer_scene_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp123
1 files changed, 110 insertions, 13 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 15f1aa44be..7addbaa9fe 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -605,7 +605,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
size >>= 1;
int mipmaps = 6;
- int mm_level = mipmaps - 1;
storage->shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES2::USE_SOURCE_PANORAMA, false);
storage->shaders.cubemap_filter.bind();
@@ -628,8 +627,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst
size >>= 1;
- mm_level--;
-
lod++;
}
@@ -711,7 +708,7 @@ void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enabl
ERR_FAIL_COND(!env);
}
-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, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+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, 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);
}
@@ -742,20 +739,39 @@ 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) {
+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);
}
@@ -1191,6 +1207,8 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
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);
@@ -1221,6 +1239,9 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
t = t->get_ptr();
glBindTexture(t->target, t->tex_id);
+ if (i == 0) {
+ state.current_main_tex = t->tex_id;
+ }
}
state.scene_shader.use_material((void *)p_material);
@@ -2031,6 +2052,19 @@ 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);
+ 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;
@@ -2142,7 +2176,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
}
//condition to enable vertex lighting on this object
- bool vertex_lit = light && (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && !unshaded;
+ bool vertex_lit = (material->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading) && ((!unshaded && light) || using_fog); //fog forces vertex lighting because it still applies even if unshaded or no fog
if (vertex_lit != prev_vertex_lit) {
state.scene_shader.set_conditional(SceneShaderGLES2::USE_VERTEX_LIGHTING, vertex_lit);
@@ -2268,17 +2302,40 @@ 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);
state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
}
if (rebind_light && light) {
@@ -2328,6 +2385,8 @@ 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) {
@@ -2402,13 +2461,20 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glEnableVertexAttribArray(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_PANORAMA, true);
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);
+ 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);
@@ -2416,6 +2482,8 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
glDisableVertexAttribArray(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);
}
@@ -2426,6 +2494,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
Environment *env = NULL;
int viewport_width, viewport_height;
+ bool probe_interior = false;
if (p_reflection_probe.is_valid()) {
ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe);
@@ -2443,6 +2512,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
viewport_width = probe->probe_ptr->resolution;
viewport_height = probe->probe_ptr->resolution;
+ probe_interior = probe->probe_ptr->interior;
+
} else {
state.render_no_shadows = false;
current_fb = storage->frame.current_rt->fbo;
@@ -2516,9 +2587,30 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ // clear color
- storage->frame.clear_request = false;
+ Color clear_color(0, 0, 0, 0);
+
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ clear_color = Color(0, 0, 0, 0);
+ storage->frame.clear_request = false;
+ } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR || env->bg_mode == VS::ENV_BG_SKY) {
+ if (storage->frame.clear_request) {
+ clear_color = storage->frame.clear_request_color.to_linear();
+ storage->frame.clear_request = false;
+ }
+ } else if (env->bg_mode == VS::ENV_BG_CANVAS || env->bg_mode == VS::ENV_BG_COLOR || env->bg_mode == VS::ENV_BG_COLOR_SKY) {
+ clear_color = env->bg_color.to_linear();
+ storage->frame.clear_request = false;
+ } else {
+ storage->frame.clear_request = false;
+ }
+
+ if (!env || env->bg_mode != VS::ENV_BG_KEEP) {
+ glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a);
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
@@ -2553,6 +2645,10 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
}
+ if (probe_interior) {
+ env_radiance_tex = 0; //do not use radiance texture on interiors
+ }
+
// 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);
@@ -2984,6 +3080,7 @@ void RasterizerSceneGLES2::initialize() {
{
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);